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RE: JhyShy's Weirdo Workshop

 
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5/13/2025 6:58:42   
JhyShy
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Pets & Guests Compilation
Info: A bunch of pet and guest ideas, mostly compression stuff.


The Rotting
MC Earth/Darkness Overcharged Pet/Guest. MC is spent on compression
Appearance- A floating three headed undead, one is a rotting zombie head, one is a black skeleton in the middle, the last one is a ghostly face that looks like its screaming.
Cost: Gold

Elements- Default mode is Darkness. Can be toggled to deal earth damage.

Animation- 3 hits (One for each head)

Effects-
MC is spent on elemental compression
Comes in Call, Summon and Pet flavor
Clicking on the body makes it switch elements.
Takes 15% Melee of player HP and 35% Melee in SP/MP to deal +50% damage

Description- A rotten undead. Created from cursed materials and fusing 3 types of undead together creating this abomination of a creature. While it no longer has a soul, the husk of what is left can attack with Rotting Earth and Cursed Darkness.
Info- Basic Overcharged compression like Prototype Hunter Drone.


The Ghastly
MC Wind/Harm Overcharged Pet/Guest. MC is spent on compression
Appearance- A blob of fused ghosts.
Cost: Gold

Elements- Default mode is Wind. Can be toggled to deal Harm damage.

Animation- 2 hits

Effects-
MC is spent on elemental compression
Comes in Call, Summon and Pet flavor
Clicking on the body makes it switch elements.
Takes an additional 50% on resource to deal additional damage.

Description- A ghastly undead. Created by a cruel Necromancer, this amalgam was no longer able to form coherent thoughts. Now that the souls are free, this form remains. With you this abomination can blast with powerful winds or untold Harm.
Info- Not much to say, always nice to have harm compression


Cruel Figures
MC Neutral Pet/Guest. MC is spent on compression
Appearance- Colorful Stick figures in action poses with a black one floating above all of them with white flames on its hand.
Cost: Gold

Elements- Default mode is elemental seeking, alternate mode is a greater Omni-elemental attack.

Animation- 4 hits for elemental seeking. 9 hits for the greater Omni-elemental attack.

Effects-
MC is spent on elemental compression
Comes in Call, Summon and Pet flavor
Clicking on the body makes it switch modes.
Takes -45% damage to seek between all elements and harm in ele-seeking mode. In Ele-seek mode, the first attack deals the element the foe is weakest against, the second attack deals with the element the foe is second weakest or its other weakest element. (Mimicking how Zeruel used to use the beastmaster guests to attack with the strongest element against them and the other strongest or second strongest element against them.)
Takes the Greater Omni-elemental boost in the Greater Omni-elemental attack. Deals one hit per element and harm.

Description- A collection of otherworldly beings, they can attack with the foes first and second elemental weakness or attack all in unison for greater damage
Info- Okay this is just too much, should probably create a much more basic variant


Warlic, the Archmage
MC Neutral Guest. MC is spent on compression
Appearance- Warlic
Cost: Gold

Elements- Default mode is elemental seeking, alternate mode is an Omni-elemental attack.

Animation- 2 hits for elemental seeking. 8 hits for the Omni-elemental attack.

Effects-
MC is spent on elemental compression
Comes in Call, Summon and Pet flavor
Clicking on the body makes it switch modes.
Takes -40% damage in Elemental Seeking mode.
Gains 132/109 Boost in Omni-Elemental mode

Description- Warlic the Archmage! Here to help you on your journey with basic elemental attacks or a great omni elemental attack!
Info- Now that's more like it


Skele-Blaster
MC Overcharged Darkness/Energy Pet/Guest. MC is spent on compression
Appearance- Gaster Blaster from Mr. Sans Undertale from the hit game Undertale featuring Mr. Sans Undertale.
Cost: Gold

Elements- Default is Energy, Alternate mode is Darkness.

Animation- 2 hits.

Effects-
MC is spent on elemental compression
Comes in Call, Summon and Pet flavor
Clicking on the body makes it switch modes.
Takes additional 50% resource to gain +50% damage.

Description- A creation of Zorbak... That he gave up and had Kaley finish. With her knowledge it can attack with powerful Energy Anima attacks or Necrotic Darkness attacks!
Info- Back to basics.


High Druid Dragon
MC Overcharged Earth/Wind Pet/Guest. MC is spent on compression
Appearance- Yggdrasil from Dragon City.
Cost: Gold

Elements- Default is Earth, Alternate mode is Wind.

Animation- 3 hits.

Effects-
MC is spent on elemental compression
Comes in Call, Summon and Pet flavor
Clicking on the body makes it switch modes.
Takes additional 50% resource to gain +50% damage.

Description- A legendary Druid, you can call upon this dragon to attack with powerful wind and earth attacks!
Info- Not much to say, man, I'm really pulling it up with a lot of overcharged items for this one, eh.


High Destroyer Dragon
MC Overcharged Fire/Light Pet/Guest. MC is spent on compression
Appearance- High Eternal Dragon with its armorfrom Dragon City.
Cost: Gold

Elements- Default is Fire, Alternate mode is Light.

Animation- 4 hits.

Effects-
MC is spent on elemental compression
Comes in Call, Summon and Pet flavor
Clicking on the body makes it switch modes.
Takes additional 50% resource to gain +50% damage.

Description- A powerful Warmongering Dragon! Now bent to your will, call/summon upon this dragon to wreck your enemies with devastating Fire blasts or Light blasts!
Info- Another overcharged guest and pets, I'm starting to think I like overcharged pets.


Elemento
MC Fire/Water/Earth Pet/Guest. MC is spent on compression
Appearance- Elements Dragon from Dragon City.
Cost: Gold

Elements- Default is Fire, Alternate mode is Water, last mode is Earth

Animation- 3 hits.

Effects-
MC is spent on elemental compression
Comes in Call, Summon and Pet flavor
Clicking on the body makes it switch modes.
Takes -5% damage from the additional elemental compression.

Description- A Dragon of Legend! Mastering not just one element, but three of them! Attacking with earthly gravity, fire magma and water tsunamis! This dragon is not one to mess with!
Info- I. AM. BIASED. I love this guy, this guy is my OG dragon from Dragon City so of course I make him a triple compression pet and guest (I'll be making more of those here in a second)


Sahasra
MC Water/Darkness Pet/Guest. MC is spent on compression
Appearance- Millium Dragon from Dragon City.
Cost: Gold

Elements- Default is Water, Alternate mode is Darkness, last mode is Water and Darkness.

Animation- 2 hits. 4 hits for Water and Darkness mode.

Effects-
MC is spent on elemental compression
Comes in Call, Summon and Pet flavor
Clicking on the body makes it switch modes.
In the last mode, it attacks with both water and darkness, does 4 hits and takes additional HP from the player to boost damage by +25%.

Description- The Dragon born from the new Millennium! Attacking with refreshing water or ominous Darkness it attacks with the foreboding future. At your command it can show your opponent just how their future will feel like with both Water and Darkness attacks!
Info- This is basically a clone of Legion Ghoul.


Royalty of Heck
MC Overcharged Earth/Harm Pet/Guest. MC is spent on compression
Appearance- Barons of Hell from Doom.
Cost: Gold

Elements- Default is Earth, Alternate mode is Harm, last mode is Earth and Harm.

Animation- 2 hits. 4 hits for Earth and Harm mode.

