Primate Murder's Suggestion Thread (Full Version)

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Primate Murder -> Primate Murder's Suggestion Thread (4/30/2018 4:22:30)

Welcome. This thread is mainly to put my ideas out there and get feedback. If the staff implements any of them, then all the better.

Table of Contents


Weapons:

- Malleus Maleficarum. This weapon's special can thoroughly jinx your foe.

- Guiding Winds Bow. Spirits guide each shot of this bow, allowing its wielders to strike true even with eyes closed!

- Dragon Down Ballista. FO anti-dragon 100-proc weapon designed to commemorate the dragon war.

- Spellbow. A wand-bow that costs mana, but deals ranged damage.

- Spellblade. Imbue your weapon with any spell from your collection.

- Master Wand. Substitute your magical energies with pure skill when spellcasting.

- Zweihander. The very name implies that this sword should be wielded with both hands.

- Gungnir. This spear makes your pets and guests do the dirty work.

- Warder's Tome. This tome contains three spells designed to strengthen your defences and punish your foes if their attacks miss.

- Warrior's Mage Blade. So, I've seen the reignited argument on the balance of mages and warriors and how 8*75% and 2*200% are equal to a constant 100%. Here's my answer.

- Bard's Ukulele. A wind weapon with the ability to grant celerity to your companions.

- Infamous Blade. An element-seeking sword.

- Gogg's Claw. An energy claw that starts off with a high LS chance.

- Loco's Mallet. A chaotic energy hammer that hits harder at the cost of scrambling your resistances!

- Axe-odus. An energy axe that can make your attack an automatic Lucky Strike!

- Jaw-elin. A water spear that deals increased damage based on the % filled of your sp bar.

- Dragonhunter Bow. A bow of incredible size, allowing the wielder to shoot from an immense distance.

- Dragonguard's Serendipity. A powerful stave, granting increased lucky strike rate and damage on spells cast against draconic foes.

- Neko Ranger's Bow. A powerful longbow designed specifically for use by neko archers.

- Neko Scout's Bow. A tricky shortbow designed to aid neko's beast allies.

- Swinging O'Teeny. Thank you Cray and Frostval!Sham for this wonderful idea!

- Warp Lance. An energy weapon with several damage-boosting toggles.

- Caduceus of Transmutation. An alchemical tool that can transform your opponent into lead!

- Lernaean Rod. A 100-proc water weapon that attacks the monster with trained hydra heads.

- Undead Sneak Stave. A 100-proc Cha weapon that can poison or paralyze your enemy.

- The Cycle of Change. A 100-proc multi-elemental weapon imitating the changing seasons.

- Dragon's Tail. A fire glaive with a dracomancer theme.

- Warlic's Prototype Orb. 100-proc energy wand with several status effects inspired by the Dragonlorn Keep's intro quest.

- Terminus Avenger. A knight-element weapon for beastwarriors and rangers.

- Deadslayer Halberd. An anti-undead light weapon with several modes.

- Shepherd's Arc-Cane. An energy weapon for beastmages.

- Doomseeker. A darkness crossbow with several thematic effects for damage and blocking.

- Bloodhunter. A 100-proc darkness spear with several Bleed-based abilities.

- Ranger's Bow. Because rangers need a tome of their own!

- The Lost Tablet. A darkness tome of beastmaster SPells!

- Icy's Journal. An ice tome for beastmages with Freeze infliction and a Cha boost.

- Helmbasher. An earth hammer with a Daze toggle.

- In Shadow of the Scythe. A darkness tome focused on effect infliction.

- The Whistler. A wind axe using werepyre stats. Enhances your spells when used against bleeding foes.

- Spirit Breaker. A light maul than uses werepyre stats. Enhances your spells when used against panicking foes.

- Scourge of Pestilence. A poison-inflicting darkness whip for the upcoming Harvest Fest.

- The Book of Whispers. A dark/ice tome inspired by the Nightmare Realm and the Frostval 2020 quests.

- Scorching Spectre Sceptre. A fire staff that enhances spells cast against a Burning foe.

- Skirmisher's Hornbow. A wind bow for dodge-based builds.

- Dreadblade and Dreadbow. Melee and ranged darkness weapons with a necromantic motif.

- Faithbreaker. A hybrid-stat weapon with a trigger against Knights.

- Superbia Pistol. A dark gun with several modes and a charge-gathering mechanic.

- Luxuria Las-stave. A 100-proc light weapon for FD beastmasters.

- Ira Control Module. A 100-proc weapon with fire/earth compression and a delayed attack.

- Acedia Heavy Cannon. 100-proc energy weapon with Backlash.

- Gula Graft. Melee water fist that turns into a high-tech garotte.

- Invidia Rifle. 100-proc ice gun with effect infliction and status potence.

- Relic of Avarita. A composite 100-proc wind weapon designed for FD hybrids.

