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10/13/2024 21:12:21   
CarrionSpike
Member

Table of Contents

Item Sets
  • Terror Set [Rework]

    Armours
  • Zephyr Spellblade
  • Crystalline Knight
  • Mantle of the Sanguine Rose
  • Harbinger of Time


    < Message edited by CarrionSpike -- 4/11/2025 18:36:22 >
  • Post #: 1
    10/13/2024 21:15:03   
    CarrionSpike
    Member

    Zephyr Spellblade
    MC N Wind Armour. Has Melee/Magic-focused blocking. MC compresses two skills.

    Example Tier
    Level: 150 MC
    PowerLvL: 153

    Price: 96,820,667 Gold
    Sellback: 48,410,333 Gold

    Combat Modifiers
    Melee: 48
    Ranged: 42
    Magic: 48

    Fire: 85
    Water: 70
    Wind: 39
    Ice: 52
    Earth: 100
    Energy: 70
    Light: 52
    Darkness: 85

    Effects:
  • Has a Neutral Armour Lean.
  • Armour normal attack has 2 hits.
  • Pays 3 MRM defences (factored in above) to grant +105 Initiative Bonus.
  • MC effect: Compresses two skills:

    Zephyr Stance
    Gather Wind around your sword and strike at the monster! Your Wind-enhanced strikes can cut arteries through the toughest armour. You're able to catch Bleeding monster off-guard, allowing for an additional unavoidable strike.

    Cost: 99 SP (490 SP *0.201 EleComp)
    Hits: 3
    Element: Wind

    Melee-locked weapon based skill with EleComp to cost. Changes armour lean to Fully Offensive before dealing damage. Armour lean does not directly apply to skill damage or effects. Skill deals -50% damage and attempts to inflict Bleed on the monster (Power: 100/(0.5/0.5)/100*[Hits/3] = 1*[Hits/3]). The monster can resist on infliction and then on subsequent turns with a +0 bonus*:

    Level: 153 vs MonsterLvl
    Major: PlayerSTR vs MonsterEND
    Minor: PlayerLUK vs MonsterLUK

    *Your lacerating strikes leave the monster bleeding!
    The monster manages to evade your lacerating strikes!


    Bonus Effect: If the Bleed infliction is successful, does an additional hit of Wind damage that auto-hits (with EleComp to damage) and deals (42.5/[Save]*[Hits/3])% melee base damage, where [Save] = Min(1,[BleedInflictSaveDC]).

    Enchanted Galestrike
    Conjure a massive sword using Wind magic! Deal a heavy strike followed up with two slashes, with a chance to cut through the monster's defences leaving them vulnerable.

    Cost: 653 MP
    Hits: 3
    Element: Wind
    EleComp: 1.71472

    Magic-locked spell-type skill with EleComp to damage. Changes armour lean to Spellcaster before dealing damage. Skill deals -(45.45/1.71472)% damage and attempts to inflict an Elemental Vulnerability effect on the monster (90.9/0.5/1.4/0.85/6*1.375 = +35% Damage Taken, Element: Wind + Harm, Duration: [Hits*2] turns). The monster can resist with a +0 bonus*:

    Level: 153 vs MonsterLvl
    Major: PlayerINT vs MonsterEND
    Minor: PlayerLUK vs MonsterLUK

    *Your enchanted strikes leave the monster vulnerable to Wind and Harm damage!
    The monster manages to resist your enchanted strikes!


    Appearance:
  • Armour: Will add later.
  • Zephyr Stance: Does a 3-hit attack similar to this but with a wind effects surrounding the armour's sword (armour has fixed weapon-art). The fourth hit from the linked .gif should be the extra hit from the Bonus Effect, i.e., the skill has 3 hits similar that linked .gif and has a 4th stabbing hit if the Bleed infliction is successful.
  • Enchanted Galestrike: Does an attack similar to this. Sword shouldn't grows as big as in the link .gif, and the single spinning 2nd slash should be replace with 2 diagonal slashes.

    Description: Blessed by the Wind Lord, this armour once belonged to a warrior who became master of both blade and spell. Wearing this armour gives you a glimpse of this warrior's power, allowing you leave your foes bleeding or vulnerable.