Effects-
MC is spent on elemental compression
Comes in Call, Summon and Pet flavor
Clicking on the body makes it switch modes.
Takes HP from the player to boost damage by 50%.
In the last mode, takes additional SP/MP to gain +25% damage

Description- A bruiser of a demon, these demons deal brutal ground attacks or demonic sorcery! Although due to the brutality of these attacks, they wear on your health and spirit/mana!
Info- I really hope they keep the pet and guest option here, because I REALLY want to recreate the bruiser brothers in AQ.


The Viles
MC Overcharged Fire/Harm Pet/Guest. MC is spent on compression
Appearance- Archviles from Doom.
Cost: Gold

Elements- Default is Fire, Alternate mode is Harm.

Animation- 2 hits.

Effects-
MC is spent on elemental compression
Comes in Call, Summon and Pet flavor
Clicking on the body makes it switch modes.
Takes additional 50% from resources to deal +50% damage.

Description- A Vile creature of Heck! These beings can summon a near unstoppable pillar of Fire in their line of sight or deal incredibly vile demonic magic onto your opponent! Although these are powerful they take a toll on your soul/mana the more you keep them around!
Info- A basic application of Archviles to AQ, really, this should be more complicated but man. I HATE ARCHVILES.


The Super Shotgun!
MC Overcharged Earth/Harm Pet/Guest. MC is spent on compression
Appearance- A Double Barrel Shotgun with a cape.
Cost: Gold

Elements- Default is Fire, Alternate mode is Harm.

Animation- 4 hits.

Effects-
MC is spent on elemental compression
Comes in Call, Summon and Pet flavor
Clicking on the body makes it switch modes.
Takes additional HP from the player to deal +50% damage.

Description- A legendary artifact that strikes fear into the hearts of Demons and Fiends alike! Although it hurts you as well in battle, the damage it deals to your opponents? Super.
Info- Another Super Shotgun reference from Doom. Why didn't I call this the super double barrel? Because its better. Because its SUPER.


The Cursed Ones
MC Overcharged Fire/Earth Pet/Guest. MC is spent on compression
Appearance- The Humanoids from Shin Godzilla's 5th Form.
Cost: Gold

Elements- Default is Fire, Alternate mode is Earth.

Animation- 3 hits.

Effects-
MC is spent on elemental compression
Comes in Call, Summon and Pet flavor
Clicking on the body makes it switch modes.
Takes additional 50% from resources to deal +50% damage.

Description- A powerful Eldritch creature with regenerative properties. It can make itself explode on your opponent to deal vicious burning attacks or attack it with its ghastly green earth beams!
Info- I LOVE GODZILLA.


The Rainbow Dragon
MC Overcharged Neutral Pet/Guest. MC is spent on compression
Appearance- Legendary Dragon from Dragon City.
Cost: Gold

Elements- Default is Harm, Alternate mode is Omni-Elemental mode, last mode is Heal mode.

Animation- 4 hits for Harm and Heal mode. Deals 8 hits in Omni-Elemental Mode.

Effects-
MC is spent on compression
Comes in Call, Summon and Pet flavor
Clicking on the body makes it switch modes.
Takes additional 50% from resources to deal +50% damage.
Takes -5% damage for having an additional mode
Gains the 132/109 Boost on omni-elemental mode.

Description- A powerful and legendary dragon! Although it has no specific elemental alignment, it can attack with powerful otherworldly magic, heal you with their knowledge over the years or attack the enemy with its sorcerous omni-elemental magic!
Info- Once again, I show my bias. I love this guy in Dragon city, one of my all time favorites with their design and how they were basically THE legendary dragon back in the day.


The Learnean Dragon
MC Overcharged Neutral Pet/Guest. MC is spent on compression
Appearance- Learnean from Monster Legends.
Cost: Gold

Elements- Default is Harm, Alternate mode is Elemental Seeking mode.

Animation- 3 hits.

Effects-
MC is spent on compression
Comes in Call, Summon and Pet flavor
Clicking on the body makes it switch modes.
Takes additional 50% from player HP to deal +50% damage.
Takes -15% damage on elemental seeking mode to seek between Fire, Water and Earth.

Description- A monster of legend! An old and near immortal dragon, it is cursed to grow its annoying heads over and over to repent for its sins against the beings they wronged. Call/Summon it to deal unworldly magic onto your opponent or seek between attacking with fire, water or earth!
Info- Okay this is my final overcomplicated/overcooked pet and guest suggestion this time. I'm just biased cause this guy has always been my favorite in Monster Legends lmao



< Message edited by JhyShy -- 5/13/2025 7:02:58 >
Post #: 126
6/12/2025 9:04:38   
JhyShy
Member
 

Undying Depths Set
Info: A FO Water set built for Rangers. Focused on resurrection and deteriorating END in the resurrected state.
FSB: Gains additional 1.5 Charges
IMPORTANT MECHANIC: Adept Charges, one charge costs 10% melee. Maxes out at 100 charges. Carries over to the next fight


The Undying Hunter
MC FO Water armor. MC is spent on skill compression
Appearance- Riptide Helicoprion from AQW when in Normal Mode. Riptide Helicoprion Adept from AQW when in Adept Mode. Both have Riptide Helicoprion from AQW as a cape.
Cost: (Probably UR or smthn)

Elements- 39 Water/39 Darkness. 100 Fire and 100 Light (Cause creatures of the deep + light and fire = pain)

Animation- 3 hits (Use Mecha Knight Animation, feet push out water to do 3 attacks, when in adept mode, the player just torpedoes to the enemy)

Flavor Effect-
Sacrifices -6 MRM to gain 1 Adept Charge per turn when the monster is within 20 levels of the player. If not, just gives +10% damage.
When at 10 charges the player can survive any lethal attack (Making them cap out at 1 HP), takes all existing charges and gives them [HP*Adept Charges Melee%] (So 90% HP at 90 Charges). When in this form, END deteriorates by -25 per turn (Caps out at -150 END). Armor goes into Adept mode.

Effects-
Gains the FO Lean
You gain 2 skills

Skills-
Adept Charge - Weapons based efficient skill, 6 hits firing off lances, seeks between Water and Darkness. Has -4.25 Bth to seek between elements. Costs additional 10% melee to gain 1 adept charge. Gains additional 20% damage when in adept mode.
Sacrificial Gamble - Toggle. Consumes all charges and makes the player go into adept mode regardless of HP.

Description- An armor from the deepest depths, no one knows what truly dwells there, and why those who miraculously come back from it speak in "We" and "Us". The longer you are in this armor, the stronger your connection to the deep gets. You can even use these connections to become one with the deep at a great sacrifice.
Info- Inspired mainly Undyne and her Undying form from the Hit game Undertale featuring Mr. Sans Undertale. I also wanted to have more resurrection mechanics and I especially loved how Artix's empowered form worked against WAR.


Depth Strider
MC Ranged Water Trident. MC used for Elemental compression
Appearance- Enlightened Aurichalcum Trident from AQW
Cost: (Rare box or smthn)

Type: Ranged
Element: Water**

Flavor Effect:
Weapon makes the player take -6 MRM to gain one adept charge per turn
Weapon deals +2.5 damage each adept charge.

Effect:
Has no true special
Has the usual no special bonus
MC is spent on being able switch between Water and Darkness element

Description- A Trident from the mysterious depths. Dark and drowning, this trident can switch between Water and Darkness alongside giving you a deeper connection to the depths.
Info: Pretty basic weapon, wanted it to have more to it than just elemental compression, which is why the charge generation and +damage from generating charges is there, so outside the set its still good.