- Wardcrafter's Pen. A ranged energy wand that toggles between dealing pure damage and giving you a Barrier.

- Tempest Shard. A magic energy fist that allows your weapon attacks and spells to seamlessly flow into one another.

- Liminality. A ranged shadow weapon with a toggle to gain celerity per hit.

- Adept's Athame. 100-proc darkness weapon for beastmages.

- Timekeeper. An energy weapon for hybrids.

- Niflheim. A compression weapon for hybrids with a variable special.

- Opportunist's Blade. A wind weapon for FO beastmasters.

- Wednesday. Inflict your least favorite day of the week upon your enemies!

- Gu Jar. An earth wand/tome that uses a summoned guest for several powerful attacks!

- Wand of Levitation. A training wand for students just starting out at Zardwarts! Warning: does not provide extra damage against trolls.

- Biter Rifle. An earth gun with a semi-crafting mechanic.

- Sword of the Dead. A darkness weapon for End builds.

- Runic Kit. A wind/earth tome for mages with End.

- Wand of Illusions. A wind wand that inflicts EleVuln.

- Pawn's Pike. A dark spear with an eye toward late game.

- Bishop's Baton. A light wand for dodge builds.

- Rook's Recurve. A heavy-duty wind bow with a 1/battle defensive skill.

- Knight's Sabre. An energy sword with a common special that inflicts permanent random debuffs.

- Drakel Mortar. A simple darkness 100-proc that inflicts monster with EleVuln.

- Bo Staff. A simple melee weapon with an alternate mode if you're fighter or martial artist.

- Wand of Cosmic Power. An energy wand for beastmages.

- Nameless Glaive. A dark spear for beastrangers with a compressed guest.

- Hunting Spear. An ice spear for offensive beastrangers.

Armors:

- Swordmaster. Master of the sword, duh.

- Healer. Turns out, knowing your foe's body from inside out makes you surprisingly good at taking people out. Who would have guessed?

- Drone Master. Energy armor with guest-type skills.

- Zombie Form. FD darkness armor with the ability to suck the life out of your enemy.

- Chronomancer Bloodmage. Neutral armor that pays for spell celerity with your blood.

- Bard of Medrovia. Dragon Bard of War.

- Phantasmal Puppeteer. You are no mere necromancer, you're a true performer putting on a show! An armor with a Cha-based elelock toggle.

- Knight Commander. A defensive armor with compressed guest summons and skills.

- Wasteland Wanderer. FD fire armor with a Burn eater skill.

- Artillerist. Shoot your foe with a ballista!

- Doom Binder. Bind the darkness of Shadowscythe to your will!

- Infernal Engineer. FD fire armor with a toggle to hybrid stat FO form.

- Lagohm Reactive Armor. FO energy armor with a charging skill. Based on DF Lagohms.

- Fae Battle Armor. Offensive wind armor that can take to the air for increased defences.

- Vartai Transformations. FD energy and FO water armors for classical hybrids.

- Smuggler. FD light armor prompted by the newest star wars series. Also has initiative bonus, because Han shot first, damn it!

- Asurendra. An earth armor that combines offense and defense into a single skill. Ideas drawn from Buddhism.

- Ancient Guardian Cuirass. A hybrid spellcaster armor with a strong focus on blocking.

- Invisibility Cloak (revamp). A blocking-based water armor for ranger builds that want to dabble in a little magic.

- Benandanti. A spellcaster armor with a spell and the ability to recover mp.

- Snowrunner. A n-ice armor for beastrangers that prefer a more offensive playstyle!

- Jotun Slinger. Ice/wind armor for offensive rangers with focus on Bleed and blocking.

- Tribal Shaman (revamp). A multi-element spellcaster armor with a toggle altering both weapon attacks and spells.

- Abyssal Hunter. Defensive water armor with a focus on blocking and status infliction.

Shields:

- Am-bush's First Strike. It's an ambush! Your ambush, to be precise.

- Tic-Toc Clock. This shield has an ever-increasing chance to petrify your foe.

- Baby Braken. What a despicable person would shield themselves with a baby? Why, one that is fighting spellcasters, of course.

- Sunray's Healing. Heal a little mana when you're hit by a light attack!

- Circle of Doom. A shield that harms both you and the monster each round.

- Axiomatic Chipmunk. This chipmunk is particularly fond of chewing on armor, though with some Cha you may point him and his teeth at your foe.

- Eldritch Portal. A portable doorway to the shadow dimension, capable of attacking your enemy with creepy tentacles.

- Spellcharger. Charge up your shield to reduce the mp you spend on spells.

- Abjuration Ward. An energy shield to protect a spellcaster!

- Duelist's Dagger. A versatile shield that can be used to parry attacks or wielded as an off-hand weapon!

- Assassin's Off-hand Crossbow. An offensive shield for a block-based build.

- Thermostabiliser. A fire/ice compression shield that reduces the damage you take from burns.

