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Golden Fang

 
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3/30/2018 10:00:32   
Carandor
Legendary Scribe of Lore



Golden Fang

«Neutral Light Armour. Subrace Armour.»

Location: Werewolf Lair
Element: Light
Type	Z	Z	Z	Z	Z
ClassLv	10	10	10	10	10
Level	55	85	110	125	143
PowLvl	70 MC	95 MC	120 MC	135 MC	153 MC

Price	1320	2410	3674	4620	5940
S <48h	1188	2169	3306	4158	5346
  >48h	330	602	918	1155	1485
COMBAT DEFENCE
Melee	37	41	45	47	50
Ranged	32	36	40	42	45
Magic	42	46	50	52	55
ELEMENTAL MODIFIER
Fire	73	69	65	59	56
Water	67	58	51	46	42
Wind	93	93	93	90	90
Ice	85	84	84	83	82
Earth	85	84	84	83	82
Energy	105	105	105	100	100
Light	63	54	47	42	39
Dark	100	100	100	95	95
ATTACK
Hits: 2
Type: «As Weapon»
Element: «As Weapon»
BR%	155	185	230	252.5	279.5
Stat%	281	347	446	495.5	554.9
BTH	8	11	15	16	19
EFFECT
  • You receive Armour Lean x1. NOTE: This is currently bugged to give the x1.25 armour lean.
  • You can only use the skills of this armour if you have completed the final Werewolf quest.
  • Become the Beast appearance is based on whether your face is male or female.

    DESCRIPTION
    Serving the Werewolf King proudly in the battle against Queen Safiria and her Vampire army. This armour is only usable by players who have properly unlocked it by completing the advanced werewolf quest.







    NOTE: Wherever it says [MainStat], it means STR if you're wielding a Melee weapon, DEX if Ranged, and INT if Magic.

    Subrace Ability: Vengeance - Passive
    You've been recruited to serve the WereKing in his fight against Safiria! You deal 10% extra damage against Vampires.

    Deal +10% damage with all weapon, spell, pet and guest damage against vampires.

    Level 1: Wolf Claws - Active
    Those pointy things at the end of your fingers don't just let you open Frostval presents with ease. They also let you tear into your foe's flesh, leaving them bleeding!

    Costs the listed SP. You perform a normal attack. If the attack connects, then the monster starts Bleeding (power: 1). The monster can resist with a save at a +0 bonus:
      Level: PowLvl vs MonsterLvl
      Major: MainStat vs MonsterEND
      Minor: YourLUK vs MonsterLUK
    [MainStat] is determined based on the last applicable hit. This respects your weapon special.
    Level	55	85	110	125	143
    PowLvl	70	95	120	135	153
    
    Damage	32-207	46-321	63-413	75-473	90-547
    
    SPCost	145	209	280	326	385
    Level 2: Lycan Healing - Passive Guardian
    You can't keep a good werewolf down. You probably can't keep a bad werewolf down either, but that's irrelevant, because now you heal a bit of HP every turn.

    Each turn you heal HP equal to (YourMaxHP at [Powlvl] + YourCurrentEND)/400.

    Level 3: Lycan Reflexes - Toggle
    You got wolf-like reflexes, which are like cat-like reflexes but better. While active, this ability gives you a small DEX boost for a modest SP upkeep.

    Boosts Dexterity for the listed SPCost per turn.
    Level	55	85	110	125	143
    PowLvl	70	95	120	135	153
    
    DEX	+45	+45	+45	+50	+50
    
    SPCost	31	31	31	35	35
    Level 4: Snarl - Active Guardian
    Roar with such fearsomeness that it shakes your foe to the core! This quick-cast skill doesn't use a turn.

    Quick-cast skill. Does not use a turn. Maximum of 2 casts per turn. Costs SP (Mel/Ran for Melee and Ranged weapons, and Magic for Magic weapons). Does no damage, but the monster becomes Afraid (3 rounds, 25/63 chance of not acting). The monster can resist with a save at a +20 bonus:
      Level: PowLvl vs MonsterLvl
      Major: MainStat vs MonsterCHA
      Minor: YourLUK vs MonsterLUK
    This doesn't respect your weapon special.
    Level	55	85	110	125	143
    PowLvl	70	95	120	135	153
    
    SPCost	72	104	140	163	193
    Level 5: Call Pack - Active
    You're not alone - you got the Wereking's army at your back! Call forth a werewolf guest to fight by your side! They'll flank your foe, lowering their defences!

    Summons a Werewolf as a Guest. Use the skill again to dismiss the guest. Summoning or dismissing it will not use a turn. The guest's PowLvl is set when you call it; the guest won't level up if you level up.

