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RE: JhyShy's Weirdo Workshop

 
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3/31/2025 7:47:42   
JhyShy
Member
 

Dreaded CryptKeeper
MC Spellcaster Darkness/Earth Armor. MC is spent on compression
Appearance- Arcane Cryptkeeper from AQW or Ancient Cryptkeeper from AQW
Cost: Gold

Elements- 40/40 Darkness and Earth. Elecomp is 1.4~1.5

Animation- 2 hits

Effects-
You gain a SC lean
You gain 2 skills
MC is spent on compression

Skills-
Feed the Ground - 5 Hit Efficient spell that deals -5% damage due to seeking between earth and darkness. Self inflicts 3 turns of 2.83 poison to boost damage up to a standard damage spell and cover the -5% damage of seeking.
Crypt Curse - Quickcast skill that is usable once per turn. Reflects any poison that is currently inflicted on the player this skill has a +20 save. Has a maximum use of 2.

Description- Abandoned robes of a dark mage that died in a Crypt, their death seemed to have triggered the earth around them to eat this armor making it toxic to wear. It inflicts you with poison when casting it's spell but forbidden knowledge also allows you to reflect these curses to the enemy.
Info- Basic spellcaster armor built for compression, gameplay idea being that you keep casting the spell over and over (it's why it's efficient) to inflict yourself with poison but gives you a timer if ever you run out of reflects.

< Message edited by JhyShy -- 3/31/2025 9:38:29 >
Post #: 101
4/4/2025 1:26:34   
JhyShy
Member
 

Ice Storm Berserker Set
Info: A FD Energy/Ice set that self inflicts ice and energy burn to boost power. Basic armor ans weapons designed for straightforward gameplay, compression for FD warriors and rangers.
FSB: Decreases costs of armor skill


Ice Storm Berserker
MC FD Energy/Ice Armor. MC is spent on compression
Appearance- God of Storms from AQW with Thundersnow cape from AQW as a cape
Cost: Gold

Elements- 40 Energy/40 Ice with elecomp of 1.4

Animation- 3 hits

Flavor Effect:
Gives the player -8.5 Bth to gain +STR or +DEX when hit depending on which mode the armor is on

Effects-
You gain a FD lean
You gain 2 skills
MC is spent on compression

Skills-
Storm or Snow - Player chooses between using STR (Storm) or DEX (Snow) for main stat bonuses. Default mode is Storm mode.
Reflecting Ice Storm - Does two different things depending on which mode from the first skill the player is on. Animation is Summoning stormy ice hands to hit 6 times
Storm - Overcharged weapons based skill that seeks between Ice and Energy. If the player has any DoT's it sacrifices damage to reflect it to the monster with a +20 Save. Sacrifices -5% damage to seek between ice and energy
Snow - Regular SPell. If the player has any DoT's it sacrifices damage to reflect it to the monster with a +20 Save. Sacrifices -4.25 bth to seek between ice and energy

Description- Protecting between the storm and the snow, a berserker of this clan could harness the elements they protect from to inflict grave injuries onto the opponent, even better when you are inflicted with your own grave injuries to reflect back to them.
Info- Another reflect and compression armor, figured to go back to basics and compression stuff I've wanted to do, either that or make f2p version of premium stuff. I got the idea of the self burn due to the original AQW armor and item descriptions.


Ice Storm Berserker Hammer
MC Energy/Ice Melee Hammer/Maul. MC for compression
Appearance- Taranis Storm Hammer from AQW
Cost: Gold

Type: Melee
Element: Energy/Ice

Flavor Effect:
Inflicts the player with an ice/energy burn to boost damage to +20%

Effect:
Has no true special
Has the usual no proc bonus
Click the weapon to switch between Ice and Energy

Description- A mighty Maul hammer, built for clobbering enemies to the ground with either energy or ice. Be careful though, as despite the greater damage, it burns you in the process.
Info: Not much to say, just wanted to make a compression weapon that isn't JUST compression. Because that's boring


Ice Storm Berserker Slab
MC Energy/Ice Melee Sword. MC for compression
Appearance- Freezing Lightning Blade from AQW
Cost: Gold

Type: Melee
Element: Energy/Ice

Flavor Effect:
Player loses -3 MRM to be able to have an efficient skill (considered a bow type attack like Edge of the End) when clicking the blade to perform a skill that self inflicts Ice/Energy burn onto the player to boost damage by 35%.

Effect:
Has no true special
Has the usual no proc bonus
Click the handle to switch between Ice and Energy

Description- A mighty slab of steel, built for destroying enemies to the with pure carnage. With it you can be able to perform the tribe's powerful technique but might suffer burns in the process.
Info: This was honestly my other idea for a melee weapon since I like the idea of managing resources and gaining a better burn to pay off later with a boosted burn reflected.


Ice Storm Berserker Bow
MC Energy/Ice 100-Proc Bow. MC for compression
Appearance- Taranis Salvation Bow from AQW
Cost: Gold

Type: Ranged 100-proc
Element: Energy/Ice

Flavor Effect:
Player self inflicts ice/energy burn to boost damage upto 30%

Effect:
Has a 20-proc true special
Click the handle to switch between Ice and Energy

Description- A large war bow of the tribe, built to target priority enemies and strike them down with mighty arrows, be careful though, for while it can harness both storms and snows, it will burn you for it.
Info: Not much to say, there isn't really a prominent energy and ice compression bow so I figured to make it this one.


Edits:
- Added a flavor effect to the armor
- Made sword's flavor effect -3 MRM instead of -4.25 bth

< Message edited by JhyShy -- 4/4/2025 6:48:28 >
Post #: 102
4/4/2025 7:52:40   
JhyShy
Member
 

Coldborn/Goldborn Tyrant Set
Info: A FD Ice/Light set that self focuses on pure damage. Basic armor built to maximize damage for FD warriors. (I made this in the middle of reviewing for an exam and I just wanted to make something basic, straightforward and required no thinking)
FSB: Gives +15% damage


Coldborn/Goldborn Tyrant
MC FD Ice/Light Armor. MC is spent on compression
Appearance- Frostborn Warlord from AQW with Frostborn Fur Cloak from AQW as a cape. For Goldborn it is Frostborn Ruler with Golden Fur Cloak as a cape
Cost: Gold

Elements- 39 Ice for Frostborn and 39 Light for Lightborn. Elecomp is 1.6

Animation- 3 hits

Flavor Effect:
Player gains +15% damage on melee attacks but -5% damage to when dealing ranged or magic attacks.