- Lucky Shield. An earth shield that boosts your Luck when you block a hit!

- Dragonrider's Shield. A heavy-duty defensive fire shield.

- Champion's Guard. A light shield with togglable on-block effects.

- Gourdian Shield. A water/fire shield with backlash-style EleVuln infliction.

- In Memoriam. A beastmaster shield with a Daze skill.

- Giant's Rib Club. A darkness shield with a trigger againt mobs that have Luck. Gives an extra bonus to necromancers.

- Memento Mori. Darkness shield with a Deathproof mechanic.

- Dead of the Knight. Darkness shield for beastmage builds that favor dodge-based playstyles.

- Soulbinder Rod. Necromancer-themed shield with Backlash and Lifesteal mechanics.

- Twilight Reflector. A shadow-themed shield with a Backlash mechanic.

- Zombie Head Shield. A darkness shield with a compressed skill.

- Shamanic Totem. A wind shield for spellcasters of any lean.

- Net. An earth shield that can be thrown at your foe to leave them trapped and vulnerable!

- Writ of the Forgotten. A dual fire-dark shield with a toggle for Panic that boosts your own damage.

- Rune of Domination. A block-based darkness shield with a spell to control your foe.

- Pirate's Sidearm. Sacrifice some outright damage to punish any openings in your opponent's defenses! Inspired by the revamped pirate class in DF.

- Mocking Shield. A wind shield for beastmasters with a blocking focus.

Spells:

- Carpe Diem. Seize the day - or suffer the consequences.

- Quid pro Quo. As a truly generous person, you're always willing to share your pain with the monster.

- Ghost Shapeshift. Zorbak gave you this spell, promising that it would make the enemy attacks phase through you. But should you really trust him?

- Changeling Shapeshift. Access the ultimate skill of any shapeshifter - that of transforming into your foe!

- Dreams of the Endless Sky. Sing a soothing lullaby, putting both you and the monster to sleep.

- Scaled Up. Turn your foe into a wicked dragon.

- Sunder Essence. An earth spell that deals double damage - but at a cost.

- Chain Lightning. Anti-mob spell.

- Icefire. Ice spell inflicting fire ele-vuln.

- Complex Defence. A multi-layered protection spell.

- Call Trebuchet. A powerful, if inaccurate guest that can be charged for double the damage.

- Song of Inspiration. Condense all the skill of a true bard in a short song, inspiring your pets and guests to new heights.

- Elemental Menace. A DoT spell, inflicting burn, bleed and poison.

- A Gift and a Curse. Transform your foe into a mighty werepyre!

- Haunting. Burn your foe with a ghostly chill!

- Restful Sleep. Get some much needed rest after all those all-nighters fighting monsters - and gain some Tranquility, while you're at it!

- Call Elf Power Armor. Call the greediest of elves to fight by your side and force the spirit of Frostval upon your foe all year long!

- Summon Laplace's Demon. Summon a mind so demonic that it can calculate any event before it happens!

- Purify. Call upon the Lady of Light to purify undead foes!

- Loco's Blessing. Chaos Imbuement!

- Cosmic Radiation. An autohit light spell.

- Summon Werepyre. An offensive guest for werepyre beastmaster builds.

- Signature Spell. An energy spell that deals more damage the less spells you have.

- Powerword Red Fog (revamp). A type other attack that can be called into existence by anybody that dares say its name.

- Call Xerxes. Call a powerful ice guest that has no concept of teamwork!

- Sepulchure's Gift. A dark imbue spell for your pet.

- Heir to the Night. A passive effect that makes you use werepyre stats for melee and magic weapon attacks!

- Infernal's Aura. A sustained spell that makes the monster take a portion of damage dealt as a Burn effect.

- Mana Purifier. A harm spell that gives bonus Int for several turns.

- Ethereal Pact. An sp-costing light spell that gives you an elelocked armor.

- The Standard of Unity. A qc effect spell for beastmasters.

- Spiritual Reinforcement. A stat-boosting sustained spell for hybrids.

- Bloodtheft Ancestry. A stat-boosting sustained spell for beastmages.

- Call Zombie Paladin. A guest with a light/dark toggle.

- Summon Sentry. An energy guest with a focus on defensive gameplay.

- Tactician's Choice. A qc spell that uses trade-offs to get variable no-cost buffs.

- Plot Armor. Heroes never die!

- Bone Wall. A necromantic spell imitating the Ringleader's mechanics.

- Spectral Howl. A wind spell using werepyre stats. Can grant celerity if the monster is Bleeding or Panicked.

- Whispers of the Dream. A beastmaster spell inspired by the Dragonlorn MC set.

- Audacious Stratagem. A beastmaster spell that can enhance your pet by granting the monster celerity.

- Nightmare of Pursuit. A dark/ice spell inspired by the latest Frostval quest.