    Level 6: Healing Howl - Active Guardian
    Call on the power of the moon to heal you!

    Healing skill. Uses END instead of INT for stat bonuses.
    Level	55	85	110	125	143
    PowLvl	70	95	120	135	153
    CostLvl	70	90	120	135	152
    
    Damage	54-161	73-220	108-323	128-381	152-456
    Stat%	477.7	589.9	758.2	842.35	943.33
    BTH	Auto	Auto	Auto	Auto	Auto
    
    SPCost	145	209	280	326	385
    Level 7: Lycan Vigor - Passive
    Your lycanthropy grants you enhanced energy. You'll regenerate a bit more SP every turn.

    Regenerate the listed SP per turn (rounded randomly).
    Level	55	85	110	125	143
    PowLvl	70	95	120	135	153
    
    SPHeal	7.7	10.2	14.4	16.8	19.8
    Level 8: Lycan Strength - Toggle Guardian
    Get ready to RIP AND TEAR! You can now draw on your power to increase your STR for a small upkeep.

    Boosts Strength for the listed SPCost per turn.
    Level	70	90	120	135	150
    PowLvl	70	90	120	135	153
    
    STR	+45	+45	+45	+50	+50
    
    SPCost	31	31	31	35	35
    Level 9: Wolf Fangs - Active
    Sink your teeth into your foe, dealing tremendous Earth damage!

    Costs SP (Mel/Ran for Melee and Ranged weapons, and Magic for Magic weapons). This doesn't respect your weapon special.

    SKILL
    Hits: 1
    Type: «As Weapon»
    Element: Light
    Level	55	85	110	125	143
    PowLvl	70	95	120	135	153
    CostLvl	66	92	117	132	150
    
    Damage	80-241	111-335	170-508	207-618	228-685
    Stat%	716.49	898.47	1192.85	1367.67	1414.88
    BTH	17	22	30	33	38
    
    Mel/Ran	145	209	280	326	385
    Magic	181	261	350	407	482
    Level 10: Become the Beast - Toggle Guardian
    Unleash your true lycan strength on your foe! This transforms you into a more powerful form, increasing your damage at the cost of your defences. You'll also pay «» SP per turn to further buff your damage!


    Armour becomes fully-offensive ( Armour Lean x1.25). If you have the listed SPCost, then all spells gain +37.5% damage (this doesn't affect LS damage) and normal attacks become:

    HITS: 4
    Type: «As Weapon»
    Element: «As Weapon»
    Level	55	85	110	125	143
    PowLvl	70	95	120	135	153
    
    Melee/Ranged
    BR%	155	185	230	252.5	279.5
    Stat%	140.5	173.5	223	247.75	277.45
    BTH	8	11	15	16	19
    
    Magic
    BR%	116.25	138.75	172.5	189.38	209.63
    Stat%	140.5	173.5	223	247.75	277.45
    BTH	8	11	15	16	19
    
    SPCost	108	156	210	244	289
    Stat bonus to damage is STR/4 for Melee, STR/5+DEX/20 for Ranged, and INT/4 for Magic. This attack takes -12.5% (Melee/Ranged) or -25% (Magic) additive damage (this doesn't affect LS damage; not factored in). If you don't have enough SP, then it does the normal 2 hit attack instead.



    Numbers thanks to In Media Res and Kaelin. Write up template thanks to Ward_Point. Description thanks to Zeldax. Images thanks to Zork Knight.



    Analysis

    Starts off as a standard armour attack:
    Level	55	85	110	125	143
    PowLvl	70	95	120	135	153
    
    BR%	310	370	460	505	559
    Stat%	562	694	892	991	1109.8
    BTH	8	11	15	16	19
    With two equally powerful hits, each hit does *1/2 damage.
    Lvl. 10: The SP-Costing attack deals *2 BR%. When used with a Magic weapon, it takes *0.75 BR%. With four equally powerful hits, each hit does *1/4 damage.

    Lvl. 6 and Lvl. 9 start out as standard skills:
    Damage	63-189	86-259	127-380	150-448	179-537
    Stat%	562	694	892	991	1109.8
    BTH	17	22	30	33	38
    
    EleComp	1.27490	1.29463	1.33728	1.38009	1.27490
    Lvl. 6: Deals *0.85 as an auto-hit penalty.
    Lvl. 9: Multiplied by the listed EleComp.

    All this has ALREADY been factored into the above numbers.



    Updates

    November 16, 2017: The armour was released.

    < Message edited by Carandor -- 3/31/2018 6:45:34 >
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