Deep Seeker
MC Water shield. MC for compression
Appearance- Go crazy with the aesthetics, but ideally something grotesque.
Cost: (Rare box or smthn)

Elements: -26 Water or Darkness

Flavor Effect:
Makes the player take -4.25 Bth to take less damage the more adept charges the player has.

Effect:
Has no true special
Has the usual no special bonus
MC is spent on being able to open a menu:
Toggle 1: Makes the shield switch between water and darkness
Toggle 2: Makes the player sacrifice player turn to gain +10 Adept charges

Description- This mysterious (Or grotesque) shield is from the mysterious depths. With it, you can meditate for a bit to feel a deeper connection to the depth and gain less damage the deeper the connection you have.
Info: Not much to say about this one, was primarily inspired by Warforged shield.


Newborn Seeker
MC Water Pet. MC for Elemental compression
Appearance- Caeruleum Newborn from AQW
Cost: (Rare box or smthn)

Animation: 5 hits. (Uses Chaos Hydra spewing animation from DF)

Flavor Effect:
Makes the player take -4.25 Bth (Cause its ugly) to deal more damage the more adept charges the player has.

Effect:
MC is spent on being able to switch between water and darkness elements when clicked on its body
When clicking the mouth, makes the player take more damage and makes the pet deal no damage but it gives you more adept charges.

Description- Who gave this little guy to you?? Either way, it can give you a deeper connection to the deep or deal water or dark damage to your enemy.
Info: Hit count funny.


Edits:
- Changed the armor's +END to Health
- Fixed the pet's second mode saying it deals more damage, when its supposed to be none

< Message edited by JhyShy -- 6/17/2025 4:26:56 >
Post #: 127
6/28/2025 14:18:01   
JhyShy
Member
 

Ancient Forest Set
Info: A FO Earth set built for Rangers. Focused on Prismatic Burn and Chromatic Poison.
FSB: DoTs deal extra +25%


Ancient Forest Hunter
MC FO Earth armor. MC is spent on skill compression
Appearance- Yguazu Warrior from AQW when in Normal Mode. Same armor but with its chest clicked from AQW when in Unleashed Mode.
Cost: (Probably UR or smthn)

Elements- 39 Earth. 100 Wind and Fire

Animation- 2 hits (Use Sneak Garb Animation)

Effects-
Gains the FO Lean
You gain 2 skills

Skills-
Unleashed Hunter - Locks attacks to earth, eats upto 50% burn (including prismatic burn) to gain up to +50% damage and eats up to 50% poison (including chromatic poison) to heal HP.
Ancient Eminence - Toggle. Chooses between inflicting prismatic burn for 25% melee in SP or chromatic poison for 25% melee in SP or both for a combined 50% melee in SP.

Description- A garb built from the society within an ancient forest, with a mystical and powerful stone as your power source you can inflict unimaginable burn or poison onto your enemy, or even make yourself one with the ancients and take back the suffering for a boon.
Info- Not much to say, just wanted to make a good all around competitor against Fortune Thief for Rangers.


Ancient Forest Spear
MC Ranged Earth Spear. MC used for compression
Appearance- Yguazu Spear from AQW
Cost: (Rare box or smthn)

Type: Ranged
Element: Earth

Flavor Effect:
Player gains -3 MRM so the weapon deals +5% damage if the enemy is inflicted with either burn, poison, prismatic burn or chromatic poison. Caps at +20% damage

Effect:
Has no true special
Has the usual no special bonus
MC is spent on being able switch between modes:
Damage mode - +5% damage MC
Burn mode - Sacrifices MC and 35% damage to deal prismatic burn onto the enemy for 4 turns
Poison mode - Sacrifices MC and 50% damage to deal chromatic poison onto the enemy for 4 turns

Description- A sharpened stone fashioned into a spear of the tribe within an ancient forest, it can deal prismatic burn or an incredible poison to your enemies, even gain more power when they're inflicted with it.
Info: Not much to say, just wanted a weapon that can switch between prismatic burn and chromatic poison (Damage mode is there cause I like being practical and having damage modes).


Ancient Forest Tribe Mask
MC Earth Misc. MC is spent on skill compression.
Appearance- Yguazu Mask from AQW
Cost: R box

Effects-
Gives +50 DEX/END/CHA and +20 LUK
Before attacking, attempts to inflict a 1 turn omni elemental vulnerability on the opponent. DEX/LUK against STR/LUK. +20 Save

Description- One of the important mask of the tribe within an ancient forest, it can use the mystical stone embedded within to weaken your foe's defenses.
Info- Basic Misc for Rangers that I feel can be generically useful.


Edits:
- Removed Flavor effects of Armor

< Message edited by JhyShy -- 6/30/2025 21:25:03 >
Post #: 128
6/28/2025 14:42:26   
JhyShy
Member
 

Deathbound Champion Set
Info: A FO/FD Energy set built for Warriors and Rangers. Focused on healing while dealing damage.
FSB: Gain -12.5 heal res


Deathbound Champion
MC FD Energy armor. MC is spent on skill compression
Appearance- Deathbound Knight from AQW. With Deathbound Knight Shroud from AQW as its cape.
Cost: Probably a R box

Elements- 39 Energy. 100 Water and Light

Animation- 2 hits (Use Knight Animation)

Flavor Effect-
Sacrifices -6 MRM to gain 10% Melee in HP per turn.

Effects-
Gains the FD Lean
You gain 2 skills

Skills-
Steel and Bone - Switches between FO and FD lean once per battle.
Deathbound - Toggle. Locks attacks to Energy, sacrifices 25% melee in SP to heal 25% HP based on hits connected. Makes attack become 4 hits (Use Lightning strike animation at 00:10 timestamp)

Description- An electric armor of a Deathbound Knight back from the far west. It can use a powerful magical technique to throw lightning onto your opponent that heals back your vitality.
Info- Basically Ninjachaun but without the Init but with healing instead.


Deathbound Greatsword/Halberd
MC Melee/Ranged Energy Sword/Halberd. MC used for heal res
Appearance- Vestal Gold Blade from AQW for Melee. Vestal Gold Axe (But elongated to look like a halberd) from AQW for Ranged.
Cost: (Rare box or smthn)

Type: Ranged
Element: Energy

Flavor Effect:
Clicking the handle makes the weapon lose 25% damage to heal back 25% melee in HP based on hits attempted to hit.

Effect:
Has no true special
Has the usual no special bonus
MC is spent on gaining -6.25 heal res

Description- A cursed and enchanted weapon from the far west. It can give you better vitality and can even sacrifice damage to gain more health.
Info: Based on the Abyssal Champion weapons, effectively making the MC effect something else over a toggle.



< Message edited by JhyShy -- 6/29/2025 3:01:18 >
Post #: 129
6/30/2025 10:16:23   
JhyShy
Member
 

Draconic Bright Warrior Set
Info: A FO Light set built for INT Warriors. Focused on Blinds and Boosting.
FSB: Gain additional +10 Generic Potency


Draconic Bright Warrior
MC FO Light armor. MC is spent on skill compression
Appearance- Dragon of Light from AQW with this sheathed sword at the side and with this as a cape .
Cost: (Probably UR or smthn)

Elements- 39 Light/42 Wind. 100 Darkness and Earth

Animation- 2 hits (Use Warforged Animation)

Effects-
Gains the FO Lean
You gain 2 skills

Skills-
Blinding Legacy - 5 hits, Elecomp to cost. Overcharged weapons based skill, splits cost between MP and SP. Sacrifices 75% damage to inflict a 5 turn blind with a -20 save. Magic attacks are converted to melee.
Brilliant Might - Toggle, locks attacks to light. Sacrifices 15% Melee in MP to gain +15% damage and 10% SP to gain +10 generic potency. If the enemy is blinded, it tries to inflict am 1 turn light elemental vulnerability (Applied before attacking, so doesn't require a hit to connect), elevuln has +20 Save.