Effects-
You gain a FD lean
You gain 2 skills
MC is spent on compression

Skills-
Rush of Battle - Makes attack 4 hits and locks attacks to armor element and gives the player berserk. (Makes player equip two short axes: Coldborn, Goldborn)
Tyrant Strength - Gives +STR for SP Upkeep

Description- The garbs of an unlucky tyrant warlord from the far north, it can give you a boost to brute strength and even make you lose your cool/light to give you even more tyrannical strength, although using anything that needs more finesse or thought.
Info- Description calling the player sorta dumb is intentional, this set is all about brute force and mindlessly clicking attack. I wanted the elelock to come at a grave cost with the berserk cause I wanted to think this would pair up well with something like Defloss stuff (So they can be used more, but none of that will be featured in this set)


Coldborn/Goldborn War Axe
MC Ice/Light Melee Axe. MC for compression
Appearance- Frostborn Warlord Battleaxe from AQW for ice. Golden Warlord Battleaxe from AQW for Light
Cost: Gold

Type: Melee
Element: Ice/Light

Flavor Effect:
Sacrifices -9 MRM to gain +15% Damage.

Effect:
Has -5 Bth lean
Has no true special
Has the usual no proc bonus
MC is +5% damage

Description- A straightforward weapon of a tyrant, it can viciously carve in your enemies at the cost of letting them hit you more.
Info: Not much to say about this one, pretty boring not going to lie, but I wanted to make something straight forward and focus on damage dealing and boosting.


Coldborn/Goldborn Fleece
MC Ice/Light Shield. MC for compression
Appearance- A mix of Frostborn Warlord Fur from AQW and Frostborn Warlord Crossed Axes from AQW for ice. Golden Warlord Fur from AQW and Golden Warlord Crossed Axes from AQW for Light
Cost: Gold

Element: -26 Ice for Coldborn and -26 Light for Goldborn

Effect:
Clicking the shield gives +50 STR

Description- An enchanted fleece from the land of a tyrant, it grants the user tyrannical strength.
Info: I honestly just wanted to give a free alternative to Valiant Hero Shield, also wanted an Ice alternative to Ironthorn.


Coldborn/Goldborn Helmet
MC Ice/Light Helmet. MC for compression
Appearance- Frostborn Elite Horned Helmet Fur from AQW for ice. Golden Elite Horned Helmet from AQW for Light
Cost: Gold

Effect:
Makes player take x0.5 damage from misc element.
Gives +50 STR
Gives +50 END/CHA but gains -50 INT/DEX
Clicking on the misc turns on a toggle: Pays 20% SP per turn to inflict a omni elemental defloss for 2 turns, this has a +20 Save.

Description- An enchanted helmet from the land of a tyrant, it can grant the user elemental protection but makes them dumber and less nimble, it can also turn on an enchantment making the foe turn their guard down.
Info: Not much to say about this, I wanted to experiment with the whole -STAT for +STAT thing, this one further showcases just how dumb the original wearer was. Based most of this all from Lost Talon shard.



< Message edited by JhyShy -- 4/5/2025 9:58:48 >
Post #: 103
4/4/2025 10:18:17   
JhyShy
Member
 

Eviternity Defender Set 4/10/2025: RHYDONE (Redone)
Info: A N Wind set that focuses on healing, made to be for all builds. Largely inspired by Eternal Champion but more defensive and for turtling.
FSB: Gives +15% SP per turn


Eviternal Defender
MC N Wind Armor. MC is spent on compression
Appearance- Battleon Celebration Garb from AQW with Virescent Rune Festival Cloak from AQW as a cape.
Cost: Gold

Elements- 39 Wind/42 Light/42 Water. Elecomp is 1.5

Animation- 2 hits

Flavor Effect:
Player gains -6 MRM to gain -12.5 Heal resist.

Effects-
You gain a N lean
You gain 3 skills
MC is spent on compression

Skills-
Defender's Bearing - Allows the player to switch between FD, FO and SC once per battle.
Magical Onslaught - Toggle that locks weapon attacks to wind and makes auto attack 4 hits. Sacrifices 50% melee in SP to heal HP based on hits landed (Any hit can work here, even spells).
Defender's Arc - Regular wind SPell (Melee and Ranged)/Spell (Magic), takes additional 35% SP to heal MP (If MP is maxed out, heals HP instead). If both are full, deals additional damage

Description- These garbs are meant to represent the challenges, hardships and trauma battleon has ultimately overcome, for as battleon remains, an eternal peace in the continent can be achieved, it can siphon enemy health to heal your own.
Info- I wanted to make a heal focused version of eternal champion that would still be open to all builds. SC and FD people kind of get shafted here though ngl, that's my bad.
APRIL 10, 2025: Made it so no build is fully optimal but is open to all builds!


Eviternal Defending Armament
MC Wind Melee/Ranged/Magic Sword/Lance/Sword. MC for compression
Appearance- Arc Aura Lance from AQW.
Cost: Gold

Type: Melee/Ranged/Magic
Element: Wind

Effect:
Clicking on the handle makes it switch between Melee, Ranged, Magic modes
Has no true special
Instead of the usual no-proc bonus, it boosts the amount healed from Siphon mode
MC lets the player switch between modes:
Damage mode - Regular damage.
Siphon mode - Sacrifices 25% Melee in SP to heal HP based on hits landed. (When in magic mode, it sacrifices spell damage alongside the SP to heal MP based on hits landed, if MP is full, heals HP instead.)

Description- An eternal weapon made for outlasting the enemy and using their energy for your own good.
Info: Mostly just a clone of the lost talon stuff not going to lie, but I figured for this one, it'd be sacrificing more damage than lost talon.
APRIL 10, 2025: CHANGED IT TO HEALS BASED ON HITS CONNECTED. Inspired by Haunted DL set instead, but doesn't step on their toes! Pretty happy with this one


Eviternal Defending Resistance
MC Wind Shield. MC for compression
Appearance- This shield from AQW.
Cost: Gold

Element: -26 Wind

Flavor effect:
Sacrifices -3 MRM to gain -6.25 heal resist

Effect:
MC: Comes with a quickcast skill. Once per turn you can pay [100% Melee] SP to heal HP (spell, *0.85*0.9*0.5 damage, uses Weapon Mainstat for stats). If you have any negative status effects, then the healing is reduced to cleanse these:
- 1 affliction: healing is halved
- 2 afflictions: no healing
- 3+ afflictions: charges an additional [50% Melee] SP to cleanse each affliction beyond the 2nd, if possible.

