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5/29/2019 19:42:26   
Varghus
Member

Suggestions for AdventureQuest. Constructive criticism appreciated.

Work in Progress WIP

Categories:

Classes/Other:
1-1 Effects based on Subrace, Class, and Clan. WIP
1-8: Synchronization Berserker WIP

Armour:
1-
1-

Shields:
1-8: Synchronization Berserker ShieldWIP
1-

Weaponry:
1-2 Heavy Lance
1-3 Light Lance
1-4 The PainBow WIP
1-5 Chain Whip WIP
1- Blade Bow WIP
1-8: Synchronization WIP
1-8: Synchronization WIP
1-9 Puppet Strings WIP

Spells:
1-7 Attack Creation WIP
1-

Pets:
1-
1-

Miscellaneous:
1-8: Synchronization Berserker HelmsWIP
1-

Monster:
1-
1-

Ideas for Updating Equipment: (This is for myself, for when I see some outdated equipment that I like.)
1-
1-


< Message edited by Varghus -- 9/20/2021 7:41:53 >
Post #: 1
5/29/2019 20:07:53   
Varghus
Member

Other: 1-1

Effects based on Subrace, Class, and Clan.

WORK IN PROGRESS

Some classes such as Paladin and Necromancer have synergy with certain items, or triggers against a specific subrace, Vampires and Werewolves. Inflicting more damage or causing less damage, depending on the class, or subrace.
While certain monsters, such as Dragons, have passive effects that affect the player. These following suggestions expand on this idea.

All these effects are synced to your Subrace, Class, and Clan titles, that you can see on your character info in game, when you mouse over your portrait. These effects are activated by a specific Subrace, Class, and Clan title.
As such these effects do not need to be activated by any equitable item, such as armour. They are constantly on, and change if you change Subrace, Class, or Clan.

These effects could even be modified for monsters.

Subrace:
Description: You have power, even if you do not know it.
Human: You deal 5% extra damage and +5 BTH against all other subraces, but the effect is nullified when fighting against other humans.
You have certain abilities that make you, you.
Vampire: +5 BTH
Even in the darkness you can see perfectly fine.
Werewolf: +5& Damage
Your ferocity is your strength.
Werepyre: +5 BTH and +5% damage.
Your senses and ferocity are enhanced.
Dracowerepyre: Player gets +15 to initiative, and + 5 BTH and +5% damage.
Your very presence can cause your opponent to stop in shock.

Class:
Description: After all that training you have constant access to part of your skills.
Tier 1:
Scholar:
Fighter:
Mage:
Rogue:
Tier 2:
Dracomancer:
Beastmaster:
Martial Artist:
DragonSlayer:
Knight:
ShadowSlayer:
NightHunter:
Ninja:
Pirate:
Wizard:
Tier 3:
Assassin:
Paladin:
Necromancer:
Berserker:

Clan:
Decription: You feel your clans blessing at all times.
All Clans, except unity: You deal 5% extra damage and +5 BTH when using an attack (player only weapon, spell, skill) that corresponds to your clans element. But deal 5% less damage and a -5 BTH when using the element that is opposite of your clan.
Your clans elemental blessing synchronizes with your attacking element. You feel your clans blessing recoil at your chosen attacking element.
Igneus: Opponent takes 5% damage multiplied by [# of Monster's hits connected]/[# of hits the Monster attempted], when ever a attack physically hits the player. Does not include spells.
Your too hot to handle, causing your opponent takes damage whenever they get close enough to touch you.
Nautica: Player causes 5% damage multiplied by [# of Monster's hits connected]/[# of hits the Monster attempted], when ever they miss an attack.
Even missed attacks can splash some damage onto your opponent.
Aerodu: Player gains +5 to each MRM.
Your feet are as swift as the wind.
Glacius: Opponent takes -15 to initiative.
You chill the air making your opponent more sluggish.
Geoto: Player receives 5% less damage from all attacks.
You are as sturdy as the earth itself.
Dynami: Player gains +15 initiative.
Your reflexes help you get the jump on opponents.
Lucian:Opponent takes -10 BTH.
Your very presence is blinding.
Nocturu: Opponent takes -10 BTH.
You are harder to hit hidden in the shadows.
Unity: Nullifies all elemental blessings and effects.
You cancel out your opponents blessing, as you believe that all elements are equal and should not oppose one another.