Description- An armor given to the champions of the dragons of the light realm. With your magic and might you can perform a powerful technique to inflict a potent blind on the enemy or call upon the might of the light and inflict powerful attacks.
Info- I really hope there isn't much going on in this armor, seems pretty basic to me. Mainly inspired by streamlining fae-touched knight armor


Draconic Golden Legacy
MC Melee Light Sword. MC used for compression
Appearance- Dragon of Light Golden Blade from AQW
Cost: (Rare box or smthn)

Type: Melee
Element: Light

Flavor Effect:
Gain [INT/80]*1.5 additional stat damage (So like +7.5% damage at 250)

Effect:
Has no true special
Has the usual no special bonus
MC is spent on being able switch between modes:
Damage mode - +5% damage MC
Mana mode - Sacrifices 15% Melee in MP per turn to gain +15% damage.
Blind mode - Sacrifices 35% Melee in MP and 15% damage to inflict blind on the enemy, -20 Save.

Description- A weapon built for the dragons of the light realm, focusing on magic and might. It can inflict a potent blind or sacrifice a bit of your mana to gain more damage.
Info: Hope 3 modes isn't too much. I really love the Mana mode more than the Blind mode ngl. I really love corrupted confluence


Draconic Blinding Crest
MC Light Misc. MC is spent on skill compression.
Appearance- Dragon of Light Crested Helm from AQW
Cost: R box

Effects-
Gives +50 STR/INT
Gains +20% damage when enemy is inflicted with blind
MC is used to choose between costing MP or SP

Description- A crested helm of a champion of the light realm. If the enemy is blinded, you can strike true and powerful, this helm can either drain your energy or magic reserves
Info- Pretty basic misc I'm not gonna lie, I also really liked the MP/SP cost thing for the fae touched misc, except instead of resist its additional damage.


Edits:
- Removed armor flavor effect

< Message edited by JhyShy -- 7/1/2025 12:22:42 >
Post #: 130
7/19/2025 4:10:10   
JhyShy
Member
 

MEGADEATH: Ultrakill Parody Collection
Info: Collection of weapons heavily inspired by Ultrakill's weapons, since its such a cool game


MEGADEATH Revolver
MC 100-Proc Energy Ranged Gun. MC for compression
Appearance- Revolver from Ultrakill
Cost:

Type: 100-Proc
Element: Energy.

Animations - 2 Hits

Effect:
Has no true special
Has the usual special bonus
Clicking on the weapon opens a menu:
Piercer Shot - Costs 100% Melee in SP and player turn, the next turn deals a bow attack that does 3 hits (Cause in Ultrakill the alt fires off a 3 hit hitscan)
Coin Toss - Toggle, costs 15% Melee in SP per turn to deal 4 hits (Cause you can hold a max of 4 coins) and auto-hit.
Spin Shooter - Toggle, costs 25% Melee in HP per turn to gain +10% damage and deal an extra hit worth 15% of a regular attack.

Description- A weapon built to end wars, this powerful revolver from the corporation MEGADEATH (yes, all caps) can inflict a powerful blast or reflect off coins and bounce of surfaces. Mind the shrapnel when spinning it though
Info: Back to the complicated weapon ideas, why? Because I love Ultrakill.


MEGADEATH Handcannon
MC 100-Proc Earth Ranged Gun. MC for compression
Appearance- Slab Revolver from Ultrakill
Cost:

Type: 100-Proc
Element: Earth.

Animations - 2 Hits

Effect:
Has -3 Bth lean
Has no true special
Has the usual special bonus
Clicking on the weapon opens a menu:
Rail Shot - Costs 125% Melee in SP and player turn, the next turn deals a bow attack that does 6 hits (The alternate revolver has a longer cooldown but also fires off 6 hits instead of 3!). Skill has a cooldown of 2 turns.
Coin Shooter - Toggle, costs gold per turn to deal 4 hits (Cause you can hold a max of 4 coins) and deal +15% damage. (This gun shoots out coins instead!)
Spinning Death - Skill that Costs 50% Melee in HP, Deals Auto-hit. 3 hits.

Description- A more upfront version of the MEGADEATH Revolver by MEGADEATH! Less efficient but packs a bigger punch with its Rail shot and Spinning Shot! Make sure to check your change after firing off its coins
Info: More Upfront and ooga booga than the one above.


MEGADEATH Double Breaker
MC 100-Proc Fire Ranged Gun. MC for compression
Appearance- Shotgun from Ultrakill
Cost:

Type: 100-Proc
Element: Fire.

Animations - 2 Hits

Effect:
Has -5 Bth lean
Has no true special
Has the usual special bonus
Clicking on the weapon opens a menu:
Core Blast - Skill that Costs 50% Melee in SP and 50% Melee in HP. Deals 1 token hit that is auto-hit, inflicts burn.
Charge Pump - Skill that costs 50% Melee in SP and player turn, can be done 4 times. Deals +25% damage each click, strengthens and lengthens burns already inflicted on the enemy.
Siphon Saw - Skill that costs 150% Melee in SP to gain -Heal res and eats Burn to siphon back health

Description- A weapon built to end wars in the trenches, this powerful Shotgun can blast its core to inflict a powerful burn or charge it up to inflict a devastating blow! As a bonus, MEGADEATH has issued this one with a chainsaw that can help you heal from the fires of war!
Info: No thoughts just gun.


MEGADEATH Air Hammer
MC 100-Proc Wind Ranged Gun. MC for compression
Appearance- Jackhammer from Ultrakill
Cost:

Type: 100-Proc
Element: Wind.

Animations - 2 Hits

Effect:
Has no true special
Has the usual special bonus
Clicking on the weapon opens a menu:
Air Blast - Skill that Costs 100% Melee in SP. Deals 1 token hit that is auto-hit, inflicts Choke.
Wind Up - Toggle that costs 25% Melee in SP to gain charges per turn, attacking with the weapon (Pressing the attack button, skills of the weapon do not count) eats the charges to gain a chance to gain celerity. Maximum of 4 charges.
Sawed On Choker - Skill that costs 100% Melee in HP and eats choke upto 100% to deal increased damage.

Description- A trench weapon, built to pump out air to create trenches in war! This makeshift weapon can punch the wind out of your enemies choking them up! It can even speed you up the more you charge it!
Info: No thoughts just gun.


MEGADEATH Freezer Launcher
MC 100-Proc Ice Ranged Gun. MC for compression
Appearance- Rocket Launcher from Ultrakill
Cost:

Type: 100-Proc
Element: Ice.

Animations - 2 Hits

Effect:
Has no true special
Has the usual special bonus
Clicking on the weapon opens a menu:
Delayed Rockets - Skill that costs player turn and 40% Melee in SP to gain an one extra hit for the next 4 turns. Maximum of 20 turns of extra hits.
Glacier Ball - Toggle, sacrifices 25% melee per turn and 50% damage to inflict an ice burn that lasts for 4 turns. +20 Save. Gains an additional turn of burn when hit by a delayed Rocket.
Cryogenic Oil - Skill that costs 125% melee, deals 2 token hits. Permanent burn weakness for the first use. Inflicts ice elevuln for 5 turns for the next subsequent use. Both have -20 save.