Description- The everlasting shield of an everlasting defender, it can heal your afflictions and cure your wounds.
Info: GOD I LOVE WINGWEAVER'S SHIELD. But I hate that its rare and newer players don't have access to it, so here is a 1:1 clone especially since it fits with the set and it's mechanics. I changed the END to weapon main stat


Eviternal Virescent Crescent
MC Wind Misc. MC for compression
Appearance- Virescent Ceremony Rune from AQW.
Cost: Gold

Effect:
Makes player heal 50% of the damage taken from wind attacks.
Gives +50 END
Gives -6.25 heal resist
Includes a toggle, sacrifices 20% HP to heal back 20% SP based on hits connected

Description- An enchanted rune that represents the people's will to never back down and never be beaten down, despite the challenges, despite of the trauma.
Info: Again, inspired by wingweaver. The idea here is that since you're healing your HP. You can have enough to loop some of those HP back to heal SP so you don't get drained immediately for overusing the armor.


Edits:
- April 10, 2025: REDID THE WHOLE THING, I was unsatisified with the whole set but I didn't want to waste the design, so I made it so it healed based on hits connected like Haunted DLord weapons, but like, HP instead

< Message edited by JhyShy -- 4/9/2025 23:31:55 >
Post #: 104
4/5/2025 9:39:31   
JhyShy
Member
 

Shining Battleon Guardian
Info: FO Light set that focuses on attacking enemy SP and healing yours. (Made this after an exam and I'm drained, just wanted to make something basic and built for mid-game with some endgame niches)
Full FSB: Gains additional 15% SP


Shining Battleon Guardian
MC FO Light armor. MC is spent on compression
Appearance- Golden Swordhaven Defender from AQW with Swordhaven Defender's Sheathed Sword from AQW on it's side with Prismatic Defender's Cloak from AQW as it's cape.
Cost: Gold

Elements- Light

Animation- 3 hits (Same animation as silver saviour)

Effects-
You gain a FO lean
You gain 2 skills

Skills-
Shining Guard Strikes - Locks attacks to Light. Sacrifices 15% SP to boost damage.
Path of Light - Changes what resource the armor will target: HP, MP, or SP.

Description- An armor made by the best of battleon, built for fighting attrition matches with heavy offensive maneuvers, assistive enchantments can make you remove your foes energy and reserves.
Info- Wanted to go basic with this one, and I wanted to make a f2p version of some calendar mechanics such as SP and MP targeting.


Shining Battleon Blade
MC Melee Sword/Ranged Spear weapons. MC for compression
Appearance- Prismatic Defender of Battleon from AQW for the Melee weapon, a modified version of it for a spear version.
Cost: Gold

Type: Melee/Ranged respectively
Element: Light

Effect:
Has a 32-32 Damage range
Has no true special
Has the usual no-proc bonus
Has 3 modes:
HP Mode: Targets HP
MP Mode: Targets MP
SP Mode: Targets SP

Description- These weapons made for serving battleon against it's enemies, it is a shining light in the dark and can drain your enemies of their energy as you attack.
Info: Not much to say, just wanted to make basic stuff for this one.



< Message edited by JhyShy -- 4/5/2025 11:11:29 >
Post #: 105
4/11/2025 11:44:33   
JhyShy
Member
 

Grengon Set
Info: A generic Water and Energy set for FO players focusing on either boosting damage by inflicting Elemental Vulnerability or boosting it by berserk and insanity strikes
FSB: Increases the chances of the armor flavor effect


Pummeling/Crackling Grengon Dragoon
MC FO Water/Energy armor. MC is spent on compression
Appearance- DracoGrenwog with DracoGrenwog Side Blades and, DracoGrenwog Fur Cape as a cape
Cost: Gold

Elements- 39 Water for Pummeling, 39 Energy for Crackling

Animation- 4 hits

Effects-
You gain an FO lean
You gain 3 skills

Flavor Effect-
Sacrifices -9 MRM to gain effects based on the mode it is in
Insanity - Gains a 20% chance of boosting damage by 75% (All sources of player damage)
Calamity - Gains a 20% chance of becoming auto-hit with +% damage (Not exceeding 75%)

Skills-
Dragonwog Barrage - 6 hits, Overcharged Weapons Based skill
Insanity and Calamity - Toggle, switches between giving the player berserk (Insanity) or Inflicting weapon element elevuln for 30% Melee in SP (Calamity)

Description- An armor built with parts of a monster built to destroy, conquer and lay wastes to the ecosystem, this armor can make you strike with deadly but inconsistent damage or a consistent boost in striking power at the cost of energy!
Info- Honestly? Just wanted to make a generic and simple but still effective armor for FO Warriors and Rangers. I also built the lore around a trend in an interest I have which is speculative biology and currently, a subset of them is having what's called a "Hybrid War" and I wanted to make this in commemoration of that


Pummeling/Crackling Grengon Claw
MC Melee Water/Energy Sword. MC for compression
Appearance- Grenwog Dracosword from AQW
Cost: Gold

Type: Melee
Element: Water for Pummeling/Energy for Crackling

Effect:
Has no true special
Instead of the regular true special bonus it gives bonuses to the weapon's modes
Clicking on the weapon makes it switch between two modes:
Mode 1: Gives the weapon a -10 Bth Lean, it uses the true special bonus to give it a chance of doing insanity strikes.
Mode 2: Gives the weapon an Auto-hit lean, it uses the true special bonus to give it a chance of inflicting Elevuln for 2 turns.

Description- Strike with the consistency and courage of a dragon or batter your opponents with the rage and randomness of the Grenwog!
Info: Wanted to give an auto-hit weapon for water and energy, didn't have much ideas on the description so I kept the old one. Also wanted to have a -Bth weapon for Energy and a non ugly one for Water.


Pummeling/Crackling Grengon Striker
MC Melee Water/Energy Spear. MC for compression
Appearance- Grenwog Dracospear from AQW
Cost: Gold

Type: Ranged
Element: Water for Pummeling/Energy for Crackling

Effect:
Has no true special
Instead of the regular true special bonus it gives bonuses to the weapon's modes
Clicking on the weapon makes it switch between two modes:
Mode 1: Gives the weapon a -10 Bth Lean, it uses the true special bonus to give it a chance of doing insanity strikes.
Mode 2: Gives the weapon an Auto-hit lean, it uses the true special bonus to give it a chance of inflicting Elevuln for 2 turns.

