RE: CH4OT1C!'s Suggestion Bank (Full Version)

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CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (5/9/2019 18:17:52)

Not long since, @Primate Murder came up with an "Infamous blade suggestion" I quite liked the idea, and decided to reimagine it for myself. You can find the original suggestion here

Infamous blade
MC light sword. Has a moral compass effect, and deals extra damage to enemies with the "boss boost" status effect
Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS
Damage: neutral
Type: Melee
Element: Light

Effect:
  • No special, so *1.08 damage
  • Moral compass: Your blade deals +5*[Youralignment]/[maxalignment]% damage. Yes, if your alignment is negative, this means you deal less damage.
  • MC Effect: If your enemy has the "boss boost" status effect, the weapon deals +7.5% damage. No Downtrigger

    Appearance: A bright white sword similar to the greater bright blade of victory
    Description: Infamous by name, infamous by nature. This blade punishes those well-known for their misdeeds. Just make sure you're not the wicked one!




  • CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (5/16/2019 17:22:47)

    Orbital Impact
    MC earth skill. Deals extra damage but hurts you if you miss.

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: LTS.
    hits: 1
    Element: Earth
    Cost: 392 SP

    Effects:
  • MC Effect: *1.05 Damage
  • Scales based on STR
  • The attack deals +25% damage. If you miss, you take (174/0.15) = 1160 HP damage.
  • Balance-wise: Yes, this is crazy. +25% damage is worth ~50% Melee. This is worth 348/1.5 = 174 HP. You are expected to miss 15% of the time, providing the /0.15 modifier

    Appearance: The player jumps. The screen pans to the player in orbit, before the player smashes into the monster
    Description: Unleash your inner strength and jump into the sky, before smashing down into your foe! Be wary - whilst this deals a lot more damage than usual, you'll be injured if you miss!.



    Moglin Soup
    MC neutral misc. Has a quickcast effect to give the player regeneration and mana regeneration. MC goes into cost reduction for this skill.

    Example Tier
    level: 150 Mastercraft
    PowerLvl: 153

    Price: 30,256,459
    Sell: 15,128,229
    Location: Limited-Time shop. Then darkovian shops
    Cost: [x] SP

    Effect:
  • Provides +50 END
  • MC Effect: Compresses a quickcast skill Costs 392 SP. Applies a Power 0.33*0.9 regeneration for 3 turns. Can stack. Can only be used once per turn.

    Appearance: A very sinister looking bowl of soup...
    Description: Let's hope this soup was made BY moglins and not FROM moglins...




  • Primate Murder -> RE: CH4OT1C!'s Suggestion Bank (5/16/2019 22:26:41)

    quote:

    MC is spent on using STR as [mainstat]

    I'm not certain if you really need to spend an MC on this - Skill Scrolls use Str as a free effect.

    quote:

    This skill deals +50% damage. However, if you miss, you take (76/0.15)hp damage.

    Maybe clarify that it's 50% melee damage (+25% overall damage, since 50% skill damage=100% melee). Also, staff usually use (HitsMissed/HitsAttempted)*cost/0.15.





    CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (5/17/2019 5:22:39)

    Addressing both of the above:
    1). fixed. MC goes into damage. For some reason, I thought Zardribargribarg gave it up to scale damage based on STR.
    2). I think it can probably be worked out from:
    quote:

    151hp = 100% melee. Therefore 76hp = ~50%

    I state this skill is one hit. I considered adding *[misses]/[attempts] but found it unnecessary.




    CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (5/21/2019 17:42:10)

    Credit to @Muchiha for the original idea. I've modified it a little!
    Eye of Chaos
    MC neutral misc. Provides random bonuses and can imbue your attacks with chaotic energy.

    Example Tier
    level: 150 Mastercraft
    PowerLvl: 153

    Price: 30,256,459
    Sell: 15,128,229
    Location: Limited-Time shop. Then darkovian shops
    Cost: [x]sp

    Effect:
    - Provides damage resistance *0.4 for a random element (changes every turn)
    - Provides +50 [stat] (changes every turn)
    - Provides +10 [m/r/m] (changes every turn)
    - Click the item to activate a skill. This deals no damage, but inflicts you with two new status conditions:
    "Chaotic" - Works like an "imbue: random" that also applies to spells etc.. Your attacks deal any of the 8 standard elements + harm/heal. Deals *140/90 damage to compensate (changes per hit).
    "Unstable" - Your attacks deal anywhere between 50% and 150% damage (changes per hit).
    Click again to remove the toggle

    Appearance: This
    Description: This artefact holds immense unstable energy, providing random bonuses. It can also imbue your attacks with that energy, destabilising their elemental alignment for a vast increase in damage.




    CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (5/24/2019 17:15:51)

    Argent Dagger
    MC Light dagger. Triggers against monsters tagged as "werewolf"

    Example Tier
    Level: 150
    Powerlvl: 153

    Price: 24,205,166
    Sellback: 12,102,582
    Location: LTS, then shadowslayer shop
    Damage: neutral
    Type: Melee
    Element: Light

    Effect:
    - No special, so *1.08 damage
    - all attacks take +3bth and deal *85/88 damage
    - Trigger: Against any monster tagged "werewolf", this blade will eleseek and grant you "hypercritical" +[x]% chance. MC is fueled into no downtrigger

    Appearance: Similar to this but with a golden crescent moon on the hilt
    Description: This silver dagger glitters in the moonlight. It's especially deadly against werewolves!



    Argent Athame
    MC Light athame. Triggers against monsters tagged as "werewolf"

    Example Tier
    Level: 150
    Powerlvl: 153

    Price: 24,205,166
    Sellback: 12,102,582
    Location: LTS, then shadowslayer shop
    Damage: neutral
    Type: Melee
    Element: Light

    Effect:
    - No special.
    - all attacks take +3bth and deal *85/88 damage
    - No proc bonus and MC bonus are fueled into a trigger. Against any monster tagged as "werewolf", spells will deal additional damage and increase your chance of a critical hit. No downtrigger.

    Appearance: Similar to this but with a golden crescent moon on the hilt
    Description: This glittering athame empowers your spells against werewolves, dealing extra damage and boosting your critical hit chance!




    CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (5/26/2019 16:49:34)

    Credits to @Rafiq and @Muchiha for helping me come up with this one!

    Dracovamp Grandmaiden

    Example:
    Level: 150
    Power: 3.75 (champion elite boss)

    Location: The void
    Monster lean: Offensive (*2 damage and intake)
    Element: Darkness

    Resists:
    Fire: 100%
    Water: 30%
    Wind: 50%
    Ice: 50%
    Earth: 30%
    Energy: 70%
    Light: 100%
    Darkness: -50%

    Magic focus. Melee/Ranged slightly lower

    Stat Distribution:
    STR: 0
    DEX: 250
    INT: 275
    END: 0
    CHA: 0
    LUK: 225


    Effect:
    - Has "Freedom"
    - Has +200 initiative (enhanced reflexes)
    - Every turn, you make a save roll at a -20 bonus:

    Level: PowLvl vs MonsterLvl
    Major: MonsterINT vs PlayerEND
    Minor: MonsterLUK vs PlayerLUK

    If you fail the roll, you become unable to cast skills/spells on that turn*
    - If she has enough MP, she'll use it to cast a dark version of the siphon spell, damage your HP, MP and SP. After this hits, you make a save at a -20 bonus:

    Level: PowLvl vs MonsterLvl
    Major: MonsterINT vs PlayerEND
    Minor: MonsterLUK vs PlayerLUK

    If you fail, you lose a subrace level**. For each level drained, her attack damage is boosted.