- Horror's Embrace. A background altering spell that puts the monster to Sleep.

- The Light's Judgement. A light spell with a save-based bonus and undead trigger for paladins.

- Temporal Snares. A defensive caltrops-like spell.

- Conjure Fairies. A buff spell that enhances your attacks for several rounds.

- Sentinel Invocation. A buff spell for dodge builds.

- Deploy Drone. An energy spell that trades your damage and defences for a chance to stun the monster.

- Necromancer Workshop. A composite darkness spell that can be customized to fit your needs.

- Tenebral Collapse. A light/dark spell that both grants you a guest and leaves an aftereffect that can be used for the next few rounds.

- Call Unaffiliated Necromancer (Steve). One of your connections from the Orcus Archive, a talented, but accident-prone scholar.

- Call Unaffiliated Necromancer (Jesse). One of your connections from the Orcus Archive, passionate and powerful.

- Call Zhoom. A guest that seeks between earth and darkness with several attacks to both assail and defend.

- Call Pyromancer. Another visitor from the realm of Dragons and Fables, this wizard can either set your foe on fire or immolate them with a powerful spell attack!

- Shroud of Burning Vitality. End-based spell for a more offensive playstyle.

- Grave's Chill. Another End-based spell, good against fire monsters and undead.

- Krodha. An energy spell that strikes at both self and foe.

- Call Umazen Hoplite. An energy guest with several statuses to enhance both offensive and defensive playstyles.

- Call Vephoma. Invite a beastmaster guest that can alter your pet's attacks!

- Call Captain Lestrad. Invite a guest that can shield you from monster attacks or reduce the power of your own to strike harder!

- Call Hansa. A Harm guest that modifies your attack and comes with a few skills of her own!

- Chromatic Funnel. A spell that inflicts powerful but random Poison with a chance to restore mp.

- Call Warlock. A fire/ice guest with a freeze-like effect.

- Call Witch of the Woods. A chaotic guest that can brew potions.

- Blade Ward. A spell that defends you against melee attacks at the expense of your damage.

- Mind Blank. A qc spell to shield yourself from mental statuses.

- Call Ancient Reigndragon. A DoT ice guest that gives you one of three random buffs.

- Conjure Rune of Silent Flame. A fire guest that boosts your attacks with Burning power.

Pets:

- Soul-Sealed Spear. A magical spear that attacks for a % of the damage you deal.

- Gogg (revamp). This pet causes you to take more damage, but has a chance to attack again.

- Zorbak. The ebilest of moglins has graciously agreed to let you accompany him on his quest to turn everyone he meets into undead.

- Cor-Dem (revamp). The little psychic lowers your enemy's Int and Magic defences.

- Fenrir. A vicious ice wolf that's not afraid to bite the hand that feeds it.

- Sniffler. This little creature will rob your foe out of house and home! Don't forget to give it a firm shake to get all that gold, though.

- Zorbak the Pallythrope. Zorbak has been turned into a paladin!

- Calamity-Born. A darkness pet that inflicts immobility weakness and a caltrops-like effect.

- Drums of War. A wind pet that can increase damage and reduce accuracy for the entire field.

- Technomancer. An energy pet for beastmages, based on the eponymous class from Dragonfable.

- Soulweaver Arcanist. A wind pet for beastmages, based on the eponymous class from Dragonfable.

- Mogpyre. A reminder that not all those inflicted with the curse of a Dracopyre see it as a power-up.

Miscs:

- Holy Water Vial. Designed to counter regeneration of vampires and werewolves.

- Symbiote. Hp-costing misc that heals you based on damage dealt.

- Heckflame Crown. Command your beastly armies to rip apart the burning bodies of your foes!

- The Lost Pot. LS-boosting misc with a compressed spell.

- Blood of the Nosferatu. A DF-style artifact, altering the last 5 skills of the Vamp subrace armor.

- Pet Whistle (revamp). A revamped misc to increase the power and versatility of your pet.

- Taurisian Scripture. A magical misc to manipulate the anima of your opponents.

- Mantle of Unforgiving Light. A light backlash misc, inspired by Shadowslyer class.

- Cloak of Bloodthirsty Darkness. A vampiric Bleed-based misc,inspired by Nighthunter class.

- Sepulchure's Helm. A darkness misc for warriors, providing bonuses to both offense and defense.

- Vanilla Milkshake. A qc damage boost with a risk of being frozen.

- Necrotic Artifact. A beastmaster misc with a chargable darkness spell.

- Adept of the Waning Moon. A DF-style artifact, altering werewolf for a spellcaster plastyle.

- Beard of War. Because you can't spell bard without beard. Or was it the other way around?

- Evocation of the Sun. An omni-burn light misc with a beastmaster toggle.

- Haunted Commander's Ring. A dark beastmaster misc with a trigger against ghosts.

- Reforged Commander's Ring. A beastmaster misc that follows the element of your knight order and can grant bonus Luck.