Description- Strike with the consistency and courage of a dragon or batter your opponents with the rage and randomness of the Grenwog!
Info: Literally just an Ranged version of the Melee one.


Pummeling/Crackling Grengon Scale
MC Water/Energy Shield. MC Pays for compression
Appearance- Grenwog Draco Shield from AQW
Cost: Gold

Effects-
When clicked, it does an overcharged QC skill that inflicts Defloss and [Shield element] Elemental Vulnerability on the enemy, this has a +20 Save.

Description- A scale, built off of the real scales of the Beast it was named out of, you can use it's magical properties to inflict a Quick but deadly toxin that could make your foe more vulnerable to your attacks!
Info- I think it's a pretty dope misc all things considered?


Pummeling/Crackling Grengon Cub
MC Water/Energy Pet. MC Pays for compression
Appearance- Dracogrenwog guard from AQW
Cost: Gold

Element- Water for Pummeling/Energy for Crackling
Animation- 4 hits

Effects-
Has 2 modes
Mode 1: Has Auto-hit
Mode 2: Has -15 bth

Description- This freak of a hybrid is dangerous, luckily it's on your side, make it strike with either the essence of it's draconic half or pulverize your enemies with it's grenwog half!
Info- Not much to say, just wanted an auto-hit pet and a damage pet all in one, wanted this one to have nothing associated with Elemental Vulnerability since it steps on the toes of the Protean pets, but the idea is you inflict elevuln to boost it's damage instead of the other way around.


Pummeling/Crackling Grengon Visage
MC Water/Energy Misc. MC Pays for compression
Appearance- Dracogrenwog slayer helm
Cost: Gold

Effects-
Makes you take x0.5 Damage from Misc element
Gives +50 Cha
Switches between two modes:
Mode 1: Makes auto-hit attacks inflict weapon elevuln.
Mode 2: Gives Berserk.

Description- A visage in memory of the terrible hybrid that fell, it can either make you inflict vulnerable strikes on weapons that strike true, or enrage you even further!
Info- Not going to lie, I based this around the design for Grakma horn with the berserk and allat. I wanted it to be auto-hit attacks specifically cause I wanted it to have a trigger to strengthen the elevuln inflicted.



< Message edited by JhyShy -- 4/11/2025 11:50:53 >
Post #: 106
4/11/2025 14:05:19   
JhyShy
Member
 

Deceiver's Fortune Re;RE;RHYwork V3
Info: THIS IS GONNA BE MY LAST DECEIVER'S FORTUNE RHYWORK I SWEAR TO GOD BRUH OML, This time I'm gonna make two, this first one ditches the charge mechanic, instead focusing on


Deceiver's Fortune
MC FO Energy/Light Armor. MC is spent on skill compression
Appearance-Same
Cost: Gold

Elements- 39 for Energy version and 39 for the Light version. Elecomp is 1.6

Animation- 2 hits

Flavor Effects:
Trades -6 MRM to gain +10% LUKy Strike rate

Effects-
You gain a FO lean
You gain 1 skill
MC is spent on compression

Skills-
Fortune Drive - Locks armor to energy, changes attack to 4 hits, pays SP to gain +10% LUKy Strike Rate

Description- Same
Info- A much more basic and practical change compared to the charge system, open to any FO builds with LUK, I'd prefer this change over the second one since that one is a bit stronger but much more complicated.


Deceiver's Fortune
MC FO Energy/Light Armor. MC is spent on skill compression
Appearance-Same
Cost: Gold

Elements- 39 for Energy version and 39 for the Light version. Elecomp is 1.6

Animation- 2 hits

Flavor Effects:
Trades -6 MRM to gain +2 Fortune Charges per turn

Effects-
You gain a FO lean
You gain 2 skills
MC is spent on compression

Skills-
Fortune Drive - Consumes 1 fortune charge to change auto attack to 4 hits and gives x1.5 damage on any LUKy strikes and +15% LUKy strike rate. (Stops gaining charge from the flavor effect but still gains charges from Deceiver's Humor)
Deceiver's Humor - Locks attacks to energy, gives +50 LUK for SP and take more damage for +1 Fortune Charge.

Description- Same
Info- A much stronger version of the one above, this time, I wanted to be able to charge fast and focus on aggressive play, since Deceiver's humor gives +1 Charge regardless, the idea is to nuke the enemy with it on and fortune drive on but risk getting nuked yourself.
Post #: 107
4/12/2025 7:04:26   
JhyShy
Member
 

BeastBane Set
Info: A generic Fire set for FO CHA players focusing on inflicting a siphon poison via guests and pets and inflicting elemental vulnerability
FSB: Boosts the Poison power inflicted


Bane of Beasts
MC FO Fire armor. MC is spent on compression
Appearance- BeastBane Battlemage from AQW with Wings of the BeastBane as a cape
Cost: Gold

Elements- 39 for Fire. Elecomp should be around 1.5

Animation- 3 hits

Effects-
You gain an FO lean
You gain 3 skills

Flavor Effect-
Sacrifices -3 MRM to gain +25% damage on Poisons and Burns
Sacrifices an additional -3 MRM to gain -12.5 Health resist

Skills-
Baneful Rush - Locks attacks to fire, sacrifices 15% damage and 25% Melee in SP to inflict a fire elevuln for 2 turns with a +20 Save.
Toxic Command - Quickcast Overcharged Skill that takes 50% Melee in HP and 150% Melee in SP to make pets and guests inflict a 4 turn Fire Siphon poison with a +0 Save.

Description- A spiteful and toxic armor built from the hide of a poisonous beast who commanded fear. You can use some of that magic to arm you and your companions with that same toxic and corrosive power!
Info- I hope this isn't too minmaxed, There are other armors with two flavor effects so I hope this is fine as well. Main inspiration was timeless guardian and infinite dark caster. Idea here is also aggressive play with heavy and intense resource drain due to the second skill, you keep getting nuked but due to your pets and guests getting a boost from the elevuln, you can keep attacking and stacking damage with them and healing them back due to the siphon.