    - Her regular attacks are three hits, dealing damage to your HP, MP and SP. They heal her MP based on the damage dealt. If she is below half health, she recovers HP instead
    - Her regular SP regen is instead rerouted to MP regen.
    - If she has drained all your subrace levels, or you are at sufficiently low health, she will spend MP to unleash a shadowbat swarm that inflicts you with "surprised", a new status effect, and "blind" (-30bth for one turn, same rolls as above)***. If you fail to hit her with surprised on you, her next attack will automatically OHKO you

    *The vampiress' dark aura overpowers you, preventing you from casting spells/skills!
    You endure the vampiress' dark aura!
    **You feel your [subrace] powers being drained!
    You barely endure the draining spell!
    ***The vampire bats catch you off guard!
    You are unfazed by the sudden shock!

    Appearance: A combination of this and this. Walking stick included
    Description: Only the eldest and most loyal servants of the Vampire Queen will eventually be gifted the title of Grandmaiden. Her... experienced appearance is matched only by her draining abilities. Who thought introducing a dracopyre into this relationship was a good idea?




    CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (5/28/2019 18:21:51)

    Dracopyre of Night

    Example Tier:
    Level: 150 Mastercraft (scales)
    PowerLvl: 153

    Price: 96,820,665
    Sellback: 48,410,332
    Location: Dracopyre subrace shop (Donovan)

    Combat Modifiers
    Melee: 45
    Ranged:45
    Magic: 45

    Elemental Modifiers
    Darkness main, Energy secondary

    Attack is 1 hits. +3bth lean

    Effects:
    - You gain Armour Lean*1.25
    - This armour comes with a variety of skills

    0: Predator of the Night
    You're top of the food chain in Darkovia, and everyone knows it!
    Gives you Dragon Fear, renamed to Dracopyric fear

    1: Wing Bash
    Time to make use of your newly acquired wings!
    Cost: [z]SP + [y]HP (50/50 split) 2 Hits
    Weapon-based skill. Darkness element. Takes an [a]% penalty. Afterwards, there's a [hitsconnected]/[hitsattempted]% chance of attempting to inflict your opponent with daze* (3 turns, appropriate power). They can resist at a -20 penalty:

    Level: PowLvl vs MonsterLvl
    Major: PlayerMainStat vs MonsterCHA
    Minor: PlayerLUK vs MonsterLUK

    The force of your blows dazes your foe!
    Your foe is winded, but keeps his/her head together!


    2: Monstrous fury
    Release the restraints upon your curse for a moment, strengthening your damage for a short period!
    Cost: 196sp and 75hp
    Quickcast skill. boosts your damage appropriately for three turns.

    3: Draconic Stamina
    Your draconic blood fortifies your defences, improving your endurance!
    Cost: 31HP
    +50 END

    4: Monstrous Howl
    Your monstrous call is unlike anything else in Darkovia. It's strong enough to making your foe drop arms!
    Cost: 196sp
    Quickcast ability. Attempts to Disarm* your foe. They can resist at a +20 bonus:

    Level: PowLvl vs MonsterLvl
    Major: Player[MainStat] vs MonsterCHA
    Minor: PlayerLUK vs MonsterLUK

    Your foe drops it's weapon in pure terror!
    Your foe is unnerved, but doesn't drop arms!


    5: Call Nightraider
    Call upon one of nightbane's personal pets to aid you in battle!
    Two options:
    1) 1 hit (bite). If it connects, your opponent is inflicted with defence loss* (2 turns, appropriate power)
    2) 1 hit (feet). If it connects, your opponent in inflicted with elemental vulnerability** to darkness (1 turn, appropriate power)
    For both, your opponent can resist at a +20 bonus:

    Level: PowLvl vs MonsterLvl
    Major: PlayerCHA vs MonsterCHA
    Minor: PlayerLUK vs MonsterLUK

    *The attack rips apart your foes defences!
    Your foe endures the bite!
    **The attack weakens your foe to further darkness attacks!
    The attack cuts deep, but not deep enough!


    6: Draining Bite
    Just like a vampire, your bite can drain health. Time to test it out on your foe!
    Cost: 392/490sp
    Weapon-based. Same element as your weapon. It deals *0.66 damage. You heal *0.5 the damage dealt

    7: Blood Vigour
    Use the blood of a thousand dragons to accelerate your lycan healing abilities!
    Cost: [c]HP
    Toggle ability. Costs HP and regenerates an increased amount of SP every turn

    8: Apex Predator
    You're top of the food chain for a reason! By removing some of the restrictions on your curse, you can vastly boost your offensive prowess!
    Cost: 31HP
    (This boosts your strongest mainstat, STR/INT. Would boost DEX following the stat update)

    9: Dragon's breath
    Unleash your inner dragon with a powerful breath attack!
    Cost: 392/490sp. 2 hits
    - inefficient (has not been worked into the numbers above)
    - Is a spell-type skill. Thus, elecomp goes to damage
    - takes a -50% damage penalty. There is then a [hitsconnected]/[hitsattempted]% chance of attempting to inflict your foe with [link= ]disease[/link] This absorbs your foe's SP healing. They can resist at a -20 bonus*:

    Level: PowLvl vs MonsterLvl
    Major: PlayerMainStat vs MonsterCHA
    Minor: PlayerLUK vs MonsterLUK

    *Your blast drains your foes energy reserves!
    Your foe endures your draconic breath!


    10: Become the Beast
    Release the bindings on your dracopyric curse, allowing it to run rampant throughout your body!
    Cost: 114hp (this is based upon 151hp = 100% melee. This will probably require an additional penalty like Essence orb
    Toggle ability (as with other level 10 abilities). You deal 137.5% damage and heal ~27% of the damage dealt in SP (*1.125)

    Appearance: Essentially like the currently dracopyre of night. Maybe a touch-up to modernise it a little!
    Description: Become the apex predator in Darkovia! Your Dracopyric blood unlocks a range of powerful abilities.




    CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (5/30/2019 18:45:54)

    Credits to @Rafiq and @Kream for helping me with this one!

    Overcharged Sizzler

    Example:
    Level: 150
    Power: 3.75 (champion elite boss)

    Location: The void
    Monster lean: Hyper Offensive (*2.5 damage and intake)
    Element: Energy and Earth

    Resists:
    Fire: 200%
    Water: 200%
    Wind: 200%
    Ice: 200%
    Earth: 200%
    Energy: 200%
    Light: 200%
    Darkness: 200%

    Low M/R/M. More health to compensate

    Stat Distribution:
    STR: 0
    DEX: 0
    INT: 275
    END: 250
    CHA: 0
    LUK: 225

    Effect:
    - Possesses form shift immunity
    - If you deal more than 1000 damage during the interval between this monster's attacks, it will explode and instantly kill the player*. This does not count as backlash and the damage cannot be mitigated. If you use celerity, it counts as the same turn interval. If the monster's health would be reduced to zero by the same attack, the monster's health will revert to 1, allowing it to perform the instakill attack. You will automatically lose despite both parties' HP being reduced to zero.
    - The monster seeks between earth and energy damage. It deals reduced damage to compensate. It's attacks may also paralyse you**, resisted at a -20 bonus:

    Level: PowLvl vs MonsterLvl
    Major: MonsterINT vs PlayerEND
    Minor: MonsterLUK vs PlayerLUK

    - The monster has ~half the standard health of a CEB of this build. It can call Mini Sizzlers with health equivalent to half of the standard mob. These act like traditional sizzlers, only deal half of your max HP if they explode. You cannot reduce the monster to zero health until all mini sizzlers have been called. If the monster's health is reduced to zero, it will revert to one, and the monster will automatically call mini sizzlers on the next turn.
    - The monster may choose to spend MP to to use a lightning spell. This can paralyse you for an extended duration. Same chances as above***
    - The monster may choose to spend SP to Charge the mini sizzlers present. This increases their speed and the damage dealt to you (3/4 max HP if hit).****

    *The unstable Sizzler explodes!
    **The shocking attack leaves you paralysed!
    You endure the overcharged attack!

    ***The powerful lightning can leave you paralysed!
    You endure the powerful lightning!

    ****The overcharged sizzler fires energy at the mini sizzlers, overcharging them!

    Appearance: Essentially a giant version of the Sizzler mob, with blue energy crackling around it. Eyes and mouth glow blue
    Description: This is what happens when a sizzler becomes attuned to the energy realm.Everything deals more damage because the monster is highly unstable. It also can't sneak up on you. However, it certainly packs a punch!




    CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (6/2/2019 14:24:20)

    Dreiko Shadrak

    Example:
    Level: 150
    Power: Equivalent to the staff bosses

    Location: Arena of Enthusiasts
    Monster lean: Hyper Offensive (*2.5 damage and intake)
    Element: Neutral

    Resists:
    Fire: 120%
    Water: 80%
    Wind: 100%
    Ice: 50%
    Earth: 80%
    Energy: 80%
    Light: 120%
    Darkness: 120%

    Low M/R/M. More health to compensate

    Stat Distribution:
    STR: 275
    DEX: 0
    INT: 0
    END: 225
    CHA: 0
    LUK: 275

    Effect:
    - Has "Boss Boost" +30 and Initiative bonus +100 and Form Shift Immunity
    - Has the status effect "Cautious" permanently applied. This means only players inflicted with the "trusted" status effect can deal damage to him. At the end of his turn, he has a 50% chance of inflicting you with "trusted"*. If celerity is inflicted (see below) it will only attempt at the end of his final action. He has reduced HP to compensate for this effect
    - "Trusted" acts similar to haunted. The status has no effect on the player (aside from being able to hit Dreiko). After each attack, one charge is used up (this INCLUDES quickcast abilities). Dreiko also has a chance to drain your entire stack**
    - If he has enough SP, he can attempt to inflict himself with celerity. This can stack.
    - His regular attack is accurate lean (+5bth) and possess 7 hits. Each do the same elements as a traditional gogg
    - At low health, Dreiko can spend HP to vastly increase his damage output using a quickcast skill***. This can stack

    *Dreiko throws caution to the wind and trusts you not to harm him!
    **Dreiko revokes your trust!
    ***Reckless Abandon!

    Appearance: Dreiko, wearing the gogg shapeshifter armour. His face is the google-eyed gogg
    Description: A half human-gogg hybrid, Dreiko the proud proprietor of his own tavern. Don't think that makes him a slowcoach in battle though!


    Muchiha

    Example:
    Level: 150
    Power: Equivalent to the staff bosses

    Location: Arena of Enthusiasts
    Monster lean: Offensive (*1.5)
    Element: Light

    Resists:
    Fire: 100%
    Water: 50%
    Wind: 60%
    Ice: 60%
    Earth: 60%
    Energy: 50%
    Light: 20%
    Darkness: 100%

    Magic focused Defence. Melee and ranged are lower
    Stat Distribution:
    STR: 0
    DEX: 0
    INT: 275
    END: 0
    CHA: 200
    LUK: 300

    Effect:
    - Has "Boss Boost" +30, Initiative bonus +100 and Form shift immunity
    - When starting the battle, Muchiha will create a mana shield (quickcast, all elements)*. If this is broken, he will recast on the next turn*
    - If he has sufficient MP, Muchiha will cast a three hit spell. This functions similar to Psycho candy hearts, with a lesser element seek. Art involves three poelala heads smashing into you and exploding
    - Both poealas boost his magic damage output
    - Standard attack deals *0.5 damage. Muchiha then heals *0.5*1.5 of the damage deal in MP. Standard attack is light element and accurate lean (+5bth, *85/90 damage). 3 hits (looks like a light version of siphon).
    - If possible, Muchiha will make his spell attack become overcharged (so extra cost/damage). If he has insufficient MP for a standard cast, he will make his spell efficient (*0.6 cost, *0.75 damage).
    - If he has sufficient SP, he will cast an overcharged version of his standard attack, which deals harm damage and heals him MP based on the damage dealt.
    - At low health, he can cast a quickcast healing spell.

    *Muchiha uses his mana to form a shield!

    Appearance: Muchiha, wearing the generalist robes with two Poelalas by his side. Holding Sila's staff
    Description: This mage is dedicated to all things Poelala! He also thinks you want to take his precious moglin away, which definitely isn't a good thing...


    Bird of Equilbrial Chaos

    Example:
    Level: 150
    Power: 4
    Location: The Void
    Monster lean: Offensive (*1.5)
    Element: Neutral

    Resists:
    Fire: 85%
    Water: 70%
    Wind: 100%
    Ice: 85%
    Earth: 70%
    Energy: 100%
    Light: 150%
    Darkness: 50%

    Low MRM. Higher HP to compensate.

    Stat Distribution:
    STR: 0
    DEX: 0
    INT: 300
    END: 200
    CHA: 0
    LUK: 200

    Effect:
  • Gains 'Boss Boost' +30, Freedom, and Form Shift Immunity.
  • Possesses 200% Chromatic Backlash. This has a -20 Save:

    Level: MonsterLvl vs PlayerLvl
    Major: MonsterINT vs YourEND
    Minor: MonsterLUK vs YourLUK

  • If the player possesses any form of Elemental Shield, it will automatically be inverted into an equivalent Elemental Vulnerability (e.g., 50% eleshield = x1.5 elevun, 99% shield = x100 elevun. x0 becomes xInfinite). Any Defence Boost is converted to Defence Loss*. The boss also receives an equivalent elemental vulnerability or defence loss to pay for this*. This applies at the start of the monster turn.

    *The Bird of Equilibrial Chaos has decided that your shield is far too powerful! To compensate, it has decided to invert the shield's energies at the cost of its own defences!

  • Each turn, the boss' resistances are scrambled. In addition, its attacks deal random element damage + Harm and Heal, and have a highly random damage lean.
  • The boss has a 50% chance of using an attack that buffs itself. This gives it Elemental Empowerment, BTH Boost, and Hypercritical for the next 2 turns*.

    *The Bird of Equilibrial Chaos has decided that it is far too weak! To compensate, it has temporarily boosted the damage, accuracy, and lucky strike rate of its attacks!

  • The boss has a 50% chance of using an attack that nerfs the player. This applies Elemental Vulnerability and Defence Loss (all elements, 2 rounds). Same save as above*:

    *The Bird of Equilibrial Chaos has decided that you are far too strong! To compensate, it has temporarily weakened your defences.
    You avoid being nerfed by the Bird of Equilibrial Chaos!

  • Each time you hit the boss, or the boss hits you, you have the chance to be Chaorrupted (*1.1 damage/output)*.

    *A butterflybird flaps its wings...

  • After you reach your chaorruption reaches a stack of 20, the boss will switch from trying to buff itself to a pure damage attack that costs HP to deal increased damage.
  • The boss can use MP to bypass and guarantee the infliction of the above statuses.
  • The boss can use SP on a quickcast skill that inflicts further elemental vulnerability on the player. Same roll as above.
  • The boss regenerates both MP/SP each turn.

    Appearance: A dove emitting a purple aura.
    Description: The experimental creation of a rogue and somewhat insane nerflord, this sole purpose of this avian is to impose its own 'brand' of order wherever it flies. Dare you try stop it?




  • CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (6/7/2019 17:23:13)

    Credit to @Khaiin for the original idea. I have added a few things!

    Tomb-Tome
    MC Earth/Darkness tome. Contains numerous spells. Can use stored counters to add the "grave rot" effect when casting one of these spells

    Example Tier
    Level: 150 Mastercraft
    PowerLvl: 153
    MPlvl: 152

    Price: 72,615,500
    Sellback: 36,307,750
    Location: Hidden in Granemor Cemetery/Necromancer Shop/After beating Ryn the Undying

    Effect:
    - If spells are disabled, the the weapon does a "wand" attack

    "WAND" ATTACK
    Proc: 0% (only if spells disabled)
    1 hits, magic heal. *0.9*0.65*1.02 for autohit and always useful with lack of a real special. Targets the player
    Element: Earth/Darkness (random, you get compensation for this effect).