Description- A weapon built to end wars, from the MEGADEATH corporation, this rocket launcher can fire off delayed rockets that can hit your opponent on your mark! It can also generate actual ice balls to inflict hyperthermia and generate a special oil to make your foe weaker to hyperthermia!
Info: No thoughts just gun.


MEGADEATH Enforcer Cannon
MC 100-Proc Light Ranged Gun. MC for compression
Appearance- Railcannon from Ultrakill
Cost:

Type: 100-Proc
Element: Light.

Animations - 2 Hits

Effect:
Has no true special
Has the usual special bonus
Clicking on the weapon opens a menu:
Ultra Piercer - Overcharged skill that Costs 100% Melee in SP and 25% Melee in HP and has a cooldown of 3 turns, Does 8 hits and auto-hits.
Ultra Siphon - Overcharged skill that costs 125% Melee in SP and has a cooldown of 2 turns, deals 2 hits of token damage. Inflicts permanent siphon poison and light elevuln. Has +20 Save.
Ultra Blast - Overcharged skill that costs 150% Melee in SP and player turn and has a cooldown of 1 turn to deal 3 hits of overcharged damage. Has -10 Bth lean

Description- An extreme version of the MEGADEATH revolver, it can do a powerful piercing shot or blast but needs to cooldown after them! It can even fire off a large drill to weaken your opponent and siphon their health.
Info: No thoughts just gun.

Post #: 131
7/19/2025 7:18:13   
JhyShy
Member
 



Shapechanger's Dragon Leather; Rhywork
MC FO Ice* armor. MC is spent on skill compression
Appearance- Shapechanger's Dragon Leather from Dragon's Secret. Alternatively, making a reforged/twisted version or something in the GGB
Cost: Dragon's Secret

Elements- 39 Ice (Shifts to water when toggled).

Animation- 3 hits (Use the animations of Umazen Emancipator Armor)

Flavor Effects -
When fighting enemies with dragon tag, gain +6 MRM, if not, gain -3 MRM

Effects-
Gains the FO Lean
You gain 2 skills

Skills-
Elemental Shift - Shifts armor between defending from Ice to Water.
Draconic Power - Elelocks the armor to its primary resistance. Sacrifices 25% Melee in SP to gain an Energy and Fire Eleshield.

Description- Same Description.
Info- Something basic but functional for something so beautiful looking, I am REALLY fighting the urge to put a MP cost somewhere here, cause I really wanted this to be a hybrid armor


Umazen Emancipator Armor; Rhywork
MC FO Light armor. MC is spent on skill compression
Appearance- Umazen Emancipator Armor
Cost:

Elements- 39 Light (Shifts to water when toggled)/42 Earth.

Animation- 3 hits

Flavor Effects -
Gains increased damage intake for -20 Blind potency

Effects-
Gains the FO Lean
You gain 2 skills

Skills-
Umazen Shift - Shifts armor between defending from Light to Water.
Emancipator's Radiance - Elelocks the armor to its primary resistance. Sacrifices 35% Melee in SP to deal a 4 turn blind.

Description- Same Description.
Info- Again, something basic but very good for a good F2P FO light armor




Umazen Excelsior Armor; Rhywork
MC FD Energy armor. MC is spent on skill compression
Appearance- Umazen Excelsior Guard Armor
Cost:

Elements- 39 Energy.

Animation- 2 hits

Flavor Effects -
Gains -3 MRM for skill compression (For the non MC versions)

Effects-
Gains the FD Lean
You gain 2 skills

Skills-
Umazen Defense - Toggle, Makes attack deal x1.25 Damage but still retain the x0.8 Defense. If the player has 250 STR, cost is reduced to 30% Melee in SP
Excelsior's Burst - Elelocks the armor to Energy. Makes attacks 3 hits

Description- Same Description.
Info- Again, something basic but very good for a coverage for always available F2P Energy FD Armor for FD Warriors.

Post #: 132
7/25/2025 12:14:37   
JhyShy
Member
 

Friendship Bracelets; Rhywork
Info: Basic Rhywork and new suggestion for a cool misc


Friendship Bracelet
MC Neutral Misc. MC is spent on compression.
Appearance- Friendship Bracelet
Cost:

Effects-
Gives +50 CHA
MC is used to compress guests

Guests:
Warrior (Earth):
- Adventurer version remains the same
- Guardian version remains the same but gains a toggle, clicking on the guest makes them turn into an UltraGuardian with UltraGuardian Plate and a modern Guardian Blade. 4 hits. Normal Guardian is normal cost, UltraGuardian is Overcharged cost

Mage (Energy):
- Adventurer version remains the same
- Guardian version remains the same but gains a toggle, clicking on the guest makes them turn into an UltraGuardian with UltraGuardian Robes and a modern Guardian Staff. 2 hits. Normal Guardian is normal cost, UltraGuardian is Overcharged cost

Rogue (Wind):
- Adventurer version remains the same
- Guardian version remains the same but gains a toggle, clicking on the guest makes them turn into an UltraGuardian with UltraGuardian Leathers and a modern Guardian Dagger. 3 hits. Normal Guardian is normal cost, UltraGuardian is Overcharged cost

Description- Same
Info- I love this misc, its such a cool compression item. I figured while I'm at it, to give the guardian guests cool buffs but still remain basic in their upgrades, I wanted to do something that makes them become UltraGuardians but not change the art for nostalgia purposes.


Elite Guardian Bracelet
MC Neutral Misc. MC is spent on compression.
Appearance- Friendship Bracelet but with magical beads
Cost:

Effects-
Gives +50 CHA and END
MC is used to compress guests

Guests:
Urtran (Omni-Elemental Shifting Guest):
- Random Element Guest, switches elements every attack, has a toggle to switch between SP and MP cost. 4 hits and attacks deal *132/109 damage.

Thoralune (Harm):
- Harm Guest, has a toggle to switch between SP and MP cost. 2 hits and attacks deal 90% damage due to the always useful penalty.

Nimrod (Healing):
- Healing Guest, has a toggle to switch between SP and MP cost. 3 hits and attacks gain appropriate penalties.

Description- As a reward for purchasing guardianship and referring to a friend, you can now summon these familiar and long time friends in the guardian order! These elite guardians are unconventional but can get their job done as elites!
Info- I figured instead of making one that just eleswap for the existing guest, it'd be much cooler and awesome to bring in old guardian characters and hopefully give them a bit of a spotlight. Alongside that, I didn't want to use the regular elements and wanted these guys to be so much more niche and fit in to the "Elite" roles they are supposed to have.
-Urtran I wanted because that's my guy, bro was the only other Omni Elemental guest I know that isn't Warlic
- Thoralune as harm because we need more of her and also because she's the first void guardian and that fit with the harm guest I wanted to go for
- Nimrod for healing because I wanted him to be included but didn't know what would fit him, so I figured to make him heal because he's the head and I bet he gives inspirational speeches


Info: Ngl, I'm really proud of these, I feel that they're basic but useful, uses old assets, compresses stuff and especially for Elite Guardian Bracelet, very eccentric but nice to haves.

< Message edited by JhyShy -- 7/25/2025 12:52:45 >
Post #: 133
8/9/2025 13:57:48   
JhyShy
Member
 

I GOT BORED
So, I got bored and figured to make a v2 of my unfinished subrace Rhywork, now without that lean change cause of limitations on staff and scope


Subraces V2; Rhywork
Info: Again, mostly inspired by Lv.1000 aka Aerin.