BeastBane Blood Blade
MC Melee Fire Sword. MC for compression
Appearance- BeastBane's Blood Blade from AQW
Cost: Gold

Type: Melee
Element: Fire

Effect:
Has no true special
Instead of the regular true special bonus it gains +10.5% damage when the enemy is inflicted with poison
Clicking on the weapon makes it switch between two modes:
Mode 1: Regular damage mode.
Mode 2: Sacrifices 35% damage and 15% Melee in HP to boost any existing fire poisons by 25% and inflict fire elevuln.

Description- A toxic and corrosive weapon built from the magic of a terrible beast. It can use it's magic to drain some of your health to further empower any existing fire poison on the enemy!
Info: Not much to say about this one not gonna lie.


BeastBane Sanguine Spear
MC Ranged Fire Spear. MC for compression
Appearance- BeastBane's Blood Spear from AQW
Cost: Gold

Type: Ranged
Element: Fire

Effect:
Has no true special
Instead of the regular true special bonus it gains +10.5% damage when the enemy is inflicted with poison
Clicking on the weapon makes it switch between two modes:
Mode 1: Regular damage mode.
Mode 2: Sacrifices 35% damage and 15% Melee in HP to boost any existing fire poisons by 25% and inflict fire elevuln.

Description- A toxic and corrosive weapon built from the magic of a terrible beast. It can use it's magic to drain some of your health to further empower any existing fire poison on the enemy!
Info: Just a copy of the melee one.


Baneful Beast Bunker
MC Fire Shield. MC Pays for compression
Appearance- Just go wild with the aesthetic honestly
Cost: Gold

Effects-
Gives -20 Poison potency

Description- A hide from the terrible beast! It can make your corrosive attacks stick even better
Info- Not much to say? Kinda wanted the armor to be the main attraction



< Message edited by JhyShy -- 4/12/2025 7:36:31 >
Post #: 108
4/12/2025 8:20:25   
JhyShy
Member
 

Burning Serpent Set
Info: A Fire and Earth FO Burn set for FO Rangers. Focuses on being simple compression.
FSB: Makes burns deal +15% Damage


Burning Serpent
MC FO Fire/Earth armor. MC is spent on skill compression
Appearance- Forsaken Serpent Prince from AQW with Forsaken Serpent Prince Cloak as a cape
Cost: Gold

Elements- 39 for Fire mode and 39 for Earth mode. Elecomp should be around 1.4

Animation- 3 hits

Effects-
You gain an FO lean
You gain 3 skills

Flavor Effect-
Sacrifices -4.25 Bth to gain a toggle in the skill menu to switch between armor elements.
Sacrifices -3 MRM to gain +7.5% (or +10%) damage if the enemy is Burnt.

Skills-
Desert Prince - Switches armor resist's primary resist.
Sneak Strike - Ranged locked 5 hit weapons based skill, deals +15% damage if enemy is Burnt, -5% if not. Element is based on the armor's primary resist.
Toxic pressure - Toggle, sacrifices 30% SP and Burn power to extend Burn duration.

Description- The garbs of a desert prince, marked by the ancient sneaks of the desert, it can protect against the heat or the sand.
Info- Basic armor for compression for FO Rangers. Idea is to inflict any poison, extend it, so even if the poison is weak, you have a consistent source of boosted damage from the armor.


Serpent Sneak Spear
MC Ranged Fire/Earth Spear. MC for compression
Appearance- Blazeing Serpentis Imperator Spear from AQW for the Fire mode. Serpentis Imperator Spear from AQW for the Earth mode
Cost: Gold

Type: Ranged
Element: Fire/Earth

Effect:
Has no true special
Instead of the regular true special bonus it lets the player switch between elements by clicking the head.
Clicking on the weapon makes it switch between two modes:
Mode 1: Regular damage mode. -5% damage if the enemy has no poison, +15% if the enemy is Burnt.
Mode 2: Sacrifices 50% damage to Burn the enemy. Element of Burn is based on the element of the weapon.

Description- The spear of an ancient desert prince, imbued with the poisons of desert rattlesneaks, it can deals more damage to poisoned enemies or sacrifice some damage to poison them!
Info: Not much to say about this one not gonna lie. Just wanted a compression weapon, mainly inspired by the Stormshadow weapon.



< Message edited by JhyShy -- 4/12/2025 8:48:04 >
Post #: 109
4/12/2025 14:16:53   
JhyShy
Member
 

Fragile Gem Set
Info: A Fire and Water set designed around turning Defloss into Fragile.
FSB: Increases the power of defloss inflicted.


Ruby/Sapphire Crusader
MC N Fire/Water armor. MC is spent on compression
Appearance- Crimson Knight from AQW with Crimson Knight Cape as a cape for Ruby, Sapphire Knight from AQW with Sapphire Knight Cape as a cape for Sapphire.
Cost: Gold

Elements- 39 Fire/44 Ice for Ruby. 39 Water/44 Energy for Sapphire

Animation- 4 hits (Use King's Reign Animation)

Effects-
You gain an N lean
You gain 3 skills

Flavor Effect-
Sacrifices -9 MRM to intact less damage from armor's secondary

Skills-
Elite Incline - Once per battle toggle, lets player choose between FO and FD lean.
Fragment Barrage - Locks attack to armor primary element. Sacrifices 30% Melee in SP to inflict an omni elemental defloss with a +20 Save. (Does not need to hit for defloss to be tried to be inflicted)
Fragile Magic - Overcharged skill that also costs player turn. Costs 115% Melee in SP and 35% Melee in HP. It converts any existing defloss on the opponent into a permanent fragile with a -20 save.

Description-
Info- I love the idea of being able to spam defloss and then convert it into a fragile, workable for both FO and FD.


Ruby/Sapphire Shard
MC Melee Fire/Water Sword. MC for compression
Appearance- Crimson Knight's Blade from AQW for Ruby. Sapphire Knight's Blade from AQW for Sapphire.
Cost: Gold

Type: Melee
Element: Fire for Ruby/Water for Sapphire

Effect:
Has -3 Bth Lean
Has no true special
Instead of the regular true special bonus it has a silent proc chance to inflict a permanent fragile on the enemy.
Clicking on the weapon makes it switch between two modes:
Mode 1: Regular Damage mode.
Mode 2: Sacrifices 25% damage to inflict an omni elemental defloss on the enemy. (Does not need to hit for defloss to register)

Description-
Info: Not much here, just wanted to give a defloss weapon to folks.