    < Message edited by CarrionSpike -- 10/27/2024 0:11:54 >
  • Post #: 2
    10/13/2024 21:18:07   
    CarrionSpike
    Member

    Crystalline Knight
    MC FD Earth Armour. Has Melee>Ranged>Magic-focused blocking. MC compresses two skills.

    Example Tier
    Level: 150 MC
    PowerLvL: 153

    Price: 96,820,667 Gold
    Sellback: 48,410,333 Gold

    Combat Modifiers
    Melee: 50
    Ranged: 47
    Magic: 45

    Fire: 89
    Water: 78
    Wind: 100
    Ice: 51
    Earth: 39
    Energy: 78
    Light: 89
    Darkness: 51

    Effects:
  • Has a Fully Defensive Armour Lean.
  • Armour normal attack has 2 hits.
  • Pays 3 MRM defences (factored in above) and grants +10 Bleed potence.
  • MC effect: Compresses two skills:

    Crystalline Cutter
    Summon crystalline fists to strike the monster!

    Cost: 92 HP (435 HP *0.212 EleComp)
    Hits: 3
    Element: Earth

    Standard weapon-based skill with EleComp to cost.

    Warding/Lacerating Crystal
    Standard toggle skill. Requires a Melee weapon. Has 2 modes. Only one mode can be active. Disables Melee FD bonus while either mode is active.

    Warding Crystal
    Channel crystalline power to shield you from monster attacks.

    Cost: 38 SP (9.75% melee)
    Weapon attacks apply a (29.75/1.4/0.85*[Hits/Attempts] = (25*[Hits/Attempts])%) Crystal Ward effect (renamed Elemental Shield) to the player for 1 turn. Crystal Ward does not stack with other Elemental Shield effects. If Crystalline Cutter is used while active, Warding Crystal has no SP cost and instead heals 36 HP (10.25% melee).

    Lacerating Crystal
    Channel crystalline power to sharpen your armour's crystals, potentially leaving the monster Bleeding when you make physical contact.

    Cost: 117 SP (30% melee)
    Weapon attacks attempt to inflict Bleed on the monster (Power: 50/(0.6/0.4)/100*[Hits/Attempts] = 0.33*[Hits/Attempts]). If Crystalline Cutter is used while active, Bleed effect is +40% stronger. The monster can resist on infliction and then on subsequent turns with a -10 bonus*:

    Level: 153 vs MonsterLvl
    Major: PlayerSTR vs MonsterEND
    Minor: PlayerLUK vs MonsterLUK

    *Your lacerating crystals leave the monster bleeding!
    The monster manages to evade your crystalline shards!


    Appearance:
  • Armour: Will add later.
  • Crystalline Cutter: Equipped weapon and shield are dropped on the ground. Crystal shards replace the player's hands, the player then charges towards the monster stabbing three times. The crystal shards shatter after the 3rd hit. Player then jumps back to starting position and picks up weapon and shield.

    Description: Armour of a knight that was infected with by crystal symbiote. This armour can provide additional protection from monster attacks or cause lacerations. The armour's power can also be channeled for a devastating attack at the cost of its wearers vitality.

    < Message edited by CarrionSpike -- 10/27/2024 0:12:06 >
  • Post #: 3
    10/15/2024 12:10:04   
    CarrionSpike
    Member

    Mantle of the Sanguine Rose
    MC Spellcaster Fire Armour with Earth secondary. MC compresses two skills.

    Example Tier
    Level: 150 MC
    PowerLvL: 153

    Price: 96,820,667 Gold
    Sellback: 48,410,333 Gold

    Combat Modifiers
    Melee: 44
    Ranged: 44
    Magic: 44

    Fire: 39
    Water: 79
    Wind: 90
    Ice: 90
    Earth: 42
    Energy: 70
    Light: 79
    Darkness: 70

    Effects:
  • Has a Spellcaster Armour Lean.
  • Armour normal attack has 2 hits.
  • Pays 6 MRM defences (factored in above) to heal HP equal to 20% of Poison damage dealt.
  • MC effect: Compresses two skills:

    Sanguine Thorns
    Summon thorn-covered Bloodrose vines strike the monster! Restores your vitality when monsters are pricked by the Bloodrose thorns.

    Cost: 653 MP
    Hits: 4
    Element: Fire
    EleComp: 1.6975

    Magic spell-type skill. EleComp does not affect skill damage or cost. EleComp multiplier is used for a healing effect. After dealing damage, heals HP as a spell-type hit worth (139.5*[Hits/4])% melee. If Maddening or Toxic Briarheart is active, heal instead occurs upon successful infliction of Panic/Briarheart Toxin and is divided by Min(1,[StatusInflictSaveDC]).