- Spellblade Ring. An energy misc that can summon a magical weapon and gather power whenever the monster casts spells.

- Stimpack. Contains 2 qc skills that boost your performance - but at a price.

- Whisperer's Orb. A mage misc with skills that can boost your defenses or make your foes Bleed.

- Binding Gem. An ice misc for beastmages with compressed guest and skill.

Sets:

- The Meta Series. Z-token no-drop equipment, designed to complement the current meta.

- The Dresden Series. A tribute to the Dresden Files by Jim Butcher, complete with a Leather Duster, a Shield Bracelet and a Blasting Rod.

- Packmaster Set. Beastmaster set with a focus on dogs/wolves.

- Hexlord Set. A set that switches between status-infliction darkness and damage-dealing fire.

- Ninja Crash. A mini-set of axe and hammer-type shield for unorthodox ninja!

- Contagion Set. Status infliction darkness set with necromancer triggers.

- Orc Battlerager. Earth set that makes you tougher whenever you're hit, and makes you hit harder the tougher you are!

- Manic Shielder. A mini set that focuses on using mana shield.

- Shifting Tides Set. A mini-set with shield and weapons, whose skills and effects shift over the course of the battle.

- Holy Night Set. Anti-undead FD set with a focus on blocking.

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

- Born of War. Four FD armors that can be enhanced with specialized miscs.

- RWBY weapon set. 4 weapons with theme-appropriate effects.

- Blood Shedder set. A darkness set with a focus on Bleed.

- Fallen Guardian set. A wind armor and armament belonging to a slain guardian.

- The Warden set. An energy set designed for dodging and shutting down the monster.

- MageKnight set. An energy set for hybrids or warriors that dabble in Int.

- Shock Trooper set. An energy set for warriors, featuring dynamic blocking-based combat.

- Adept of the Deeps set. A spellcasting water set inspired by Lovecraft (and a bit of DF's Kathool Adept).

- Fallen Phoenix set. A more offensive version of the Demon Knight class.

- Black Knight set. A darkness set for charismatic knights.

- Dragonsgrasp Relics. An energy set inspired by DF's Dragonlords and their flying fortress.

- Void-Twisted Armaments. A multi-elemental set of 3 weapons with random and chaotic effects.

- Arachnomancer set. Water spellcaster set with a focus on Poison and Entanglement statuses.

- Weaver of Souls set. A wind spellcaster set inspired by DF's Soulweaver armor.

- Hallowed Armaments. A light mini-set for werepyre paladins.

- Vizalain Corruption set. A dark mini-set that slowly corrupts your foe and uses that corruption to enhance your lucky strikes.

- Perun's Might set. An energy mini-set for FD werepyre beastmasters.

- Magehunter set. Exactly what it says on the tin.

- Cursed Warrior set. Weapon, shield, and armor of a minotaur cursed to roam the land.

- Last Quest set. The equipment of an old dwarf, seeking one last good fight.

- Balanced Mind set. Man, this telepath is a total troll.

- Redcap Swiftspear set. Everything a goblin needs to become a proper mercenary.

- Guardian Stables (revamp). Because we all deserve more rider armors!

Classes:

- Dracomancer (revamp). Learn ancient dragon secrets, calling upon a variety of draconic allies and channeling raw mana directly through your body to empower your spells!

- Beast Master (revamp). Learn the ways of the wild. Beastwarrior class.

- Alchemist. Mix and combine your potions to achieve a wide variety of effects.

- Human. Subrace armor emphasizing variety and versatility.

- Master of Chess. A class designed solely to augment your pets/guests in every way possible. Master of Chess even has the player acting as booster!

- Martial Artist (revamp). A versatile combo-based class with four advanced armors designed for a variety of offensive playstyles!

- Ninja (revamp). An advanced rogue class, using tools, tricks and shadow techniques to take down your foe!

- Knight (revamp). An FD warrior class that uses melee weapons and status inflictions. Has 4 advanced armor variants.

- ExTerminator. An FO class with powerful offensive skills and a set of toggles to customize your lvl 0 passive.

- Shaman. An FD beastmage class with three branching Paths!

- Dragonslayer (revamp). Updating the original class to modern standards with a few new ideas and skills.

- Shadowslayer (revamp). Slay creatures of the night with new weapons and skills of this revamped armor!

- NightHunter (revamp). Draw upon the fell powers of Darkovia and hunt your enemies through the dark of the night!

- Pirate (revamp). A versatile offensive class for warriors and rogues.

- Wizard (revamp). Do I really need to spell this out? A magical armor to get the most out of your spells.

- Fighter (revamp). A basic beginning class for warriors.

- Rogue (revamp). A basic starting class for rogues.

- Mage (revamp). A basic class with everything a starting spellcaster might need.