Ruby/Sapphire Point
MC Ranged Fire/Water Lance. MC for compression
Appearance- Crimson Knight's Dragon Lance from AQW for Ruby. Sapphire Knight's Dragon Lance from AQW for Sapphire.
Cost: Gold

Type: Melee
Element: Fire for Ruby/Water for Sapphire

Effect:
Has -3 Bth Lean
Has no true special
Instead of the regular true special bonus it has a silent proc chance to inflict a permanent fragile on the enemy.
Clicking on the weapon makes it switch between two modes:
Mode 1: Regular Damage mode.
Mode 2: Sacrifices 25% damage to inflict an omni elemental defloss on the enemy. (Does not need to hit for defloss to register)

Description-
Info: Just a clone of the melee one.


Ruby/Sapphire Guard
MC Fire/Water Shield. MC Pays for compression
Appearance- This Shield from AQW for Ruby. This Shield from AQW for Sapphire.
Cost: Gold

Flavor Effects-
Gains -4.25 Bth to gain -20 Fragile potency.

Effects-
Gains -20 Defence loss potency.

Description-
Info- Pretty much just another version of Eternal Champion's Shield


Ruby/Sapphire Helm
MC Fire/Water Misc. MC Pays for compression
Appearance- Crested Crimson helm for Ruby. Crested Sapphire helm for Sapphire.
Cost: Gold

Effects-
Makes you take x0.5 Damage from Misc element
Gives +50 END/LUK
Switches between two modes:
Mode 1: Gives player berserk. Gains +20% damage against Fragile foes.
Mode 2: Inflicts Omni Elemental Defloss onto enemies based on hits connected with a +0 Save.

Description-
Info- Again not much to say, idea is to inflict defloss enough times that you can afford the berserk mode.

Post #: 110
4/13/2025 4:18:22   
JhyShy
Member
 

Monster Hunt Items; Rhywork
Info: Basic items built for early questing and useful niches for endgame uses
IMPORTANT CHANGE: Making the needed essence be brought down to 5 from 10, alongside that, removing legion and communicant zard from the mob pool. Getting the monster essences even if they're not the proper monster you're trying to hunt (i.e If you beat Fire Mantik in a Water Witch pool, you still get the fire mantik essence)


Forest Demon Scythe
MC Ranged Earth Scythe. MC is used for Compression
Appearance- Same
Cost:

Type: Ranged
Element: Earth

Effect:
Has -3 Bth
Has no true special
Instead of the usual 0-proc bonus, it gains a toggle that makes attack deal -25% damage to give the player +MRM for 1 turn
Clicking on the weapon does a skill that costs 100% Melee in SP that sacrifices half it's damage to give +MRM for 2 turns

Description- Same
Info: Not much to say here, the idea for these items is to get ideas from the real mobs themselves or a mechanic that fits their aesthetic.


Big Whomper
MC Melee Earth Hammer. MC is used for Compression
Appearance- Same
Cost:

Type: Melee
Element: Earth

Effect:
Has -5 Bth lean
Has no true special
Has the usual 0-proc bonus
Clicking on the weapon does an overcharged 4 hit skill

Description- Same
Info: Same idea here honestly, not much to say. Compared to others, this is just for straightforward damage


Witching Staff
MC Magic Water Staff. MC is used for Effect
Appearance- Same
Cost:

Type: Magic
Element: Water

Effect:
Has no true special
Instead of the usual 0-proc bonus, clicking on the weapon contains a spell that costs 100% melee in MP, sacrifices 25% damage to inflict choke, does 3 hits.
When holding the weapon, Water spells deal 50% less damage and MC to inflict choke on the opponent.

Description- Same
Info: Not too minmaxed I hope, I'd put in MRM but choke felt more fitting with the whole aesthetic.


Torchfoot Brazier
MC Magic Fire Mace. MC is used for Effect
Appearance- Same
Cost:

Type: Magic
Element: Fire

Effect:
Has no true special
Instead of the usual 0-proc bonus, clicking on the weapon contains a spell that costs 100% melee in MP, sacrifices 25% damage to inflict burn, does 5 hits.
When holding the weapon, Fire spells deal 50% less damage and MC to inflict burn on the opponent.

Description- Same
Info: Not much again, spellboosters and for spell dudes in the early game.


Fire Mantik Bow
MC Ranged Fire Bow. MC is used for compression
Appearance- Same
Cost:

Type: Magic
Element: Fire

Effect:
Has -6 Bth lean
Has a 20-proc true special
MC is used on a toggle to switch between two modes:
Mode 1: Regular Damage mode.
Mode 2: Sacrifices 50% damage to inflict fire burn.

Description- Same
Info: How come we don't have a regular no nonsense burn fire bow?


Gourd Smasher
MC Melee Fire Hammer. MC is used for compression
Appearance- Same
Cost:

Type: Melee
Element: Fire

Effect:
Has -5 Bth lean
Has no special
Instead of the usual no proc bonus, it contains a toggle that makes attacks sacrifice 25% damage to heal HP based on hits connected.
MC is used to contain a skill that costs 100% Melee in SP that sacrifices 50% damage to inflict a fire siphon on the opponent. 3 hits.

Description- Same
Info: Not much to say about the weapon honestly? Just a basic heal focused defensive weapon


Battle Rib-Blade
MC Melee Water Sword. MC is used for Compression
Appearance- Same
Cost:

Type: Melee
Element: Water

Effect:
Has no true special
Instead of the usual 0-proc bonus, clicking on the weapon contains a toggle that makes the weapon deal -25% damage to inflict bleed.
MC is used on a skill that costs 100% Melee in SP when clicking the weapon, deals 3 hits.

Description- Same
Info: Weapon looks like it inflicts bleed, so I added that in.


Sneak Garb
MC FO Earth armor. MC is used for Compression
Appearance- Same
Cost:

Element: 39 Earth/42 Water

Animations - 2 Hits

Flavor Effect:
Gains -8.5 Bth to inflict harm poison on the enemy when hit, power is based on hits connected to the player.

Effect:
Gains FO lean
Comes with 2 skills

Skills:
Sneak Strikes - Locks attacks to earth.
Venom Rush - Sacrifices 100% Melee in SP to gain player and misc celerity. Consumes up to 50% Poison to decrease this skill's cost by 50%.