Darkovian Subraces-
Werewolf focuses on STR as well as dishing out high consistent damage dealing for FO Warriors specifically.
Vampire focuses on INT alongside heavy Bleed focus, for SC Mages specifically.
Werepyre focuses on INT empowering martial attacks, built for STR + INT hybrids.
Dracopyre focuses on END and pure damage. Generic builds.
Sol Neko focuses on CHA and companion empowerment.
Luna Neko focuses on DEX and empowering 100 proc attacks, for FD Rangers specifically.
Naguals (WereJaguars) focuses on DEX and for strong bursts, for FO Rangers specifically.
Ugallus (WereLions) focuses on STR and sustainability and self empowerment at the cost of turns, for FD Warriors specifically.


Werewolf
MC FO [Element] Armor. MC is spent on compression
Appearance- Same
Cost: None

Elements- 40 Primary/40 Secondary

New Elespread ideas:
No-drop: Same
Rage Beast - Fire/Earth
White Howler - Ice/Wind
Predator of the Night - Darkness/Water
Golden Fang - Light/Energy (Make a free version of this if possible)

Animation- 2 hits

Effects-
You gain a lean
You gain 10 skills
MC is spent on compression of the two skills

Skills-

Level 0: Cursed Uprising - Gives the player +105 Initiative Bonus
Level 1: Wolf Claws - 1 hit Enhanced Normal attack that follows weapon element sacrifices 50% Damage to inflict Defloss for 4 turns. Costs 50% Melee in SP (Defloss is applied before the hit, therefore doesn't need the attack to hit)
Level 2: Cursed Aggression - Toggle, makes the player gain the berserk lean.
Level 3: Lycan Strength - Toggle, Gains +35 STR and +35 END
Level 4: Snarl - Useable once per turn, costs 100% Melee in SP to inflict Fear with a +20 Save.
Level 5: Call Pack - Calls a Werewolf guest, seeks between the two elemental resistances
Damage mode - Regular Damage mode, 3 hits
Defloss mode - Deals no damage, attempts to inflict an omni elemental defloss onto the opponent for 2 turns. (Uses STR for Defloss infliction)
Level 6: Healing Howl - Healing Skill, uses STR for stat bonuses. Costs 100% Melee.
Level 7: Lycan Vigor - Toggle, Sacrifices 15% Melee in SP to gain 15% Melee in HP per hit landed
Level 8: Lycan Endurance - Passive, Gains -12.5 Heal resist
Level 9: Wolf Fangs - 2 hits, changes animation. Locks weapon attacks to Melee and Seeks between primary and secondary resistances. Has a cost of 20% Melee per attack to gain +10% damage and +8.5 Bth.
Level 10: Become the Beast - Attack becomes 4 hits, and are raised to skill level but deal -12.5% Damage to bring it to a proper 175% Output. Costs 75% Melee in SP to maintain.
Toggles and Passives available in the form:
Level 0: Darkovian Uprising
Level 2: Cursed Aggression
Level 3: Lycan Strength
Level 7: Lycan Vigor
Level 8: Lycan Endurance
Level 10: Reclaim Humanity

Description- Same
Info-
- Okay, time to pull this back a bit
- I wanted to give the Werewolves the +Initiative boost because I envision them as the best jumpers in Darkovia so quite literally they have to be the fastest and Initiative works best with hit and run tactics in my opinion
- Wanted to reshuffle the elespread a bit
- Gave them berserk since they're best known for their anger, outbursts and aggression, maybe aside from Dracopyres
- Also, I wanted to give it berserk cause it works well with the initial focus on defloss.
- Made the lvl 9 skill an elelock since it makes sense for me that Werewolves can sustain themselves that they can continuously attack with these types of attacks. Unlike Werepyres who need to empower it with magic to unlock their full potential.


Vampire
MC Spellcaster [Element] Armor. MC is spent on compression
Appearance- Same
Cost: None

Elements- 40 Primary/40 Secondary

New Elespread ideas:
No-drop: Same
Vampyro - Fire/Light (Like, why water?? Tf??)
Cthonian Count - Ice/Earth
Blue Blood - Water/Light
Psionic Vampire - Energy/Wind

Animation- 2 hits

Effects-
You gain a lean
You gain 10 skills
MC is spent on compression of the two skills

Skills-

Level 0: Ancient presence - Gains -20 Bleed potency
Level 1: Vampire Fangs - Enhanced Normal attack that follows weapon element sacrifices 50% Damage to inflict Bleed. Splits costs to 25% equally to SP and MP. Bleed save is +20 Save
Level 2: Irresistible Thirst - Passive and toggle, heals 25% of damage dealt by bleed. Can choose between healing HP, MP or SP.
Level 3: Ancient Wisdom - Toggle, Gains +35 INT and +35 CHA
Level 4: Mesmerize - Useable once per turn, costs 100% Melee in SP to inflict Control with a +20 Save.
Level 5: Children of the Night - Summons Vampire Swarm guest, seeks between the two elemental resistances.
Damage mode - Regular Damage mode, 3 hits
Bleed mode - Deals -50% damage to inflict Bleed onto the opponent.
Level 6: Mist Form - Healing Spell, uses INT for stat bonuses. Costs 125% Melee in MP
Level 7: Eldritch Attunement - Toggle, Costs 30% Melee per turn, all kinds of attacks in this armor inflicts a power 0.25 bleed on the opponent.
Level 8: Cursed Desire - Toggle, makes bleeds deal +25% damage. Splits cost between SP and MP, 5% Melee each to combine to a total of 10% Melee.
Level 9: Nightfall - 4 hits, Spell that follows armor elements. Costs 125% Melee in MP. Elecomp goes to damage.
Level 10: Evolve - Attacks becomes 4 hits, Non spell attacks gain -35% damage to heal MP based on hits landed. Spells in this form gain +50% damage and gain +8.5 Bth, whenever spells or spell based attacks are casted in this form they incur a cost of Costs 50% Melee in SP and 25% Melee in MP.
Toggles and Passives available in the form:
Level 0: Ancient Presence
Level 2: Irresistible Thirst
Level 3: Ancient Wisdom
Level 7: Eldritch Attunement
Level 8: Cursed Desire
Level 10: Stabilize

Description- Same
Info-
- Okay, so I figured to make this VERY bleed focus, the control mechanic is basically non existent. I was almost considering making it a Status weakness move
- Changed Eldritch Attunement to be able to heal back HP or the other resources cause that sounds cool where a master vampire has mastered their curse enough to sustain different parts of their magical system specifically from blood.
- Kept the drink toggle since that seems much more fitting with this bleed heavy subrace
- Wanted to keep the +25% damage toggle from the last one for vampires.