    Maddening/Toxic Briarheart
    Toggle. Has 2 modes. Only one mode can be active.

    Maddening Briarheart
    Embrace your Briarheart to infuse attacks with Panic-inducing hallucinogens.

    Cost: 196 SP (50% melee)
    Player attacks attempt to leave the monster Panicked (50/(0.6/0.4)/1.4/0.85*[ResistMult]*[Hits/Attempts] = (28*[ResistMult]*[Hits/Attempts])% reduced damage). Panic is multiplied by monster's resistance to the elemental of the player's equipped weapon. If Sanguine Thorns is used while active, Panic is multiplied by EleComp. The monster can resist on infliction and then on subsequent turns with a -10 bonus*:

    Level: 153 vs MonsterLvl
    Major: PlayerINT vs MonsterEND
    Minor: PlayerLUK vs MonsterLUK

    *Your attacks leave the monster in a hallucinogen-induced Panic.
    The monster endures the worst of the Briarheart hallucinogens.


    Toxic Briarheart
    Embrace your Briarheart to infuse attack with powerful toxins.

    Cost: 196 SP (50% melee)
    Player attacks attempt to apply a Briarheart Toxin (renamed Poison) to the monster (Power: 50/0.5/10/2*[Hits/Attempts] = 5*[Hits/Attempts], Element: Weapon Element, Duration: 2 turns). If Sanguine Thorns is used while active, Poison is set to Fire and is multiplied by EleComp. The monster can resist with a +0 bonus*:

    Level: 153 vs MonsterLvl
    Major: PlayerINT vs MonsterEND
    Minor: PlayerLUK vs MonsterLUK

    *Your attack leaves the monster racked with a Briarheart Toxin.
    The monster endures the worst of the Briarheart Toxin.


    Appearance:
  • Armour: Will add later.
  • Sanguine Thorns: Several thorny vines covered with blood-red roses emerge from the ground for 4 hits of damage.

    Description: Strange briar-covered robes found in a field of bloodroses. Wearing these robes transforms your heart into the briarheart-core of a bloodrose. Channeling power through your briarheart can both restore your vitality and leave your foes cursed with panic or a powerful toxin.

    < Message edited by CarrionSpike -- 10/27/2024 0:12:16 >
  • Post #: 4
    10/27/2024 1:01:14   
    CarrionSpike
    Member

    Terror Set


    Terror Raiment
    MC Spellcaster Darkness Armour. Melee/Magic-focused blocking. MC compresses two skills.

    Example Tier
    Level: 143 Z
    PowerLvl: 153

    Price: 2,970 Z-Tokens
    Sellback: 2,673 (<48h)/742 (>48h) Z-Tokens
    Location: Travel Map -> Terror Set

    Combat Modifiers
    Melee: 50
    Ranged: 45
    Magic: 50

    Fire: 85
    Water: 70
    Wind: 52
    Ice: 52
    Earth: 85
    Energy: 70
    Light: 90
    Darkness: 39

    Effects:
  • Has a Spellcaster Armour Lean.
  • Armour normal attack has 1 hit.
  • Fearful Presence: Player takes +(7/1.4)% damage and at the beginning of battle passively makes the monster Afraid (Stun Rate: 7*10/1.4/0.85*0.85 = 50%, Duration: 1 turn).
  • MC effect: Compresses two skills:

    Embrace Fear!
    Transform yourself into the very aspect of FEAR. This attack assaults the mind of the monster, potentially leaving them Afraid and unable to act.

    Cost: 379/475 SP (481 SP *0.788/0.988 EleComp)
    Hits: 1
    Element: Darkness

    Spell-type skill with EleComp to cost. Skill costs +119% melee in SP and, if the hit connects, attempts to make the monster Afraid (Stun Rate: 119/0.5/1.4/0.85/4*[MobDarkRes] = (50*[MobDarkRes])%, Duration: 4 turns). The monster can resist with a +0 bonus*:

    Level: 153 vs MonsterLvl
    Major: PlayerMainStat vs MonsterCHA
    Minor: PlayerLUK vs MonsterLUK

    *Your foe cowers before you!
    Your foe stands strong in the face of your mental assault!