    - when attacking, a GUI is brought up with different options:

    1. Six feet under
    Cost: 653mp
    hits: 3
    element: Earth/Darkness
    Seeks with whichever is strongest. Damage penalty for this effect

    2.Thriller
    Cost: 653mp
    hits: 2
    element: darkness
    Deals -30% damage and attempts to inflict your foe with Afraid*. Your foe can resist at a -10 bonus:

    Level: PowLvl vs MonsterLevel
    Major: YourINT vs MonsterCHA
    Minor: YourLUK vs MonsterLUK

    **Your foe is thoroughly thrilled... and terrified!
    Your foe isn't suitably thrilled!

    3. One foot in the grave
    Efficient spell that deals no damage but attempts to inflict your foe with Fragile* (-[x]END, 3 turns). They can resist at a -20 bonus:

    Level: PowLvl vs MonsterLevel
    Major: YourINT vs MonsterCHA
    Minor: YourLUK vs MonsterLUK

    *Your foe is weakened by being close to death's door!
    Your foe is too young to meet the reaper!


    4. New lease on life
    Gain +15 Gravestone charges. You also gain +0.5 charges every turn for each earth/darkness spell in your inventory

    5. Eternal Rest (restores 395mp)

    ****The peace of the grave allows you to consolidate your mental reserves! 395mp restored!

    6. Decay
    Infuse your spells with undead power, causing your spells to inflict Grave Rot* of suitable power. This is a quickcast toggle, costing [y] Gravestone charges per turn. The enemy can save at a -20 bonus

    Level: PowLvl vs MonsterLevel
    Major: YourINT vs MonsterCHA
    Minor: YourLUK vs MonsterLUK

    *Your foe is afflicted with a deadly case of Grave Rot!
    Your foe manages to fight off the infection!

    Appearance: A gravestone from the Granemor cemetery
    Description: This gravestone has been re-purposed into a tome! Engraved into the rock are a number of powerful earth/darkness spells guaranteed to thrill your foe to the bone!


    @Muchiha's idea to reward players for beating his boss

    Amulet of Poelala
    MC neutral misc. Provides intelligence and contains a spell that can regenerate your mana.

    Example Tier
    level: 150 Mastercraft
    PowerLvl: 153

    Price: 30,256,459
    Sell: 15,128,229
    Location: Arena Gauntlet - beat Muchiha
    Cost: [x]mp

    Effect:
    - +50 INT
    - Once per battle, you can click the item to perform a quickcast healing skill, costing SP. This targets your mana and receives the following penalties/bonuses:

    *(1.25/2) damage for quickcast
    *0.85*0.9 for standard autohit/always useful penalties
    *1.5 for targeting your MP
    +50% melee's worth of healing, because it's a once per battle effect
    *1.25 spell damage and *1.4 cost as it's overcharged

    Appearance: A Poelala head on a golden chain
    Description: For besting Muchiha in combat, he has offered you this symbol of poelala's overwhelming power. It can boost your magic attack damage and even regenerate your mana once per battle!




    CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (6/8/2019 17:15:38)

    Resplendent Kitsune

    Example:
    Level: 150
    Power: 4

    Location: The Void
    Monster lean: Defensive (*0.5 input/output)
    Element: Fire

    Resists:
    Fire: -100%
    Water: 110%
    Wind: 90%
    Ice: 110%
    Earth: 90%
    Energy: 90%
    Light: 50%
    Darkness: 50%

    Low M/R/M. More health to compensate

    Stat Distribution:
    STR: 0
    DEX: 0
    INT: 275
    END: 225
    CHA: 275
    LUK: 0

    Effect:
  • Gains 'Boss Boost' +30, Freedom, and Form Shift Immunity.
  • Possesses 1/5 the health of a standard boss. The remaining 4/5s are equally divided into eight different foxfire companion monsters that accompany the boss. Two are randomly spawned at the start of the fight.
  • The boss starts the fight with an Elemental Shield (*0.125 damage, infinite rounds). If a foxfire dies, the shield multiplier will increase by 0.125 (i.e. if one pet is dead = *0.25, four pets = *0.625). Once the multiplier reaches *1, it disappears. Additionally, the kitsune will increase in damage by 12.5% (i.e. a maximum of *2 damage). On the turn that a foxfire dies, the Kitsune receives a 1-turn Elemental shield dealing *0 damage (basically makes it temporarily immune to damage).
  • If you try to attack the kitsune while a foxfire is active, the attack will redirect to it*

    The foxfire leads you astray!

  • Each foxfire is a different element and possesses a different effect. They are distinguished by colour:
    Fire: Damages both your HP and SP.
    Water: Damages both your HP and MP. If you run out of MP, redirects to SP.
    Wind: Deals -75% damage and can inflict Bleeding*
    Ice: Deals -75% damage and can inflict Paralysed (1 turn)**
    Earth: Deals -75% damage and can Poison you***
    Energy: Deals -75% damage and can Burn you****
    Light: Deals -75% damage and can Blind you*****
    Darkness: Deals -75% damage and can Choke you******

    Each of the these effects (except paralysis and bleed) are permanent, but can be resisted at a -20 save:

    Level: PowLvl vs MonsterLvl
    Major: MonsterCHA vs PlayerCHA
    Minor: MonsterLUK vs PlayerLUK

    *The flames somehow leave you bleeding!
    You endure the lacerating flames!
    **The flames somehow leave you paralysed!
    You endure the stunning flames!
    ***The flames somehow leaves you poisoned!
    You endure the toxic flames!
    ****The flames leave you burned!
    You endure the burning flames!
    *****The flames somehow leave you blinded!
    You endure the blinding flames!
    ******The flames somehow leave you choked!
    You endure the choking flames!

  • While the Kitsune still has foxfire companions, its attacks will deal -75% fire damage and attempt to Prismatically burn the player* (infinite duration, same save as above)*. The Kitsune can also pay MP and attempt to permanently steal some of your CHA to bolster its own (status effects "Wooden" and "Dazzling" on the player/monster respectively). You cannot resist this effect**

    *The flames leave you prismatically burned!
    You endure the prismatic flames!
    **The flames somehow sap your CHA!

  • If the boss has enough SP, it can spend it to increase the potency of the existing status effects on the player.
  • You can cleanse these statuses. However, doing so will increase the Kitsune's damage to the maximum, and it will retain the *0.125 elemental shield indefinitely.
  • Once its companions have been defeated, the boss will switch to an offensive lean (*1.5 damage output/intake) and will deal increased damage based on the potency of the existing statuses on the player. This does not consume the statuses.

    Appearance: A silver Kitsune, 9 tails as standard. It looks 'normal' when foxfires are still active, but will glow brightly after switching into offensive mode
    Description: Kitsunes are rare and mysterious creatures that love to trick and mislead young adventurers using their foxfire. This individual, however, is an ancient and extremely powerful member of its species, able to wield prismatic flames. Dare you face it in battle?



    Seth Hydra

    Example:
    Level: 150
    Power: Equivalent to the staff bosses

    Location: Arena of Enthusiasts
    Monster lean: Offensive (*1.5)
    Element: Darkness/Earth

    Resists:
    Fire: 120%
    Water: 60%
    Wind: 90%
    Ice: 60%
    Earth: 20%
    Energy: 90%
    Light: 120%
    Darkness: 20%

    Melee/Magic focus on blocking.

    Stat Distribution:
    STR: 250
    DEX: 0
    INT: 250
    END: 75
    CHA: 0
    LUK: 150

    Effect:
  • Standard "Boss Boost +30" that applies to all Arena bosses, Freedom, and Form Shift Immunity
  • His regular attacks randomly deal earth/darkness damage. A penalty is applied for this effect
  • When fighting this boss, you gain +100% heal resistance (so your overall heal resistance is 0% and you cannot heal). His heal resistance is reduced by 50% (so -150%, meaning he heals more from heal element attacks).
  • Every turn, if he has enough SP, he'll spend it and use a quickcast skill to inflict you with Panic*. This can stack. If you have 3 stacks applied, he will instead use his SP to use a healing skill. You can resist at a -20 bonus:

    Level: MonsterLvl vs PlayerLvl
    Major: MonsterSTR vs PlayerEND
    Minor: MonsterLUK vs PlayerLUK

    *The roar sends you into a panic!
    The roar unnerves you, but you manage to keep calm


  • Before his regular attack, he will regenerate HP. His regular attack deals *0.5 damage and will heal him based on the damage dealt.
  • At low health, he will turn into his beast form and will heal some HP. This will also increase his damage output (he will still regenerate like his standard form). This form will persist even if his health is taken out of his low zone.