- Necromancer (revamp). Study the forbidden arts of undeath! A spellcaster class with a focus on beasts and resource trading.

- Assassin (revamp). A tier 3 glass cannon class.

- Guardian. A versatile class, providing multi-faceted defensive and offensive capabilities.

- Graceful Dracopyre. Final Darkovian subrace, the beastwarrior variant.

- Dracopyre of the Night. Final Darkovian subrace, the beastmage variant.

- Berserker (revamp). Go berserk!

- Ranger. A ranged class for offensive and defensive builds alike!

Monsters:

- Primordial Phoenix. Unlike the more modern ones, this phoenix does in fact return from the dead.

- Gray Boy. A tribute to wildbow's web serial Worm, this monster is truly immune to all forms of nuking.

- Cherish. Another member of S9, Cherish specializes in controlling her opposition.

- King. The original founder of S9 can transfer any damage from himself onto the player.

- Wolfwing (Challenge Version). Lord of all Werepyres. Dare you challenge him?

- Rioting Umazen Workers. Two different energy mobs, created as a tribute to Cray's excellent writing.

- Moglin War Party. Three-moglin mob that supports each other.

- Ancient Runed Golem. A synergetic multi-elemental boss mob.

- The Undrawn, parts 1 and 2. A void challenge gautlet to battle a series of alternate Smittens!

- Pala-dean. Do not mistake this paladin's age for a weakness!

- The Faithful. Not all paladins agree with Artix's new policies!

- Koschei the Deathless. A multi-stage monster that's exceedingly difficult to kill.

- Zmei Gorynych. A seven-headed dragon from slavic mythology.

- Baba Yaga. A forest witch from slavic folklore.

- Solovei the Brigand. A bandit lord from russian folk stories.

- Baron Samedi. Loa of the dead from Haitian Vodou.

- Fae Knight. A fairly easy boss, based on Melissa from DF.

- Zhoom, the Bounty Hunter. A powerful ranger/necromancer hybrid.

- The Angel of Azaveyr. A skilled and enduring boss hailing from the land of dragons and fables!

- Annihilator Droid. A shielded droid inspired by Star Wars.

- Mycelium Growth. A horde mob inspired by DF's Main Story.

- Sir Tathlin (revamp). Because the man who trains us to become a knight should be at least this impressive.

- Experienced Adventuring Party. (Leeroy Jenkins not included)

- Scourge. Face the Eidolon of rage!

Gameplay Suggestions:

- Play Dead. Get a chance to skip the battle.

- Terrain. The background actually has an effect on your playstyle.

- Custom Ally Assist. Create an avatar of yourself that will help other AQ players for generations to come!

- Wisdom stat. A seventh stat, designed for DoT enhancement and sp regen.

- Returning Player Quest. Exactly what it sounds like - a quest series for returning players.

- Necroquest. An idea for the upcoming necromancer class quests.

- Armor Closet. House item that fills a similar function to its DF analogue.




battlesiege15 -> RE: Primate Murder's Suggestion Thread (5/1/2018 12:23:13)

Ooooh, I dig these a lot!

A shield with a cast skill is nice and the dagger seems pretty cool too.

Carpe Diem sounds cool but that HP cost may be too severe.

Quid pro Quo is a good concept. Would be interesting for Tank Builds. Would you consider adding a .85* penalty to make it Auto-hit? It would suck if you spent so much time building up momentum and then happened to miss. Also, there probably should be a damage cap on the attack unless you really want to drag the battle out.




Primate Murder -> RE: Primate Murder's Suggestion Thread (5/1/2018 15:31:32)

Thanks!

Carpe Diem means seize the day. I use it as the idea of 'do or die'. But maybe the cost is a little too severe.

Regarding Quid pro Quo:
quote:

This attack has no Type, automatically hits, and does not get Stat bonuses. If the Element is Harm, then it deals 90% of the above listed numbers.

This is from the entry on Spiritual Seed. I am not certain if the entry is outdated and needs the modifier, so adding it in just in case.




Lord Markov -> RE: Primate Murder's Suggestion Thread (5/1/2018 15:44:30)

Given how easy it is to bring now monsters at this point, I think that kind of cost on Carpe Diem is about the only way to make it not ridiculously easy to use. I do know the staff dislikes celerity as a status though, so you might want to make it paralyze or something functionally equivalent.

I'm almost certain Spiritual Seed auto-hits since basically all status effects that deal damage do. Basically the infliction save roll takes the place of the attack's chance to hit. Certainly it's an interesting idea, though I can't think of many monsters I would use that against.




Primate Murder -> RE: Primate Murder's Suggestion Thread (5/1/2018 16:06:03)

There's a number of monster that paralyze doesn't work on though... Also, two turn paralyze can be achieved via a quickcast vampire mesmerize (or control, anyway), while 2-turn celerity is entirely unique.

Wicked King?[;)]
Edit: Or Starslayer if his MRM were further buffed? Or Gnat or Lightning Bug or other monsters with low health and really high defences?