    Skulls of Terror
    Release a series of umbral skulls conjured from the depths of the Fear realm to strike at the monster!

    Cost: 642 MP
    Hits: 4
    Element: Darkness
    EleComp: 1.72343

    Standard Magic spell-type skill with EleComp to damage.

    Appearance:
  • Armour: Armour in this image.
  • Skulls of Terror: Uses the current 4-hit 50-proc normal attack animation.

    Description: Striking pure fear into the hearts of your enemies is what this armor was forged to do!


    Terror Totem
    MC Darkness shield. Melee/Magic-focused blocking. MC compresses a skill.

    Example Tier
    Level: 143 Z
    PowerLvl: 153

    Price: 2,970 Z-Tokens
    Sellback: 2,673 (<48h)/742 (>48h) Z-Tokens
    Location: Travel Map -> Terror Set

    Combat Modifiers
    Melee: 15
    Ranged: 10
    Magic: 15

    Darkness: -26%

    MC Effect: Compresses a skill:

    Drink Fear

    Cost: 192/240 SP (50%/62.5% melee)
    Hits: 1
    Element: Heal

    Quickcast healing skill. Usable once per turn. Deals 100% melee base damage. If the monster is Afraid, consumes up to 200% melee worth of Fear to increase healing by up to +200% melee. If the monster is not Afraid, deals -5% damage. Healing from skill scales with the Main Stat of the equipped weapon.

    Appearance: Shield in this image.

    Description: This magical talisman enables you to devour your enemy's Fear to restore your vitality.


    Terror Eater
    MC Melee/Ranged/Magic Darkness Sword/Polearm/Sword. MC compresses a skill.

    Example Tier
    Level: 143 Z
    PowerLvl: 153

    Price: 2,970 Z-Tokens
    Sellback: 2,673 (<48h)/742 (>48h) Z-Tokens
    Location: Travel Map -> Terror Set

    Type: Melee/Ranged/Magic (toggle)
    Element: Darkness

    Effects:
  • Has no special so weapon attacks deal *1.08 damage.
  • Has a +3 BtH Lean (Ranged Polearm mode only).
  • MC Effect: Compresses a skill:

    Eat Fear

    Cost: 96/192 SP (25%/50% Melee)
    Hits: 2
    Element: Darkness

    Efficient Darkness weapon-skill. Deals 125% melee base damage. If the monster is Afraid, consumes up to 250% melee worth of Fear to increase damage by up to +250% melee. If the monster is not Afraid, deals -5% damage.

    Full-Set Bonus: With the matching Armour, Shield and Misc (of the same level tier) equipped, skill instead does the following:

    Cost: 642 MP
    Hits: 2
    Element: Darkness
    EleComp: 1.72343

    Magic Darkness spell-type skill with EleComp to damage. If the monster is Afraid, consumes up to 400% melee worth of Fear to increase damage by up to +400% melee. If the monster is not Afraid, deals -5% damage.

    Appearance: Weapon in this image.

    Description: This mighty weapon can exploit your enemy's nightmares. Tightly grasping the hilt will convert your enemy's Fear into extra damage. You can also touch the blade to transmute it between forms.


    Terror Visage
    MC Darkness Misc. Reduces damage taken from Darkness attacks, increases Main Stat, and attempts to inflict Fear after player hits. MC grants Fear potence.

    Example Tier:
    Level: 143 Z
    PowerLvl: 153

    Price: 2,970 Z-Tokens
    Sellback: 2,673 (<48h)/742 (>48h) Z-Tokens
    Location: Travel Map -> Terror Set

    Upkeep Cost: 76 SP

    Effects:
  • MC Effect: Grants +10 Fear status potence.
  • Darkness attacks deal *0.5 to the player.
  • Increases player Main Stat (STR/DEX/INT) by +50. Chooses Main Stat based on equipped weapon.
  • Player hits attempt to make the monster Afraid (Stun Rate: 20.825/0.7/1.4/0.85/2*[Hits]*[MobDarkRes] = (12.5*[Hits]*[MobDarkRes])%, Duration: 1 turn). The monster can resist with a -20 bonus*:

    Level: 153 vs MonsterLvl
    Major: PlayerMainStat vs MonsterCHA
    Minor: PlayerLUK vs MonsterLUK

    *Your foe cowers before you!
    Your foe stands strong in the face of your mental assault!