    Appearance: Seth, wielding the ninemares in his standard form and wearing werepyre class armour. Darkovian bulwark shield.
    Description: Seth is an ancient werepyre, who has managed to control his powers over regeneration so well he can enhance his own regeneration and block yours!



    Mew-Three

    Example:
    Level: 150
    Power: Equivalent to the staff bosses

    Location: Arena of Enthusiasts
    Monster lean: Offensive (*1.5)
    Element: Darkness/Earth

    Resists:
    Fire: 100%
    Water: 10%
    Wind: 10%
    Ice: 40%
    Earth: 100%
    Energy: 90%
    Light: 80%
    Darkness: 40%

    Melee/Magic focus on blocking.

    Stat Distribution:
    STR: 300
    DEX: 175
    INT: 0
    END: 0
    CHA: 0
    LUK: 300

    Effect:
  • Standard "Boss Boost +30" that applies to all Arena bosses. Also, +100 Initiative and Form Shift Immunity
  • He starts with a full bar of SP.
  • Whenever you cast a skill using SP, You will be inflicted with Bleed*

    *You activated his trap card!

  • He can use a quickcast skill to store kindred charges. This costs SP*

    *Mew-Three calms his mind and focuses on delivering his next strike

  • He can use charges to increase the damage/accuracy of his attacks, have his next strike elementally seek, or a combination of all three*

    *Mew-Three unleashes his fury!

    Appearance: Mew-Three, wearing the kindred armour, weapon and shield
    Description: Mew-three is a member of the ancient kindred. He's able to punish those using SP against him, and can calm his mind to deliver incredible strikes against his enemies!




  • CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (6/15/2019 5:14:42)

    Cane of Chaos
    MC magic neutral "tome". Contains numerous multi-elemental spells. MC goes into compression.

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 72,615,500
    Sellback: 36,307,750
    Location: LTS
    Damage: Total Random Lean (0-48).
    Type: Magic
    Element: [See effect]

    Effect:
    - If spells are disabled, the the weapon does a "wand" attack

    "WAND" ATTACK
    Proc: 0% (only if spells disabled)
    2 hits, magic. This can deal any of the standard elements, harm and heal. Deals *140/90 damage to compensate . Works on a hit-by-hit basis.

    - when attacking, a GUI is brought up with multiple options:

    1. Chaotic Tendrils
    Conjure up a number of tendrils made of unstable energy to deal massive damage of a random element to your opponent!

    Hits: 4
    Lean: total random
    bth: +5. *85/90 damage
    Element: Randomly between the 8 standard elements, harm and heal. This deals *140/90 damage to compensate. Works on a hit-by-hit basis.
    Cost: 653mp

    2. Unstable eye
    Staring into an eye of chaos will have a different effect depending on the beholder. Those devout to chaos will be imbued with unstable energy. Deniers will go mad.

    Hits: 3
    Lean: total random
    bth: +5. *85/90 damage
    Element: Element: Randomly between the 8 standard elements, harm and heal. This deals *140/90 damage to compensate. Works on a hit-by-hit basis.
    Cost: 653mp

    The spell deals *0.5 damage. Afterwards, you gain the "unstable" effect for four turns. I have described this status effect elsewhere. Damage varies between 75-150% (100% melee split over four turns = 25% per turn. That is then used to increase lowest damage from 50 to 75%).

    3. Disordered barricade
    Chaotic tendrils can be used for more than just offence. Conjuring enough can create a wall of tendrils, protecting you from harm! Of course, their unstable nature means the damage reduced varies depending on the element!

    Hits: 3
    Lean: heal [see effect]. *0.9 damage for always useful.
    bth: Auto-hits. *0.85 damage to compensate
    Cost: 653mp

    Every hit of the spell is reduced to zero. You then gain elemental shield equivalent to the power of 1 individual hit for each of the standard elements.

    4. Attune to Chaos
    Focus your mind and attune it to the unstable energy around you!

    This does no damage. Instead, you gain +15 "Disorder" charges.

    5. Draw Mana
    Using your cane as a magical focus, concentrate ambient mana into your body!

    Standard +395mp

    6. Empower disorder
    Attuning your mind has given you better control over it, enabling you to burn your foe with the sheer force of unstable mana!

    Cost: [x] "Disorder" charges.

    Quickcast skill. Your next attack will inflict prismatic burn* on your foe for the next three turns. This has an appropriate power. Your opponent can resist at a -20 bonus:

    Level: PowLvl vs MonsterLvl
    Major: YourINT vs MonsterCHA
    Minor: YourLUK vs MonsterLUK

    *The unstable energy prismatically burns your foe!
    Your foe barely endures the unstable energy!


    Apperance: A similar design to falerin's cane in purple and green (standard chaos colours). Atop the cane is an eye of chaos. The first spell conjures numerous tentacles from the aforementioned spell in all directions to deal damage. The second, an eye opens, with unstable energy of varying colours (looks like multi-coloured electricity) running into both you and your foe. For the third spell, tendrils from all angles are seen to create a wall between you and your foe
    Description: For defeating CH4OT1C!, he has created a copy of his personal cane. This elegant weapon contains numerous spell guaranteed to let unstable energy run rampant on the battlefield!



    Dreiko's Goggly Guard

    Example Tier:
    Level: 150
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,582
    Location: Arena of Enthusiasts: Defeat Dreiko

    Melee: 10
    Ranged: 10
    Magic: 10

    Ice: -26%

    Effect:
    - The shield takes -3mrm (already included) and you gain permanent +105 initiative
    - You take -(10/1.4)% damage to all attacks. Whenever your foe attacks, there is a [HitsConnected]/[HitsAttempted]*50% chance of them gaining the "trusted" status effect for one turn. In this case, the "trusted" effect entirely cancels the -(10/1.4)% effect. This essentially averages the damage reduction at -(5/1.4)% damage, or a standard MC

    Appearance: A purple shield with 2 googly-eyes stuck on it (what else?!). These track the mouse, much like the face.
    Description: For defeating him in battle, Dreiko has given you a shield with a mind (and eyes) of its own! Its extremely cautious, allowing you to get the drop on your opponent, and is only caught off guard when you decide to trust them.




    CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (6/15/2019 18:00:18)

    War

    Example:
    Level: 150
    Power: 5

    Location: The destroyer part 3
    Monster lean: Neutral (*1)
    Element: Neutral

    Resists:
    Fire: 50%
    Water: 50%
    Wind: 50%
    Ice: 50%
    Earth: 50%
    Energy: 50%
    Light: 50%
    Darkness: 50%
    Void/Harm: 100%

    Low MRM to pay for resists

    Stat Distribution:
    STR: 300
    DEX: 0
    INT: 0
    END: 250
    CHA: 0
    LUK: 200

    Effect:
  • Possesses Freedom and Hard Damage cap (only up to [x] HP may be lost per turn). Also possesses Form Shift Immunity
  • This fight is split up into 4 phases, each worth 1/4 of War's total HP pool
  • In all phases, War's attacks can Burn you for 4 rounds (renamed to "Wrath", Darkness element). This can stack, with the duration system working similar to Runic Binding in that the duration remains at 4 turns. You can resist the infliction at a -20 bonus*:

    Level: MonsterLvl vs PlayerLvl
    Major: MonsterSTR vs YourEND
    Minor: MonsterLUK vs YourLUK

    *War's wrathful attack corrupts you!
    Through sheer endurance, you manage to tank War's wrathful attack

  • In addition, War's standard SP regeneration is increased by +100*[BurnPower]/5% (this means at a power 5 burn, War's SP regeneration doubles)
  • The boss begins in "War" mode. If War has enough SP, it will be spent on a skill that deals increased darkness damage. Ordinarily, the skill deals -10% damage, but gains +100/[BurnPower]/10% damage (so a power 10 Burn will double the damage of the skill).
  • In the second phase, War enters "Panic" mode. In this mode, he gains a defensive (*0.5) Monster lean and a new skill is added to the ones above. This is three hit Wind skill that will attempt to Panic the player. same save as above*

    *War's attack sends you into a Panic!
    Through sheer force of will, you manage to steady yourself!