Description- Same.
Info: Honestly, I wished I could have made the flavor effect here initiative, but that would have been too borked, dang H-series


Gorarog Form
MC FD Fire armor. MC is used for Compression
Appearance- Same
Cost:

Element: 39 Fire/42 Earth

Animations - 2 Hits

Flavor Effect:
Gains -3 MRM to gain -6.25 Health resist.

Effect:
Gains FD lean
Gains 2 skills

Skills:
Spice Missiles - SPell that costs 100% Melee in SP, sacrifices 50% damage to inflict a fire/earth siphon on the opponent. Sacrifices -5% Damage to seek between Fire and Earth.
Gorarog Regeneration - Toggle, makes attacks sacrifice 50% damage to heal based on hits connected.

Description- Same.
Info: Not much here, hopefully it isn't too strong, mostly about healing since that's what the mob does.


Ultimate Hunter; Rhywork
MC FO Earth armor. MC is used for Compression
Appearance- Same
Cost:

Element: 40 Earth/Energy

Animations - 2 Hits

Effect:
Gains FO lean
Gains 2 skills

Skills:
Spear Impale - Weapons Based skill, loses -4.25 Bth to seek between Earth and Energy.
Hunter's Adaption - Once per battle toggle, makes the player switch between FO and FD leans.

Description- Same.
Info: Wanted to insert this here since it's the perfect opportunity to revamp this one since we're revamping hunts and monster hunt items.

Post #: 111
4/13/2025 9:46:35   
JhyShy
Member
 

Random Item Ideas Part 2
Info: A bunch of ideas I got for AQ, mostly OP straightforward stuff. Theme here is all about making legendary weapons.


Fallen Dawn
MC Ranged Light Spear. MC for compression
Appearance- This by Aldy.Artist on Instagram! for Light and This for Darkness mode
Cost: Gold

Type: Ranged
Element: Light/Darkness

Effect:
Has no true special
Instead of the regular true special bonus it gains a toggle to switch between Light and Darkness modes.
Clicking on the weapon makes it switch between two modes:
Mode 1: Regular damage mode.
Mode 2: Sacrifices 25% Melee in HP to inflict elevuln based on the elemental mode the weapon is in.

Description- A tragic weapon trying to reclaim its legendary legacy of light! However, it had fallen to the darkness of Tyrants. Now it is your turn to write its story!
Info: Mostly just a straightforward weapon compression for FO Rangers.


Dawn of Conquest
MC Ranged Light Bow. MC for compression
Appearance- This by Aldy.Artist on Instagram!
Cost: Gold

Type: 100-proc Ranged
Element: Light/Wind

Animation - 2 hits

Effect:
Has no true special
Instead of the regular true special bonus it gains a toggle to switch between Light and Wind modes.
Clicking on the weapon makes it switch between two modes:
Mode 1: Regular damage mode.
Mode 2: Sacrifices 25% Melee in SP and 25% damage to inflict poison based on the elemental mode the weapon is in.

Description- A bow of great power, this bow is said to have the power to poison the light and the air, conquering those who oppose its bearer.
Info: Again, just straightforward items for compression stuff.


Bladewhip of Desire
MC Melee Darkness Rapier. MC for compression
Appearance- This by Aldy.Artist on Instagram!
Cost: Gold

Type: Melee
Element: Darkness

Effect:
Has no true special
Instead of the regular true special bonus it makes existing bleeds deal +25%.
Clicking on the weapon makes it do a bow type attack that sacrifices 50% of its damage to inflict a bleed

Description- A disgusting weapon with a heinous origin. It would whip it's victims and make their pain even worse by just its presence. Now its your turn to write its story and what it shall do.
Info: Bleed option for Warriors, since they need that fr.


Maw of Satharion
MC Ranged Darkness Bow. MC for compression
Appearance- This by Aldy.Artist on Instagram!
Cost: Gold

Type: 100-proc Ranged
Element: Darkness

Animation - 2 hits

Effect:
Has no true special
Instead of the regular true special bonus it gives the player -6.25 health resist.
Clicking on the weapon makes it switch between modes:
Mode 1: Regular Damage mode
Mode 2: Makes attacks 4 hits, sacrifices 25% damage and 25% HP to gain SP per hit connected.

Description- A weapon of horrid origin, a bow used by the tyrants in the darker parts of Heck, it can sacrifice your health and the bow's power for you to gain more Spirit.
Info: More darkness bows, since we need more of those.


Bright Blade of the Westwind
MC Melee Light Sword. MC for compression
Appearance- This by Aldy.Artist on Instagram!
Cost: Gold

Type: Melee
Element: Light/Wind

Flavor Effects:
Sacrifices -6 MRM to gain +10% damage

Effect:
Has no true special
Gains the usual 0-proc bonus.
Clicking on the weapon lets the player switch between Light and Wind modes.

Description- A celebrated legendary weapon of the fallen west! To this day, it still hums with power and heroic essence, it can smite down your foes and use either wind or light properties.
Info: I hate boring compression stuff, so I just added the flavor effect to not make it boring.


Molten Retaliation
MC Melee Fire Sword. MC on Effect
Appearance- This by Aldy.Artist on Instagram!
Cost: Gold

Type: Melee
Element: Fire/Earth

Flavor Effects:
Sacrifices 10% HP per turn to gain +10% damage

Effect:
Has no true special
Instead of the usual 0-proc bonus, clicking on the hilt lets the player switch between fire and earth mode.
MC is spent on dealing increased damage based on the hits connected by the enemy to the player. (Has a 6 hit cap)

Description- An infamous weapon from Heck. Said to be the blade used to usurp the previous ruler of it's molten kingdom of earth, though this remains unproven, it deals greater damage to those who had hurt you previously.
Info: Again, I just don't like boring compression only stuff, so with this one, I wanted to add the flavor effect cause I'm pretty sure the MC effect won't be enough.


Toxic Light
MC Ranged Light Scythe. MC on Effect
Appearance- This by Aldy.Artist on Instagram!
Cost: Gold

Type: Ranged
Element: Light/Wind

Effect:
Has no true special
Instead of the usual 0-proc bonus, clicking on the handle lets the player switch between Light and Wind mode.
MC and 25% HP to inflict a one turn siphon poison based on weapon element mode with +20 save.

Description- A weapon hailing from a ruined part of the West, said to have destroyed and ravaged the lives of people with its toxic light and poisonous air.
Info: Thought to pull back myself before I show you guys a real What the F tier weapon.


