RE: Weapons [2022] - Read the first post! (Full Version)

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Kamui -> RE: Weapons [2022] - Read the first post! (4/24/2025 15:10:27)

Valkyrie Vow

Ranged Darkness Lance, no special, has a 0.25 base lean and a -5 accuracy lean. Pays MC and 20% weapon damage to heal you for (25 / 2 / 0.80 = 15.625)% Melee after each successful hit, scales with mob's Darkness Res. For a flavour effect, you can click the weapon to have it lower your pet's damage by 25%, and so long as your pet attempts a hit during its turn, the weapon's healing is adjusted to (35 / 2 / 0.80 = 21.875)% Melee after each successful hit. These effects can trigger up to 4 times/turn.




Kamui -> RE: Weapons [2022] - Read the first post! (5/1/2025 14:11:14)

Cactus Club

Melee Water Club, has a 1/3 base lean and +3 BtH lean. MC compresses an HP cost effect activated by clicking, to grant you STR Boost (gives similar numbers as Reaping Gale) and +25% DmgDlt Water EleEmpow, both lasting 3 turns, paid via 108.33...% Melee in HP cost (3 turns of +25% Melee Empow, and 33%ish Melee for +STR). This effect has a 2-turn cooldown (so usable every other turn).

Also has Lv 31/85/125/143 Z Token versions, costing 737/2409/4620/5940 tokens, respectively.

Level	5	15	35	55	75	95	115	135	150
Type	-	-	-	-	-	-	-	-	G
PowLvl	5	15	35	55	75	95	115	135	153

Base	5	7	10	12	14	16	18	20	21
Rand	4	6	9	12	14	16	18	19	22
BtH	1	2	4	7	9	12	14	17	19

HPCost	29	44	77	116	160	209	263	323	377

A-MCP	70	95	356	2453	19364	155718	1255027	10118016	48410333
A-MCS	35	47	178	1226	9682	77859	627513	5059008	24205166




Kamui -> RE: Weapons [2022] - Read the first post! (5/29/2025 15:33:44)

Hodokoshi

Melee/Magic Wind Sword, neutral damage and accuracy leans, click handle to toggle damage type. MC effect is a toggle that changes the weapon to Harm damage and charges HP (10% Melee for Melee, 7.5% for Magic) to offset the usual -10% DmgDlt penalty for Harm. While in this state, if you have enough SP (25% Melee regardless of form), it'll also attempt to inflict a Prismatic Burn on the foe, lasting 4 turns, power of 50% Melee base, but this then gets /4 for the 4 turns, /8 for Prismaticness, then x 132/108 due to being all elements, then x(Hits/Attempts). This has a 50% chance, and inflicts with STR/LUK or Melee, INT/LUK for Magic, foe resists with END/LUK. In addition, it sacrifices the normal no-special bonus similar to the Stormlight Spear, except its 5% attempt at a status is a 4 turn Prismatic Burn worth 320% Melee base (due to the save), then /4 for duration, /8 for Prismaticness, x132/108 for being all elements, and then x(Hits/Attempts). You'll get the notification this will be attempted on your first attempted hit each turn if it successfully procs. Essentially this is a clone of Caissa.

Level	5	15	35	55	75	95	115	135	150
Type	-	-	-	-	-	-	-	-	G
PowLvl	5	15	35	55	75	95	115	135	153

Melee
Base	4	5	7	9	11	12	13	15	16
Rand	6	10	15	18	20	24	28	29	32
BtH	1	2	4	7	9	12	14	17	19

Magic
Base	3	4	5	7	8	9	10	11	12
Rand	5	7	12	13	16	18	20	22	24
BtH	1	2	4	7	9	12	14	17	19

CostLv	5	15	35	55	75	95	115	135	152
HPMel	3	4	7	11	15	19	24	30	35
HPMag	2	3	5	8	11	14	18	22	26
SPCost	8	11	20	30	42	54	68	84	98




Kamui -> RE: Weapons [2022] - Read the first post! (5/31/2025 19:35:03)

Mycoblossom - Ianthe says:

Wind Melee scythe+sickle / Ranged spear / Magic staff. -5 / +5 / +0 BTH leans.