< Message edited by Varghus -- 6/13/2021 18:45:39 >
Post #: 2
6/11/2019 5:11:44   
Varghus
Member

Weaponry 1-2

Heavy Lance

Level: 150
Powerlvl: 153
Price: 24,205,166
Sellback: 12,102,582
Location: ???
Damage: Offensive
Type: Ranged
Element: Earth

No special *1.08 damage.
Attacks take -10BTH and deal *95/85.
MC: Damage Reduction 5 HP.

Due to the heavy armor on this lance, you land more powerful strikes less often, but negate some additional damage.

Gray body, with brown embellishments over lance and shield. Large lance facing in front of player. Large round shield over hand. Small lance jutting from end of lance hilt. (Double ended lance)


< Message edited by Varghus -- 7/22/2019 11:22:34 >
Post #: 3
7/22/2019 11:22:03   
Varghus
Member

Weaponry 1-3

Light Lance

Level: 150
Powerlvl: 153
Price: 24,205,166
Sellback: 12,102,582
Location: ???
Damage: Defensive
Type: Ranged
Element: Wind

No special *1.08 damage.
Attacks take +10BTH and deal *85/95.
MC: MRM gain 5 each.

Due to the lance being so light, you land more less powerful strikes more often, and have an easier time dodging.

Long gray and white lance, simplistic, airy, skeletal design. Feathery motifs.

< Message edited by Varghus -- 9/29/2019 18:32:19 >
Post #: 4
9/29/2019 18:44:30   
Varghus
Member

Weaponry 1-4 WIP

The PainBow

Level: 150
Powerlvl: 153
Price: 24,205,166
Sellback: 12,102,582
Location: ???
Damage: Neutral
Type: Ranged
Element: Multi (Randomly hits for the 8 standard elements, plus Harm and Heal)

No special *1.1 multiplicative damage.
Deals *130/90 damage to compensate for random elements
MC: 50% chance to deal a random status condition each turn depending on element.
Fire:
Water:
Wind:
Ice:
Earth:
Energy:
Light:
Darkness:
Harm:
Heal:

This bow brings the pain to your enemies with a different element each turn.

A steel bow, with a shimmering band of rainbows that travels down the length of the bow every few seconds.

< Message edited by Varghus -- 12/15/2019 16:52:42 >
Post #: 5
12/15/2019 16:52:31   
Varghus
Member

Weaponry 1-5

Chain Whip WIP

Level: 150
Powerlvl: 153
Price: 24,205,166
Sellback: 12,102,582
Location: ???
Damage: Offensive
Type: Ranged
Element: Earth

No special *1.08 damage.
Attacks take +10BTH and deal *85/95.
MC: Chance for bleed each turn

Whip made from bladed chain links, can cause your enemy to start bleeding


Post #: 6
3/5/2020 21:06:23   
Varghus
Member

Weaponry 1-6

Acid Bow WIP

Level: 150
Powerlvl: 153
Price: 24,205,166
Sellback: 12,102,582
Location: ???
Damage: Offensive
Type: Ranged
Element: Earth

No special *1.08 damage.
Attacks deal standard damage, no BTH or damage variance.
MC:

A bow that
Post #: 7
4/17/2021 8:37:00   
Varghus
Member

Spell 1-7

Attack Creation WIP

Level: 150
Powerlvl: 153
Price: 24,205,166
Sellback: 12,102,582
Location: ???
Damage: Offensive
Type: Spell
Element: Same as background, Fire(Burn), Harm(Bleed), Guest (matches the first element used)

A spell that that takes 4 turns to fully cast. The first attack send debris at the opponent for elemental damage that matches the background, the next turn explodes the debris peppering the opponent with burning shrapnel, the next turn pulls the shrapnel from the opponent leaving them bleeding, the last turn (cast) turns the shrapnel into a summoned creature that deals elemental damage matching that of the first cast of the spell the summon lasts for a set number of turns (lasts between fights) before falling apart.
MC:

< Message edited by Varghus -- 6/12/2021 18:09:17 >
Post #: 8
6/12/2021 18:03:44   
Varghus
Member

Classes/Other 1-8: Synchronization

Berserker WIP
This class focuses on STR and END. Uses STR for BTH.