  • War will alternate between these two skills unless you are already panicked, in which case he will default to his Darkness skill
  • In phase three, War enters "Mayhem" mode. He gains an Offensive monster lean (*1.5) and another new skill is added to his roster. This is a 2 hit energy skill that War pays HP to automatically hit and further increase the damage. In this stage, the skill cycle runs Darkness -> Wind -> Energy -> Repeat. This begins with Energy. As before, if you're already panicked when the Wind skill occurs, it will skip straight to Energy
  • All hell breaks loose in phase 4, when War enters "Carnage" mode. In this mode, he gains a hyper offensive (*2) lean Another new skill is added to lineup, which deals 2 hits of Fire damage. This skill deals double damage and bypasses any shields/defence boost the player has. In exchange, War is vulnerable on the turn afterwards (i.e. he does nothing, gains elemental vulnerability and his damage cap increases by 50%). Also, War's Darkness skill no longer triggers against burn, but instead actively consumes up to 140% Melee worth to deal increased damage.

    Appearance: War
    Description: The physical incarnation of War itself!



    War

    Example Tier:
    Level: 150 Mastercraft (scales)
    PowerLvl: 153

    Price: 72,615,500
    Sellback: 36,307,750
    Location: The destroyer part 3

    Combat Modifiers
    Melee: 42
    Ranged:42
    Magic: 42

    Fire: 45%
    Water: 87%
    Wind: 87%
    Ice: 87%
    Earth: 45%
    Energy: 45%
    Light: 87%
    Darkness: 45%

    Attack is 2 hits. -3bth lean.

    Effects:
  • You gain an Offensive Armour lean (*1.25 damage)
  • Standard attack is 2 hits, -3bth lean so *85/82 damage.
  • Free Effect: When attack, you are provided a 20% Melee HP cost (69 HP). You can click the armour to choose whether this directly boosts your damage by 20%, or whether it's used to fuel the infliction of a Burn (Power 1.03, 2 rounds). This status heals your SP based on the damage dealt This can be resisted at a +0 Bonus*:

    Level: 153 vs MonsterLvl
    Major: PlayerSTR vs MonsterEND
    Minor: PlayerLUK vs MonsterLUK

    *Your wrathful attack corrupts your foe!
    Through sheer endurance, your foe manages to tank your wrathful attack

  • MC Effect: Compresses a skill - "Crushing Blow". An overcharged Weapon-based skill that deals 3 hits of of Darkness damage at a -5 bth lean (so *85/80 damage). The player can select whether the attack Triggers if your foe is burned, or consume up to 400% Melee of the existing burn to deal increased damage. If your foe isn't burned, both options will deal -10% damage.

    Appearance: War with the standard attack animations respectively.
    Description: This armor once served as a vessel for the demipower of War himself!




  • CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (6/18/2019 16:49:03)

    Mayhem burst
    MC Dark SPell/Spell. Pays HP to deal additional damage

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: The Destroyer Part 1
    hits: 1
    Element: Darkness
    Cost: [392 SP/653 MP] + 313 HP

    Effects:
  • Pay the above HP cost to deal + 50% damage
  • MC Effect: Reduced HP cost
  • Yes, this is an updated version of Warmaster's Burst

    Appearance: this
    Description: Taming the dark power of Mayhem isn't easy, but it is a formidable force indeed!


    @Rafiq and I worked together to make an old boss a little more interesting...

    Gravis

    Example:
    Level: 150
    Power: 3

    Location: The void
    Monster lean: Offensive (*1.5 intake/output)
    Element: Fire

    Resists:
    Fire: -50%
    Water: 130%
    Wind: 60%
    Ice: 130%
    Earth: -50%
    Energy: 60%
    Light: 60%
    Darkness: 60%

    66 M/R/M

    Stat Distribution:
    STR: 275
    DEX: 200
    INT: 0
    END: 275
    CHA: 0
    LUK: 0

    Effect:
  • Gravis' attacks randomly deal Fire/Earth element damage. Appropriate reduction to compensate
  • Possesses damage reduction 100 (each hit is reduced by 100 points. 1 turn duration). Also Form shift immunity and Freedom
  • Gravis has an internal 10-point "Temperature" scale. He starts the battle with 10 points (the maximum). Hitting Gravis with a Water/Ice attack reduces the counter by 1 per hit, regardless of whether it deals damage (due to the damage reduction)
  • At the end of his turn, he gains +2 Temperature points*

    *Internal heat generation!

  • At the start of his turn, he:
    1). Gains damage reduction (100 + (200 - [Temperature Points]*20 reduction), 1 turn)*
    2). Has a [Temperature Points]/10% chance to gain Celerity**
    3). Gains Elemental shield: Water/Ice (x[Temperature Points]/10 damage, 1 round)***

    *The attack hardens Gravis, making him resistant to damage!
    **Gravis moves like flowing magma, allowing him to attack twice!
    ***The solidified magma insulates Gravis from your attack!

  • The player takes fire damage whenever they strike Gravis with a weapon attack, modified by the Temperature counter (More = More damage)*

    *You are hurt by Gravis' burning hide!

  • If Gravis has enough SP, he will spend it to use a fire/earth skill which will coat you with magma, permanently burning you (9999 rounds, appropriate power) and Heatstroke, which can be resisted at a -20 bonus*:

    Level: MonsterLvl vs PlayerLvl
    Major: MonsterSTR vs YourEND
    Minor: MonsterLUK vs YourLUK

    *The attack coats you in searing magma!
    You manage to avoid the searing magma!


    Appearance: This
    Description: Gravis is a rare lava drake, a fire dragon adapted for life underground in magma tubes. His wings are useless, but his self generating heat is greater than a normal fire dragon.




  • CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (6/20/2019 17:30:54)

    I liked some of the ideas that @Galactic Assassin X had with the bare bones of his Potion master boss (seen here). I wanted to flesh out the idea into a proper boss, taking it in my own direction. I also wanted to change out a few of the more counterproductive abilities to streamline the boss and make it more of an interesting fight!

    Potion Master

    Example:
    Level: 150
    Power: 3.75

    Location: The void
    Monster lean: Defensive (*0.5 intake and output
    Element: Light

    Resists:
    Fire: 70%
    Water: 70%
    Wind: 70%
    Ice: 70%
    Earth: 70%
    Energy: 70%
    Light: 70%
    Darkness: 70%

    low M/R/M. To compensate, has higher HP

    Stat Distribution:
    STR: 0
    DEX: 0
    INT: 275
    END: 275
    CHA: 0
    LUK: 200


    Effect:
    - His regular attack consists of throwing a potion. This deals no damage outright, but inflicts you with a light poison which damages your HP/MP/SP* for the next three turns. This cannot be resisted. Compensation for the fact his total damage is spread over three turns. This effect can stack. If you run out of MP/SP, the poison will be redirected to your HP.

    *The potion begins to eat away at your energy reserves!

    - The boss possesses Form Shift Immunity
    - If he has >30% MP, he can spend a small amount to have his regular attack also inflict you with Elemental Vulnerability: Light (appropriate power, 3 turn duration*. This can likewise stack, and is resisted at a -20 bonus:

    Level: PowLvl vs MonsterLvl
    Major: MonsterINT vs PlayerEND
    Minor: MonsterLUK vs PlayerLUK

    *The potion eats away at your armour!
    - If the boss senses a large attack coming (damage >1000), he can spend [x]mp to reduce the damage of that attack to 0*.
    *The potion master quaffs a potion and endures your attack!