Weapon takes -25% Melee damage. After attacking, your foe gets Spored (power:0.125, Wind). The power is affected by * [hits attempted] / [hits connected] and gets a *85/80 (Melee) or *85/90 (Ranged) multiplier for accuracy.

MC: +5% damage.

Scales as a Guardian item.
Level	55	75	95	115	135	150
Type	G	G	G	G	G	G
PowLvl	59	78	98	118	138	153

MELEE/RANGED
Base	12	14	16	18	20	21
Rand	13	15	17	19	20	22
BtH	7	10	12	15	17	19

MAGIC
Base	9	11	12	14	15	16
Rand	10	10	13	13	15	16
BtH	7	10	12	15	17	19




Kamui -> RE: Weapons [2022] - Read the first post! (5/31/2025 19:38:46)

Nightspark

Energy weapon, 0.4 base damage lean and neutral accuracy lean. Can click to toggle Melee/Ranged/Magic modes on the handle. Pays MC and enough damage to hit 10% Melee to passively inflict the mob with +12.5% HealRes (so loses MC and 5% weapon damage for Melee/Ranged, and MC and 8.33...% weapon damage for Magic). Also does a couple different things depending on player HP/MP/SP and the weapon's mode, paid via 20% Melee in weapon damage (20% damage in Melee/Ranged, 26.66...% damage in Magic mode).

  • If HP < 80%, each successful hit with the weapon gives healing worth ~11.76% Melee (pay in 20%, /2 for assumed # of hits, /0.85 since needs a hit), adjusted by mob's resistance to the weapon's element, can activate up to 4 times/turn.
  • If HP >= 80%, and weapon is in Melee/Ranged mode, and SP < 80%, as above, but heals SP instead.
  • If HP >= 80%, and weapon is in Magic mode, and MP < 80%, as above, but heals MP instead.
  • If none of the above can apply (so if you're >= 80% HP and SP/MP for the respective damage mode), weapon doesn't lose the 20% Melee in weapon damage.

    Level	5	15	35	55	75	95	115	135	150
    Type	B	B	B	B	B	B	B	B	B
    PowLvl	15	23	41	59	78	98	118	138	153
    
    Melee/Ranged
    Base	6	7	9	11	13	15	16	18	19
    Rand	8	10	13	15	17	19	23	24	26
    BtH	2	3	5	7	10	12	15	17	19
    
    Magic
    Base	5	5	7	8	10	11	12	14	14
    Rand	5	8	9	12	12	15	17	17	20
    BtH	2	3	5	7	10	12	15	17	19
    
    HealMP	6	9	14	20	27	35	44	54	61
    HealSP	5	7	10	15	20	26	33	40	46
    




  • Lorekeeper -> RE: Weapons [2022] - Read the first post! (5/31/2025 19:42:55)

    Warforged Package: Warforged Endbringer

    Ianthe says:

    Fire weapon. Has lotsa stuff so you can click on it to bring up a menu.

    Toggles between Melee sword / Magic staff / Ranged glaive+polearm.

    Toggles between two modes:
    - Normal mode: +5% damage
    - Status mode: weapon attacks take -25% damage (Melee/Ranged) or -35% damage (Magic) and inflict Fear (2 turns, 25.2% stun chance). This is affected by hit rate and mob Fire resistance.

    Bonus: If the weapon is in Status Mode, you have stacks of Divine Pressure, and the armour is FO, then instead of the armour boosting your damage it'll boost the Fear's stun chance by 4.2% per stack.

    Comes with a quickcast skill, Divine Judgement, that's only useable when you have 4+ stacks. Consume all stacks to gain +(10+2.5*stacks) Status Potence and +(80+20*stacks)% Melee outgoing damage. At the end of your turn you're Paralysed (1 turn).
    Level	55B	75B	95B	115B	135B	150B
    PowLvl	59	78	98	118	138	153
    
    MELEE
    Base	11	13	15	16	18	19
    Rand	15	17	19	23	24	26
    BtH	7	10	12	15	17	19
    
    RANGED
    Base	12	14	16	18	20	21
    Rand	13	15	17	19	20	22
    BtH	7	10	12	15	17	19
    
    MAGIC
    Base	9	11	12	14	15	16
    Rand	10	10	13	13	15	16
    BtH	7	10	12	15	17	19
    




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