Lord Markov -> RE: Primate Murder's Suggestion Thread (5/2/2018 0:39:19)

I can't think of a whole lot of monsters that paralyze doesn't work on that celerity wouldn't be cancelled out either. I don't really see celerity as that unique of a status (in fact, I would consider it inferior to basically every other form of the monster non-acting that has 100% chance of occurring) but I don't really care what you use either, I was just pointing out a potential roadblock.

Unless that got around the Wicked King's damage cap it wouldn't be super useful. I guess if one were to purposefully open their defenses versus high blocking monsters that could be useful, certainly in standard situations though you simply aren't taking enough damage for it to amount to much.




Primate Murder -> RE: Primate Murder's Suggestion Thread (5/2/2018 0:54:35)

Ouch.

Oh well, they were always intended to be specialized for certain situations rather than always useful.

Thanks for the feedback!




Lord Markov -> RE: Primate Murder's Suggestion Thread (5/10/2018 10:21:58)

Meta Set is pretty hilarious. Would definitely love to see that in-game.




Bannished Rogue -> RE: Primate Murder's Suggestion Thread (5/10/2018 23:01:45)

Problem with the "Quid Pro Quo".

Its too easily abuse-able with the purple rain spell or an item that can reset HP/MP/SP.

I've constantly thought about suggesting something like this just to put something broken in the game but essentially this is abuse-able for the simple fact that one could:
1. Cast Purple Rain spell
2. Then cast "Quid Pro Quo"
3. Then rack up as much damage needed to kill the monster
4. Then recast the purple rain spell to reset health
5. Then recast the quid pro quo spell to effectively kill the monster without sacrificing any HP/MP/SP

This is unless the purple rain spell or the Quid Pro Quo spell can't be cast if the other was cast like how you can't reset a turn using the Doray (shield) if you already did it with the Father Time (shield) and vice versa.




Primate Murder -> RE: Primate Murder's Suggestion Thread (5/11/2018 1:39:47)

Right, thanks.

Added it to the entry.




Rorshach -> RE: Primate Murder's Suggestion Thread (5/23/2018 8:16:41)

Interesting nerf weapon, that Malleus is. Although I never depended on proc-chance weapon for any effects. I would rather it be active-able or as a 100% passive.




Primate Murder -> RE: Primate Murder's Suggestion Thread (5/23/2018 13:53:13)

Understandable, I generally prefer activatable weapon skills on my main myself. Just thought it might be a little to strong here.

As for passives, I don't really see a difference. Would it have been better if I put: "0-proc, but instead of +9% damage has a passive 20% chance to sacrifice damage to inflict Jinx"?




Rorshach -> RE: Primate Murder's Suggestion Thread (5/24/2018 12:53:37)

I'm more of a person who prefers 100% chance for 1% extra damage, than 1% chance for 100% extra damage. Both has its pros and cons.





Mr. Roguish -> RE: Primate Murder's Suggestion Thread (5/30/2018 0:47:28)

Dang dude, you are just a wealth of ideas; you push them out like it's nothing! It always takes me at least a whole afternoon to get done with just ONE suggestion.




John Apple -> RE: Primate Murder's Suggestion Thread (6/15/2018 7:44:53)

I like your Zweihander suggestion. Especially with the 'forced' unequipping of the usual shields.




Uskius -> RE: Primate Murder's Suggestion Thread (7/4/2018 21:11:26)

I really like the Giant Arachnid pet, and it's mastercraft effect. The Soul-seal Spear is neat too- I don't think there's anything quite like it in the game right now, so it'd be interesting to see.




Primate Murder -> RE: Primate Murder's Suggestion Thread (10/7/2018 3:26:52)

Soul-Sealed Spear

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

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

Effect: Instead of normal damage, this pet deals (20 + 10*YourCHA/VStat)% of the damage you dealt this round. (The 25% pet damage loss is to account for the fact that you'll use 2-3 skills or spells per battle; with an assumed 10 rounds of combat that's 25%).

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




Primate Murder -> RE: Primate Murder's Suggestion Thread (10/7/2018 3:30:18)

Gogg
Multi-element pet with celerity chance.

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

MC: Player takes +(20/1.4)% damage from monster attacks, and the Gogg gains celerity (just for itself). The monster can resist with a save at a +0 bonus (inflict with CHA/LUK; resist with CHA/LUK).

Appearance: There already is a Gogg pet (rare), this could be a revamp.
Description: This gogg is big, ugly, powerful and capable of hitting your enemy again and again.





Primate Murder -> RE: Primate Murder's Suggestion Thread (10/7/2018 3:33:03)

Zorbak
Darkness pet that can tag the monster as undead.

Trigger: Ele-seeks and deals +damage vs Undead.
MC goes into no downtrigger.