Level: 150

PLvl 150

BR%
Stat
BtH Mod

Lower resistances paid by low MRM: You do not dodge hits in order to take damage, but you get lower resistances to not perish as quickly.
Fire 45
Water 45
Ice 45
Wind 45
Earth 45
Energy 45
Light 45
Dark 45

Melee 10
Ranged 10
Magic 10

ABILITIES:

LEVEL 1: Passive:Health Rage: A Berserkers bread and butter, the more health you lose the stronger you are. For every 10 points of health you lose, increase damage output by 5%. the more health (END) you have the more damage you deal.

LEVEL 2: : :

LEVEL 3: : :

LEVEL 4: : :

LEVEL 5: : :

LEVEL 6: : :

LEVEL 7: : :

LEVEL 8: : :

LEVEL 9: : :

LEVEL 10: Headbutt: A basic headbutt, has a chance to knock your foe dizzy. Earth damage (has ELEcomp) has a 40% chance to stun (paralyze) opponent, chance increases based on resistance to Earth element (STR/END vs. STR/END)

LEVEL 11: : :

LEVEL 12: : :

LEVEL 13: : :

LEVEL 14: : :

LEVEL 15: Passive: No Time for This: The angrier you are the less you notice. Status resistance for immobility statuses (paralyze, freeze, control, etc..)increased by 5 points per 750 points of damage taken.

LEVEL 16: : :

LEVEL 17: : :

LEVEL 18: : :

LEVEL 19: Passive: Second Stand: A second chance for one last attack. When defeated pay 5 SP per point of damage over minimum health to bring yourself back to life at 1 HP for a second chance.

LEVEL 20: End Strike: One massive strike. The bigger the difference between you maximum HP and current HP the more damage dealt to opponent. Per 10 points of lost HP deal 1% more damage.

< Message edited by Varghus -- 7/17/2021 16:51:39 >
Post #: 9
6/13/2021 18:47:01   
Varghus
Member

Miscellaneous 1-8: Synchronization

Berserker Helms WIP
Post #: 10
6/13/2021 18:49:07   
Varghus
Member

Shields 1-8: Synchronization

Berserker Shield WIP
Post #: 11
6/13/2021 18:51:50   
Varghus
Member

Weaponry 1-8: Synchronization

WIP
Post #: 12
6/13/2021 18:54:10   
Varghus
Member

Weaponry 1-8: Synchronization

WIP
Post #: 13
9/20/2021 7:58:22   
Varghus
Member

Weaponry 1-9:

Puppet Strings WIP

Level: 150
Powerlvl: 153
Price: 24,205,166
Sellback: 12,102,582
Location: ???
Damage: Offensive
Type: Tome
Element: Earth/Wind

Skill #1:Whip the razor sharp wires at your opponent, for 5 hits of alternating earth and wind damage (earth, wind, earth, wind, random earth or wind). Gets compensation for dual opposing elements (+1.20%) 100-prc attack.
Skill #2:Attach your wires to your opponent, controlling their actions for several turns. Costs turn to cast, and does 50% random earth or wind damage. (4 turns, control 33%, afflict with CHA/LUK, resist with CHA/LUK, does harm damage.)
Skill #3:You have better control over your pets, and guests. (QC toggle, for celerity of pets and guests, each turn costs SP each turn.)
Sill #4: Draw energy. (Choose between MP and SP.)

You control the actions of others, but who controls you.

Fingerless gloves, with rings at the first knuckle, that have wavy wires coming off of it.
Post #: 14
9/20/2021 18:28:50   
CH4OT1C!
Member

Really approve of the puppet strings. I came up something similarly-themed idea a while ago, and maintain that they could make for a good weapon. Just a couple of points:
i). It's a tome weapon, so you might want an efficient skill
ii). Maybe consider seperate dedicated MP and SP versions, so you could make one for mages and the other for beastmasters (Scaled by INT and CHA respectively)

Other than that, great idea!

< Message edited by CH4OT1C! -- 9/20/2021 18:29:30 >
AQ  Post #: 15
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