    - If he has <50% HP, he can use a quickcast skill to restore it. This first converts SP -> HP, then MP -> HP (if he has no SP). He can only use this once per turn.
    - If he has <50% MP, he can use a quickcast skill to restore it. This first converts SP -> MP, then HP -> MP (if he has no SP). This will not occur if his HP would be reduced under half by this skill. Restoring HP takes priority over MP restoration and only one of these quickcast skills may be used a turn.
    - Every turn, you have an [x]% chance to steal a potion from the boss and instantly drink it. This has a 50% chance of healing either your HP/MP/SP*, or increasing one of the DoT effects currently applied to you
    *You drink the potion and it heals you!
    *Bad potion!
    - If you're wearing any wizard class armour, the DoT potion effects will have *2 power (he really doesn't like wizards...)

    Appearance: A darker version of Zadd the golem builder.
    Description: For some reason, Barry Jotter seems to dislike this expert in the art of potion making. To be fair, the feeling seems to be mutual. He doesn't seem to like you too much either!

    The idea behind the boss is anti-nuke because it can essentially tank your hits using MP and draw out the battle. Over time, he can wear you down (especially if you're not playing defensively). The whole point is to outlast your foe rather than outdamage him (eventually, he will run low on HP/MP/SP, allowing you to finish the job!




    CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (6/24/2019 16:29:26)

    Mayhem

    Example:
    Level: 150
    Power: 3

    Location: "The Destroyer" series
    Monster lean: Offensive (*1.5 intake/output)
    Element: Dark

    Resists:
    Fire: 100%
    Water: 70%
    Wind: 130%
    Ice: 100%
    Earth: 70%
    Energy: 130%
    Light: 150%
    Darkness: 50%

    magic focused M/R/M

    Stat Distribution:
    STR: 0
    DEX: 200
    INT: 300
    END: 0
    CHA: 0
    LUK: 250


    Effect:
    - Has Boss boost +30. Additionally, both parties are given elemental vulnerability: all for the duration of the battle (+50%). Also possesses Form Shift Immunity
    - comparatively low HP, deals increased damage to compensate.
    - Deals +50*([MaxHP]/[CurrentHP])% damage*
    - If hit by an attack, will deal +100*([DamageIntake]/[ExpectedTurnIntake])**
    - If he has [x]mp and [y]sp, he will spend it to use Mayhem burst (see previous posts). His regular attack is darkness and will heal his mp based on the damage dealt.
    - If lowered to zero HP, he will automatically set himself to 1hp. On his next turn, if he has [x]mp and [y]sp, he will perform Mayhem burst***. For this attack, the caps will be removed from the above effect (so his retaliation will not be capped at 100%) and it will automatically hit (*0.85 damage). Status'' such as paralysis will not apply (essentially, you cannot stop this attack from occurring).

    *Mayhem feeds off the chaos of battle, increasing his damage by +[z]%!
    **Mayhems prepares to retaliate!
    ***Mayhem releases his unspent energy!

    Appearance: This
    Description: Mayhem, lord of the chaos of battle, and servant of War!




    CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (6/26/2019 16:35:07)

    Another boss @Rafiq and I have been working on:

    Warlich [Challenge Mode!]

    Example:
    Level: 150
    Power: 3.75

    Location: Warlich!
    Monster lean: Offensive (*1.5 intake/output)
    Element: Dark

    Resists:
    Fire: 110%
    Water: 70%
    Wind: 70%
    Ice: 70%
    Earth: 70%
    Energy: 70%
    Light: 150%
    Darkness: 0%

    magic focused M/R/M

    Stat Distribution:
    STR: 0
    DEX: 0
    INT: 550
    END: 0
    CHA: 0
    LUK: 200


    Effect:
    - Has Boss boost +30.
    - If he has [x]mp, he will cast a light spell which can inflict you with Spirit rend* which can be resisted at a +0 bonus:

    Level: PowLvl vs MonsterLvl
    Major: MonsterINT vs YourEND
    Minor: MonsterLUK vs YourLUK

    As with Ryn the undying, this has a chance to instantly kill undead players

    *The attack shatters your spirit!
    You endure the spirit shattering attack!


    - His regular attack seeks between darkness and energy (reduced damage to compensate). This heals MP based on the damage dealt. He'll use this attack immediately after spirit rend.
    - When he is first killed, he will regenerate 25% of his healthbar (lower overall HP to compensate) and will deal increased damage on his next attack.
    - Every turn, you have a chance to be inflicted with one of: Crippled, Bleed, Afraid, Blind, Poison, Burn*. If you are already inflicted with that effect, it will worsen**. This can be resisted at a -20 bonus using the above status roll.

    *Warlich's necrotic aura [x] you!
    You endure the necrotic aura!

    **Warlich's necrotic aura worsens your [x]!

    - If he has [y]mp and you are inflicted with [z] status effects listed above (or they are of a suitable intensity), he will spend it to unleash a power of the elements (all 8). This will consume the status' for additional power
    - If he has [x]sp, he will spend it on a quickcast skill which heals his mp*
    Mana charge!
    - If you are wearing any wizard class armour OR if your active class title is Wizard or Mage, Warlich's attacks will lesser element seek (he's gotta get rid of the competition!)

    Appearance: This
    Description: Warlic, in his neverending quest to know everything, read from the Orcenomicon (a backwards Necronomicon) and accidentally turned himself into a Lich!


    The regular version of this boss is power 2.5, and has the following stat spread:
    Stat Distribution:
    STR: 0
    DEX: 200
    INT: 300
    END: 0
    CHA: 0
    LUK: 250




    CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (6/28/2019 15:54:25)

    Lustrous Strike
    MC light weapon-based skill. Deals additional damage but will fail if you are hit on your turn.

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: LTS.
    hits: 1
    Element: Light
    Cost: 39 SP

    Effects:
  • Quickcast effect. Can only be activated once per turn and more than one cannot be active at once
  • Your hand glows on your first turn. On your second turn, your attack deals +10/0.15% damage.
  • If your opponent lands a hit on your first turn, the player receives no boost
  • MC Effect: You receive bth boost +4.25*0.9

    Appearance: For the charging animation, light particle enter your hand, before it glows. This continues throughout the charging phase. When complete, you swing forward at blinding speed and the entire screen goes white, dealing the damage.
    Description: This ancient technique allows you to concentrate light energy into the palm of your hand, dealing massive light damage for little cost. However, it takes time to charge and if you're disturbed, the force will be lost!




  • CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (6/29/2019 16:39:18)

    Shoutout (once again) to @Rafiq for coming up with the initial "Cage of Horrors" idea!

    Impenetrable Armour
    MC Neutral skill which protects you from critical hits for three turns

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: LTS.
    hits: 0 [see effect]
    Element:
    Cost: 274 SP

    Effects:
  • Quickcast skill. Cost is increased by the "always useful" nature of the effect
  • The skill provides the player with "Sturdy" for three turns, preventing your foe from landing critical hits.
  • MC Effect: Reduced the SP cost.
  • Each % chance to LS for the player is worth 1.5% melee, so for the monster this would be 1.5 * 1.4 = 2.1% Melee. We would be reducing the chance by 10% (10 - 10 = 0) for 3 turns, so 2.1 * 10 * 3 * 1.1 = 69.3 -> 70% melee or 274 SP

    Appearance: You conjure glowing silver armour, this flashes white, then disappears.
    Description: Use this ancient technique to consolidate your weak spots, preventing your foe from landing critical hits!



    Cage of Horrors
    MC neutral skill. Prevents damage for 3 turns, before unleashing it at the end as eleseeking damage.