Deadline
MC Magic Wind Staff. MC on Effect
Appearance- This by Aldy.Artist on Instagram! for Wind and This for Darkness
Cost: Gold

Type: Magic
Element: Wind/Darkness

Effect:
Has no true special
Instead of the usual 0-proc bonus, clicking on the handle lets the player switch between Wind and Darkness mode.
MC and 35% Weapon mode element spell damage to inflict a 2 turn siphon poison based on weapon element mode with +20 save.

Description- A toxic and slothful weapon from the land of Heck, it can take some of the power from your spells to inflict a toxic mindset to your opponent.
Info: Not much to say here, I just want more compression staves since there isn't a spellbooster no-drop.


Primordial Grasp
MC Magic Neutral Staff. MC on Compression
Appearance- This by Aldy.Artist on Instagram!
Cost: Gold

Type: Magic
Element: Neutral

Flavor effects:
Weapon attacks deal -10% damage
Player gains -8.5 Bth
Player takes 15% Melee from HP per turn when using it

Effect:
Has no true special
Instead of the usual 0-proc bonus, gains a random 20% chance to inflict a void burn on the opponent and make spells deal more damage.
MC is spent on a toggle.
Mode 1: Spells of any element are boosted by +15% (Takes the necessary penalties with the flavor effects)
Mode 2: Spells of any element lose 50% damage to inflict chromatic poison (Takes necessary penalties with the flavor effects)

Description- Said to be one of the first ever magical instrument created! It hums with primordial magic and power, it can boost all spells but take with you a hefty price (Its heavier than it looks)
Info: A big compression staff, told you guys this is a big What the F weapon, this one I wanted it to be an all purpose spellbooster but comes with pretty heavy costs.


Hand of the Fiend
MC Magic Darkness Staff. MC on Compression
Appearance- This by Aldy.Artist on Instagram!
Cost: Gold

Type: Magic
Element: Darkness

Flavor effects:
Takes 10% Melee in HP to boost darkness spells by 25%

Effect:
Has no true special
Instead of the usual 0-proc bonus, makes darkness spells deal a darkness burn for two turns.
MC is spent on a toggle that makes darkness spells inflict a darkness burn for 50% Melee in SP

Description- A fiendish dark stave that can burn your foes, said to be an infamous weapon in the realm of Satharion.
Info: Okay, back to basic stuff.


Vampiric Bow of the First Generation
MC Ranged Darkness Bow. MC on Compression
Appearance- This by Aldy.Artist on Instagram!
Cost: Gold

Type: 100-proc Ranged
Element: Darkness

Animation - 2 hits

Effect:
Has no true special
Instead of the usual 0-proc bonus, makes its attacks inflict bleed.
MC is spent on a toggle that makes it trade 25% damage to inflict bleed.

Description- A bow said to be wielded by one of the first vampires ever, its enchantment could make its arrows make your opponent bleed.
Info: Basic Darkness bow, since we don't have a bleed darkness bow.


Spear of the First Night
MC Ranged Darkness Spear. MC on Compression
Appearance- This by Aldy.Artist on Instagram!
Cost: Gold

Type: Ranged
Element: Darkness/Wind

Flavor effects:
Trades -8.5 Bth to gain +10% damage

Effect:
Has no true special
Instead of the usual 0-proc bonus, it lets the weapon switch between Darkness and Wind mode.
MC is spent on a toggle that gives the player berserk.

Description- A legendary spear embodying the tumultuous and dangerous nights of the primordial days, blinding but powerful, it could give you the same feeling of dread beings back then experienced once the night came.
Info: Idea is since it has a lot of -Bth stuff, you can play into ranger's adaptive lean to either boost that up with a bunch of defloss stuff or let it play out and increase its Bth.


Spear of the First Sun
MC Ranged Fire Spear. MC on Compression
Appearance- This by Aldy.Artist on Instagram!
Cost: Gold

Type: Ranged
Element: Fire/Light

Flavor effects:
Trades -8.5 Bth to gain +10% damage

Effect:
Has no true special
Instead of the usual 0-proc bonus, it lets the weapon switch between Darkness and Wind mode.
MC is spent on a toggle that gives the player berserk.

Description- A legendary spear embodying the heat and the blinding rage of the primordial days, blinding but powerful, it could give you the same energy beings back then experienced once the daybreak came.
Info: Just a clone of the one above.


Staff of the Ancient Snake
MC Magic Earth Staff. MC on compression
Appearance- This by Aldy.Artist on Instagram!
Cost: Gold

Type: Magic
Element: Earth/Light

Effect:
Has no true special
Instead of the usual 0-proc bonus, it lets the weapon switch between Earth and Light mode.
MC is spent on a toggle that sacrifices weapon element spell damage to inflict a poison siphon of that element.

Description- Said to be a spear of a being that had betrayed Lorithia years ago, it hums with toxic primordial power and white lies.
Info: Pretty basic one for this one.


Axe of the Old West
MC Melee Earth Axe. MC on compression
Appearance- This by Aldy.Artist on Instagram!
Cost: Gold

Type: Melee
Element: Earth/Darkness

Flavor Effects:
Gains -6 MRM and -4.25 Bth to gain +15% damage

Effect:
Has no true special
Gains usual 0-proc bonus.
MC is spent on a being able to switch between Earth and Darkness.

Description- A powerful legendary axe corrupted by the west, it can use its latent earthly power or its corrupted darkness.
Info: Wanted a basic F2P Earth and Darkness compression weapon.


Cursed Celestial Blade
MC Melee Light Sword. MC on Compression
Appearance- This by Aldy.Artist on Instagram!
Cost: Gold

Type: Melee
Element: Light/Harm

Flavor effect:
Takes 15% Melee in HP to gain +15% damage

Effect:
Has no true special
Gains the usual 0-proc bonus.
MC is spent on a toggle that lets the player switch between Light and Harm. When in harm mode, player takes more damage to deal an additional +10% damage.

Description- A legendary weapon of a fallen Celestial, recovered from the Void before it was fully corrupted, it can attack with powerful light or volatile and self vulnerable harm from the void.
Info: Wanted to close out with a basic but strong one for this batch of items, harm mode making the player take more damage is more for lore purposes since it is cursed afterall.



< Message edited by JhyShy -- 4/13/2025 9:51:22 >
Post #: 112
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