Click to toggle between:
- 2 hits of magic darkness at +3 bth lean.
- 1 hit of magic darkness at +10 bth lean. Deals 50% damage and has a 20% chance to tag the monster as Undead for the rest of the battle. Monster can resist with two saves (Cha/Luck vs End/Luck and Cha/Luck vs Cha/Luck) at -20 penalty to save. The monster need to fail both saves to become Undead.

Appearance: Zorbak. Need I say more?
Description: Help Zorbak spread Ebilness and Undeath across the world!




Primate Murder -> RE: Primate Murder's Suggestion Thread (10/7/2018 3:35:51)

Cor-Dem (Revamp)
Energy pet that can lower monster's magic defences or Int.

1 hit of ranged energy at +10 bth lean. Deals 25% damage of a standard pet.

Effect: Toggle between inflicting Magic Defence Loss (-6) or Int loss (-30) until the end of the battle. Monster can resist either effect with Cha/Luck vs Int/Luck save at +0 bonus to save.

Appearance: The same.
Description: The small alien Cor-Dem's psychic attack lowers your enemy's intelligence and magic defenses!




Primate Murder -> RE: Primate Murder's Suggestion Thread (10/7/2018 3:50:56)

Holy Water Vial
Anti-Darkovian misc to cancel regeneration.

Effect: Click on the vial to splash some holy water on your weapons for 15% melee in sp. This doesn't take a turn. For the next three turns all your weapon attacks inflict Disease on werewolves and vampires (including the -pyre variants) with power equivalent to damage dealt. This affects hp healing. Monster can resist (MainStat/Luck vs ENd/Luck) with +0 bonus to save.

Note: The misc doesn't work and automatically unequips if you belong to one of the darkovian subraces.*
*You are unable to handle the holy water!

Appearance: A crystal vial with water.
Description: A basic tool of any Hunter.




Primate Murder -> RE: Primate Murder's Suggestion Thread (10/7/2018 3:53:28)

Symbiote
A healing pseudo-guest misc.

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

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

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




Primate Murder -> RE: Primate Murder's Suggestion Thread (10/7/2018 3:59:29)

Primordial Phoenix

Fire element monster (resists according to the elemental wheel)
MRM, attack and stats the same as other phoenixes.

Effect: Spiritual Backlash. 100% of all damage inflicted on Primordial Phoenix is reflected onto the player's sp (with the 1.125 modifier). If the player runs out of sp, the player is inflicted with Disease (sp version).

Effect: Phoenix Rebirth. Upon its first death, it stays at 1 HP and resurrects itself to full health (on its turn). This removes all hostile effects inflicted on the Primordial Phoenix, and attempts to inflict the player with Daze, Blind and Burn for 3 rounds.

Appearance: Similar to other phoenixes, but larger and with flames spontaneously combusting around the monster.
Description: Modern phoenixes may not come back from the dead - but this phoenix was born from the flames that existed before the creation of Lore. Do not expect it to lay down and die!




Primate Murder -> RE: Primate Murder's Suggestion Thread (10/7/2018 4:03:13)

Gray Boy

Wind element monster with fairly average resists.
MRM is stronger against melee.

Gray Boy's attack deals no damage, but attempts to inflict a stacking Bleed and Burn (which lasts until the end of the battle). Uses mp to increase the power and infliction chance of Bleeds and Burns. If runs out of mp, uses a skill to 'reverse time' and gain hp, mp and sp that Gray Boy possessed at the beginning of his last turn.

Effect: If player attempts to gain celerity from any source (SFP, Overlord, etc), the attempt automatically fails and Gray Boy gets celerity instead.*

Effect: If Gray Boy looses more than 10% of his MaxHP between the end of one turn and the beginning of the other, he uses a self-inflicted time loop at the beginning of his turn. His hp, mp and sp automatically regress to the amount possessed at the beginning of his last turn.** This does not affect the player and doesn't take a turn. This is used even if his hp drops below 0.

*Using time manipulation against Gray Boy... not very smart.
**Gray Boy's form flickers and is restored to pristine


Stats: Max int, dex and luck. I suggest putting the rest into end, so that it's possible to deal more damage against him without him auto-resetting everything.

Appearance: Monochrome boy.
Description: A manipulator of time loops and time streams, Gray Boy possesses the greatest power of all - that of being immune to nuking.




Primate Murder -> RE: Primate Murder's Suggestion Thread (10/7/2018 4:05:24)

Cherish

Light element monster with average resists.
High MRM has a focus on magic.

Effect: Mesmerizing Presence. Attempts to inflict control on the player at the beginning of the battle.

Effect: All her attacks deal decreased damage, but attempt to inflict a stacking Control on the player.

Stats: Maxed out Cha and Luck.

Appearance: Teenage girl. Dark hair has a red streak through it.
Description: Cherish is a spotter for for S9, but that in no way makes her emotion manipulating powers less scary.




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