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: LTS.
    hits: 0 [see effect]
    Element:
    Cost: 392 / 490 SP

    Effects:
  • Quickcast skill
  • For the next 3 turns, all damage dealt to you by your opponent, as well as all the damage you and your companions deal to your opponent, is recorded, aggregated, and zero'd.
  • At the end of the three turns, each side is hit with the total of their received damage as Omni-elemental (neutral element) damage. These attacks automaticall hit (*0.85 damage), and receive a turn delay bonus.
  • MC Effect: reduced SP cost.

    Appearance: A steel cage surrounds the battlefield (persists until the end of the three turns) and a number of black ghosts dance around the inside
    Description: Call forth a cage to trap both you and your foe within a nightmare. Neither you nor your foe can harm each other when in this state, but will receive quite a shock when released!



    Lesser Invisibility
    MC neutral spell. This can make it more difficult for your foe to land an attack upon the player

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: LTS.
    hits: 0 [See Effect]
    Element:
    Cost: 490 SP

    Effects:
  • Quickcast so worth 125% Melee. Can only be used once per round
  • The player receives "Invisibility" for 3 turns. This provides a 41.67/1.4*0.9*1.05 = 28.1% chance to automatically dodge an incoming enemy attack.
  • MC Effect: Extra dodge chance, already worked into the above numbers.

    Appearance: You temporarily fade in and out, a bit like the freeze effect but in grey. This fade effect lasts for the duration of the status.
    Description: This defensive technique allows you to turn partially invisible, making it hard for your opponent to see and land hits! Being a lesser version, the invisibility is not absolute, but lingers longer than more potent forms!



    Greater Invisibility
    MC neutral spell. This prevents your foe from attacking you for a turn and grants you a bth boost

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: LTS.
    hits: 0 [See Effect]
    Element: Neutral
    Cost: 392 SP

    Effects:
  • Quickcast skill useable once per battle.
  • The player gains "Invisibility" for one turn (99% chance to avoid any incoming attacks)*.
  • Balance-Wise: Cost for invisibility is (140*0.85*1.1)-50 = 80.9 -> 81% Melee
  • Last 19% melee is spent on a bth boost for 2 turns. This equates to a 4.25 * (19 / 5) / 2 * 0.9 = +7.3 bth
  • MC Effect: Extra +2.13 bth per turn (total of 9.43 bth total)

    *Your opponent's quick reflexes prevent you from gaining the opportunity to become invisible!

    Appearance: You temporarily fade out entirely, transitioning through a grey version of the freeze. This persists until the status ends.
    Description: Use this enhanced version of the Invisibility skill to completely protect yourself from your foes attacks. It even allow you to get the drop on your opponent next turn!




  • Zennistrad -> RE: CH4OT1C!'s Suggestion Bank (6/30/2019 18:12:28)

    Greater Invisibility sounds like it would utterly break any fight where the opponent has an SP skill.




    CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (6/30/2019 19:01:56)

    ^That's why it has a once per battle use. Just to alleviate any fear though, I've also added a save penalty




    CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (7/1/2019 16:50:43)

    Uneasy Ceasefire
    MC neutral skill. Applies paralysis to the entire field for three turns. MC goes into cost reduction.

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: LTS.
    hits: 0
    Element: Neutral
    Cost: Free [See Effect]

    Effects:
  • This spell is quickcast and deals no damage. Can only be used once per battle.
  • You, your pets and guests, and the monster are all Paralysed*. No save bonus, but does not apply if the monster is immune.

    *You enter a truce with your foe!
    Your foe cannot be paralysed!


    Appearance: You visibly drop your weapon and your opponent falls down
    Description: Make love, not war! This skill temporarily prevents you, your pets and guests, and your opponent from attacking.




    Spellbreaker Longbow
    MC water bow. Can significantly weaken any spell your foe casts. It will also damage them when the spell is cast

    Example Tier
    Level: 150
    Powerlvl: 153

    Price: 24,205,166
    Sellback: 12,102,582
    Location: LTS
    Damage: neutral
    Type: Ranged
    Element: Water

    Effect:
  • 100-proc with no true "special" so *1.1 damage
  • The weapon has two modes, Damage and "Spell Shatter" mode. In the former, the weapon deals standard damage and has a MC of *1.05 damage. In "Spell Shatter" mode, the weapon deals -25% damage and afflicts your foe with a Spell trap. if your foe uses a spell, they will deal -[x]% damage and will take damage in a similar way to mana trap

    Appearance: Something like this in silver and white.
    Description: This bow can fire both regular arrows, and those that can shatter spells. Any spell your foe casts will deal significantly less damage, and they'll also be hurt!




  • CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (7/3/2019 4:24:20)

    War's Pulverising Edge
    MC Dark Sword. Can worsen any status affect currently afflicting your foe.

    Example Tier
    Level: 143
    Powerlvl: 153

    Price: 5940
    Sellback: 1485 (After 48 hours)
    Location: The Destroyer part 3
    Damage: neutral
    Type: Melee
    Element: Darkness

    Effect:
  • 0-proc so *1.08 damage
  • Free Effect: While attacking with the weapon, the chance of Lucky strikes is halved but the damage is doubled
  • MC Effect: Compression of two skills:
    Wrath: Costs 392 SP to perform an attack with the same appearance as the weapon's special attack. This is weapon based and deals -50% damage to apply a Darkness element Burn (Power 3.8, 4 rounds. Status is renamed to "Wrath"). Your foe can resist at a -20 bonus*:

    Level: 153 vs MonsterLvl
    Major: PlayerSTR vs MonsterEND
    Minor: PlayerLUK vs MonsterLUK

    *Your wrathful attack lingers
    Your foe manages to endure your wrathful attack

    Corruption: Quickcast skill costing 392 SP that can be used a maximum of once per turn. If your foe possesses a Bleed/Burn/Poison status, this skill will attempt to increase the potency of any one of these effects works (+20/Turns power for Poison/Burn, +2/Duration Bleed). Your foe can resist at a +0 bonus*:

    Level: 153 vs MonsterLvl
    Major: PlayerSTR vs MonsterCHA
    Minor: PlayerLUK vs MonsterLUK

    *Your weapon corrupts the status' afflicting your foe, making them worse!
    Your foe resists the corrupting power of War's edge!


    Appearance: This
    Description: This heavy blade has been corrupted by the twisted powers of the former holder of the mantle of War! You can use it to both afflict your foe with lingering burns, as well as increasing the potency of statuses that damage your foe over time!




  • CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (7/7/2019 15:05:51)

    This update is the idea of @Microsoft paint (discord user). I just lightly edited it to make it a bit more reasonable!

    Blood Orb
    MC neutral item. Boosts the damage and accuracy of your spells and gives you an INT bonus

    Example Tier
    level: 150 Mastercraft
    PowerLvl: 153

    Price: 6,051,293
    Sellback: 3,025,646
    Location: Mass Mardar!
    Cost: [x] HP and [y] SP

    Effect:
  • Provides +50 INT
  • All spells deal +10% damage (+20% melee)
  • All spells gain +5 bth

    Appearance: This
    Description: This fragment of the Blood Orb that Mardar used can boost the damage and accuracy of your spells! The orb asks only for a bit of your blood in exchange. Blood for the Blood Orb!



    @LUPUL LUNATIC suggested I revamp this classic spell:

    Mana regeneration
    MC neutral skill. Uses HP/SP to recharge your MP. Has a chance to deal additional damage

    Example Tier
    Level: 150
    Powerlvl: 153
    MpLevel: 152

    Price: 24,205,166
    Sellback: 12,102,582
    Location: Warlic's shop
    Damage: neutral
    Element: Heal
    Cost: 392 SP + 87 HP

    Effect:
  • Performs one hit of heal damage that targets Player MP. *1.5 damage for hitting MP, *0.9 and *0.85 for always useful and autohit penalties respectively
  • MC Effect: has a 20% chance to deal +25% damage

    Appearance: This
    Description: Use your energy and life force to recharge your mana reserves!




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