Werepyre
MC FO [Element] Armor. MC is spent on compression
Appearance- Same
Cost: None

Elements- 40 Primary and Secondary

Animation- 2 hits

Effects-
You gain a lean
You gain 10 skills
MC is spent on compression of the two skills

Skills-

Level 0: Force of the Night - Passive, gains +7.5 Generic status potency (In 250 STR)
Level 1: Superior Claws - Enhanced Normal attack that follows weapon element sacrifices 50% Damage to inflict a 4 turn [Weapon Element] Elemental Vulnerability has +20 Save. Costs 100% Melee in Cost is split between 50% SP and 50% MP
Level 2: Hybrid Attacks - Toggle, sacrifices 15% Melee in MP to boost attacks in the armor by +15%.
Level 3: Deadly Predator - Toggle, Gains +35 STR and +35 INT
Level 4: Terror - Useable once per turn, costs 100% Melee, splits costs between MP and SP (50% each) to inflict Panic with a +20 Save.
Level 5: Call Wolfbat Swarm - Summons Wolfbat Swarm guest, Seeks between armor elements. Splits cost between MP and SP.
Damage mode - Regular Damage mode, 3 hits
Elevuln mode - Deals -50% damage to inflict primary and secondary armor resists elemental vulnerability onto the opponent.
Level 6: Lunar Vigor - Healing Skill uses the higher between STR and INT for stat bonuses. Costs 100% Melee, splits costs to 50% SP and MP
Level 7: Unstoppable - Remains the same.
Level 8: Bloodlust - Remains the same.
Level 9: Dual Fangs - 2 hits, Overcharged Weapons based skill that seeks between armor elements. Skill costs 150% Melee. Splits costs between MP and SP, 75% each.
Level 10: Become the Beast - Attack becomes 4 hits, and are raised to skill level. Costs 100% Melee. Splits cost between MP and SP. 50% Each.
Toggles and Passives available in the form:
Level 0: Force of the Night
Level 2: Hybrid Attacks
Level 3: Deadly Predator
Level 7: Unstoppable
Level 8: Bloodlust
Level 10: Reclaim Humanity

Description- Same
Info-
- Not much to say, I just kind of wanted to focus on mana being used to boost physical attacks. Cause that's how it felt the two curses functioned, one magically boosts the other.


Dracopyre
MC FO [Element] Armor. MC is spent on compression
Appearance- Same
Cost: None

Elements- 40 Primary/40 Secondary
No-drop/Basic Version/Nightbane Variant - Fire/Darkness
Gracefang Variant - Earth/Energy
NightReign Variant - Water/Wind
ScarScale Variant - Light/Ice

Animation- 2 hits

Effects-
You gain a lean
You gain 10 skills
MC is spent on compression of the two skills

Skills-

Level 0: Summit of Darkovia - Gains +7.5 Generic status resistance. (In 250 END)
Level 1: Wing Bash Bite - 3 hits, Enhanced Normal attack that follows weapon element sacrifices 50% Damage to inflict a 4 turn Fragile has +20 Save. Costs is split between 50% SP and 50% MP
Level 2: Draconian Darkovian - Toggle, Take 10% Melee in HP to gain +10 Generic status potency and gives the player berserk lean.
Level 3: Apex Predator - Toggle, Gains +50 END
Level 4: Roar - Useable once per turn, costs 100% Melee to inflict Shaken (Renamed The Cold status) with a +20 Save. Cost is split 50/50 between MP and SP
Level 5: Summon NightRaider - Summons Overcharged NightRaider guest, seeks between both elemental resistance. Splits cost between MP and SP. Additional cost to HP is incurred for the overcharge boost.
Damage mode - Regular Damage mode, 3 hits
Fragile mode - Deals -50% damage to inflict Fragile onto the opponent.
Level 6: Dragon's Howl - Healing Skill, uses END for stat bonuses. Costs 100% Melee and splits costs to 50% SP and MP
Level 7: Crusader's Rampage - Gains +20 Immobility resistance.
Level 8: Pinnacle Defense - Sacrifices 15% Melee in SP to gain -15% damage intake.
Level 9: Triple Threat (Fire breath animation) - 3 Hit, Overcharged Weapons based skill that seeks between both armor resists. Costs 150% Melee, splits costs evenly between MP and SP (75% Each). Has additional cost of 15% Melee in HP to give them Auto-hit with no damage penalty.
Level 10: Apex Unleashed - Attack becomes 4 hits, and are raised to skill level. Costs 100% melee, Skill costs 50% Melee in SP and 50% Melee in MP to maintain. Pays additional 15% Melee in HP to boost damage by 15%
Toggles and Passives available in the form:
Level 0: Summit of Darkovia
Level 2: Draconian Darkovian
Level 3: Apex Predator
Level 7: Crusader's Rampage
Level 8: Pinnacle Defense
Level 10: Reclaim Humanity

Description- Drawing on the unstable power of the Dracopyre curse. You can become part of the Apex Predators of Darkovia!
Info-
- Removed the triple res spread, for consistency.
- I like the idea of the 4 armor's art/color schemes being based off the 4 Dracopyre characters that are named. Base is Nightbane because of course, with the other variants being based off Graceful Dracopyre, Dracopyre of the Night and ScarScale's variance of Dracopyre art.
- I am keeping Nightraiders to be the guest of Dracopyres, because its literally perfect for them to be the minions of a powerful Dracopyre.
- Made the guest overcharged because they're hard to control and require more energy.
- Keeping the whole generic damage thing, because I like Dracopyre just being a big F U type of subrace, no nuance only power.
- Donovan being Water/Wind makes no sense in paper. And it does in practice until you remember just how small of a wet noodle he is.


Edits:

< Message edited by JhyShy -- 8/9/2025 14:22:48 >
Post #: 134
8/10/2025 5:47:42   
JhyShy
Member
 

I GOT BORED Part 2
So, part 2, this time on Nekos and original subraces


Subraces V2; Rhywork
Info: Not much this time, going off vibe alone on this one.


Darkovian Subraces-
Werewolf focuses on STR as well as dishing out high consistent damage dealing for FO Warriors specifically.
Vampire focuses on INT alongside heavy Bleed focus, for SC Mages specifically.
Werepyre focuses on INT empowering martial attacks, built for STR + INT hybrids.
Dracopyre focuses on END and pure damage. Generic builds.
Sol Neko focuses on CHA and companion empowerment.
Luna Neko focuses on DEX and empowering 100 proc attacks, for FD Rangers specifically.
Naguals (WereJaguars) focuses on DEX and for strong bursts, for FO Rangers specifically.
Ugallus (WereLions) focuses on STR and turtling and self empowerment at the cost of turns, for FD Warriors specifically.


Sol Neko
MC FD [Element] Armor. MC is spent on compression
Appearance- Same
Cost: None

Elements- 40 Primary/40 Secondary

Animation- 2 hits

Effects-
You gain a lean
You gain 10 skills
MC is spent on compression of the two skills

Skills-

Level 0: Natural Empathy - Gives 1 Neko Charges per turn (Each charge is 10% Melee)
Level 1: Sol Claw - Spell type skill that costs 125% in SP, sacrifices 40% damage to inflict 2 turns of [Weapon element] elemental vulnerability, additional 10% damage is sacrificed to generate 1 Neko Charge. Follows weapon element
Level 2: Nine Lives - Toggle, Gives +50 LUK
Level 3: Feline Superiority - Consumes up to 4 Neko Charges to give pets and guests +Damage and +Bth for 2 turns
Level 4: FURocity - Same
Level 5: Animal Magnetism - Gives +50 CHA
Level 6: Feline Fine - Calls Neko guest. Seeks between armor elements.
Damage mode - Deals 4 hits
Status mode - Sacrifices 50% damage to inflict burn and poison. Takes additional 5 Neko charges to boost the power of the statuses inflicted
Level 7: Elenyantal Attunement - Same
Level 8: Purrfect Malice - Burns and Bleed deal +25% damage
Level 9: Cataclysm - Consumes up to 4 Neko Charges to increase the power of existing burns, prismatic burns and bleed on the enemy. Has -20 Save.
Level 10: Charismatic Overlord - Toggle, sacrifices 25% SP per turn to make pets and guests deal x1.25 damage and make the player deal x0.875 damage

Description- Same
Info-
- Not much to change on Sol Neko, but shoutouts to the OG Bigs
- Gave it Paladin's inspiring radiance cause Bigs always mentioned it lol
- Me personally, I wanted to give Neko a guest since it is THE Beastmaster subrace
- Removed the SP regen and replaced it with the guest slot, since that seems like an equal exchange


Luna Neko
MC FD [Element] Armor. MC is spent on compression
Appearance- Same
Cost: None

Elements- 40 Primary/40 Secondary

Animation- 2 hits

Effects-
You gain a lean
You gain 10 skills
MC is spent on compression of the two skills

Skills-

Level 0: Apex Hunter - Gives 1 Neko Charge per turn (Each charge is 10% Melee)
Level 1: Luna Claw - Spell type skill that costs 125% in SP, sacrifices 40% damage to inflict 2 turns of [Weapon element] elemental vulnerability, additional 10% damage is sacrificed to generate 1 Neko Charge. Follows weapon element
Level 2: Nine Lives - Toggle, Gives +50 LUK
Level 3: Feline Superiority - Toggle, 100 proc weapons inflict omni elemental defloss for 25% Melee in SP, takes up to 5 Neko charges to boost its power.
Level 4: FURocity - 100 proc ranged weapons gain +8.5 Bth
Level 5: Neko's Grace - Gives +50 DEX
Level 6: Feline Fine - Quickcast skill, Consumes up to 10 Neko charges to heal 100% Melee in SP. Useable once per turn.
Level 7: Elenyantal Attunement - Locks Element to seek between the armor's elements. Locks attacks to ranged. Consumes upto 5 Neko Charges to boost damage up by +50%
Level 8: Purrfect Malice - 100 proc ranged weapons deal +10% damage.
Level 9: Cataclysm - Gains +7.5% damage each time an enemy is inflicted with any kind of statuses. Maximum of +15% damage.
Level 10: Neko Overlord - Toggle, Sacrifices 25% Melee in HP and 10% Melee in SP to gain additional 1 Neko charge and makes adaptive lean ramp up faster by skipping one level.

Description- Same
Info-
- Wanted to make this one a nuker of a 100-proc ranger
- Last skill I wanted to further reward nuking by making the ramping even faster
- Kept the SP regen to differentiate further with Sol and to pay for the costs that will be incurred by this guy.


Naguals
MC FO [Element] Armor. MC is spent on compression
Appearance- Same
Cost: None

Elements- 40 Primary/40 Secondary

New Elespread ideas:
No-drop (Olmec): Earth/Energy
Toltec - Wind/Water
Tecuani - Light/Ice
Tezcali - Darkness/Fire

Animation- 2 hits

Effects-
You gain a lean
You gain 10 skills
MC is spent on compression of the two skills

Skills-

Level 0: Spirit Hunter - Gives the player +105 Initiative Bonus
Level 1: Opportunistic Spirit - Quickcast skill, Sacrifices 25% Melee in SP and another 25% In HP alongside inflicting player with omni elemental defloss and omni elemental vulnerability to give the player +DEX and [Armor elements] elemental empowerment for 2 turns.
Level 2: Wild Spirit - Toggle, Gives the player +50 DEX
Level 3: Spirit Rejuvenation - Passive, when at half HP, gain player side celerity.
Level 4: Pack Hunter - Toggle, Sacrifices 15% Melee in SP to change regular attack to 4 hits, and gives the player +15 Bth
Level 5: Ultimate Opportunist - Toggle, costs 20% Melee per turn in HP, when adaptive lean is above -10 bth, player strikes deal an additional strike worth 20% of a normal attack. When above -10 bth, inflicts [Weapon element] elemental vulnerability.
Level 6: Spirit Guidance - Quickcast Skill, Sacrifices player turn to heal 50% HP and 50% SP, has a cooldown of 2 turns
Level 7: Wild Hunter - Passive, Gains 10% chance of gaining player side celerity.
Level 8: Ultimate Spirit - Calls Jaguar Spirit guest
Damage mode - 4 hits, seeks between armor elements.
Empower mode - Inflicts no damage but gives the player +Boost and +Bth,
Level 9: Wild Opportunity - Toggle, player takes 1.15x damage but adaptive lean is sped up by one level. (Built for faster ramping)
Level 10: The Hunt - Overcharged Weapons based skill, locked to ranged. Seeks between the armor's two elements, Costs 125% Melee in SP and elecomp goes to cost.

Description- Transformation sustained by the spirits of the forest, this form gives you a pouncing jaguar like spirit and form.
Info-
- Wanted this one to be focused on bursts and offensive gambits since these guys are hunters as I envision them, also them being empowered by spirits
- Mainly inspired by Aztec and Mezoamerican culture by this one, god their mythology is so cool
- The additional hits sadly don't interact with adaptive lean but they def should


Ugallu
MC FD [Element] Armor. MC is spent on compression
Appearance- Same
Cost: None

Elements- 40 Primary/40 Secondary

New Elespread ideas:
No-drop (Pixian): Earth/Energy
Ugallu - Light/Water
Barong - Darkness/Ice
Dawon - Wind/Fire

Animation- 2 hits

Effects-
You gain a lean
You gain 10 skills
MC is spent on compression of the two skills

Skills-

Level 0: Royal Presence - Passive, Player gains -12.5 heal resist.
Level 1: Impenetrable Mane - Toggle, sacrifices 25% Melee per turn to gain barrier per hits landed/hits attempted.
Level 2: Majestic Strength - Toggle, Gives the player +50 STR
Level 3: Celestial Hour - Skill that costs player turn and eats barrier upto 200% Melee to gain [Weapon Element] elemental empowerment
Level 4: Regal Convenience - Quickcast skill that costs 100% Melee, grants the player barrier, if the player has any negative status effects it cleanses them, cleanses upto a maximum of 3 negative status effects. Useable once per turn
Level 5: Power of the Celestial - Toggle, costs 20% Melee per turn in HP and 25% Melee in SP, changes attack to 4 hits and makes player attacks deal x1.25. Locks attacks to melee. (Cost is lowered to 10% Melee in HP and 15% Melee in SP at 250 STR)
Level 6: Celestial Nobility - Weapons based Skill, costs 75% Melee in SP and player turn. Attacks immediately the next turn, if the player has barrier active, it sees how much total Melee% was taken from the existing barrier and adds that onto the damage (So if a total of 50% Melee was taken from the barrier due to the attack of the enemy, the attack gives an additional +50% damage boost)
Level 7: Dignified Being - Passive, Gains +7.5% damage when player has barrier.
Level 8: Pride of the Stars - Toggle, sacrifices -6 MRM and 15% SP per turn to gain +STR and +CHA every turn and if the player has barrier active, it sees how much total Melee% was taken from the existing barrier and adds that onto the the +Stat (So if a total of 50% Melee was taken from the barrier due to the attack of the enemy, the +Stat given next turn is boosted by +50% Melee).
Level 9: Superior Strength - Passive, gains +7.5% damage if the player has more STR than the enemy.
Level 10: Brightest Star - Overcharged skill, follows weapon element and eats upto 100% barrier to boost damage. If the Level 5 skill is active, the skill seeks between the two armor elements and elecomp goes to cost.

Description- Transformations sustained by celestial bodies, this transformation gives you a potent defensive innately magical form.
Info-
- Went for a more One storm inspired design for this one, which I am just now realizing I have powercrept to all hell with this, oof
- I specifically wanted here to reward turtling by giving them offensive boost, cause rewarding turtling with more turtling is boring
- I further wanted to emphasize that with giving them potent offensive tools with their toggles and passives.


Edits:
- Changed Ugallu's Level 6 and Level 8 skills, Mystir on discord had those brilliant ideas for having skills be boosted after calculating how much barrier melee% was taken from you the turn before

< Message edited by JhyShy -- 8/10/2025 9:24:20 >
Post #: 135
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