    Appearance: Helmet in this image.

    Description: Equipping this fearsome helmet makes you a more intimidating figure making your Fear is harder to resist!


    Terror Araņacabra
    MC Darkness Pet. Can toggle between consuming Fear to heal HP or MP, and inflicting Fear. MC grants Fear potence.

    Example Tier:
    Level: 143 Z
    PowerLvl: 153

    Price: 2,970 Z-Tokens
    Sellback: 2,673 (<48h)/742 (>48h) Z-Tokens
    Location: Travel Map -> Terror Set

    Element: Darkness
    Hits: 2 (see below)
    Damage type: Melee/Magic (see below)

    Effects:
  • MC Effect: Grants +10 Fear status potence.
  • Can toggle between 2 modes:

    Consume Fear

    Deals 2 hits of Melee damage. After the attack, if the monster is Afraid, consumes up to 80% melee worth of Fear to heal [Attribute] as a pet attack with up to 80% melee base damage. [Attribute] = HP with a Melee or Ranged weapon equipped, or MP with a Magic equipped. If the monster is not Afraid, deals -5% damage.

    Incite Terror

    Deals 2 hits of Magic damage. Attack deals -74.375% damage and, if the hit connects, attempts to make the monster Afraid (Stun Rate: 29.75/0.5/1.4/0.85/2*[MobDarkRes] = (25*[MobDarkRes])%, Duration: [Hits] turns). The monster can resist with a +0 bonus*:

    Level: 153 vs MonsterLvl
    Major: PlayerMainStat vs MonsterCHA
    Minor: PlayerLUK vs MonsterLUK

    *Your foe cowers before your pet!
    Your foe stands strong in the face of your pet's mental assault!


    Appearance: Pictured here.

    Description: A horrifying creature that strikes fear into your enemies' hearts stands beside you in battle!

    < Message edited by CarrionSpike -- 4/11/2025 18:37:12 >
  • Post #: 5
    4/11/2025 18:34:00   
    CarrionSpike
    Member

    Harbinger of Time
    MC Spellcaster Ice and Energy Armours with Water/Fire secondaries. Magic>Ranged>Melee focused blocking. MC compresses three skills.

    Example Tier
    Level: 150 MC
    PowerLvL: 153

    Price: 121,025,834 Gold
    Sellback: 60,512,917 Gold

    Combat Modifiers (Ice)
    Melee:    45
    Ranged:   50
    Magic:    55
    
    Fire:     90
    Water:    42
    Wind:     70
    Ice:      39
    Earth:    80
    Energy:   90
    Light:    80
    Darkness: 70
    Combat Modifiers (Energy)
    Melee:    45
    Ranged:   50
    Magic:    55
    
    Fire:     42
    Water:    90
    Wind:     80
    Ice:      90
    Earth:    70
    Energy:   39
    Light:    70
    Darkness: 80
    Effects:
  • Has a Spellcaster Armour Lean.
  • Armour normal attack has 2 hits.
  • Pays 6 MRM defences (factored in above) to compress a Pet and Guest (see Temporal Rift below for information)
  • MC effect: Compresses three skills:

    Glacial Cascade/Crackling Lance
    Unleash a wave/surge of ice/energy magic to strike the monster! If your hits connect you may leave them Burning or even vulnerable to repeated Ice/Energy attacks.

    Cost: 653 MP + 196 SP
    Hits: 4
    Element: Ice OR Energy
    EleComp: 1.6975

    Magic spell-type skill with EleComp to damage. Costs +50% melee in SP to deal +25% damage. The skill has 4 hits that each deal 62.5% melee base damage.

    The first and second hit deal -50% damage and attempt to inflict Elemental Vulnerability on the monster (62.5/0.5/0.85/1.4/4*[EleComp] = +26.26*[EleComp] Damage Taken; Element: Ice OR Energy; Duration: [Hits*2]). The monster can resist with a +0 bonus*:

    Level: 153 vs MonsterLvl
    Major: PlayerINT vs MonsterEND
    Minor: PlayerLUK vs MonsterLUK

    *The monster falls victim to the figid cold/potent shock of your attack, leaving them vulnerable to Ice/Energy damage.
    The monster endure the worst of your frigid/shocking attack.


    The third and fourth hit deal -50% damage and attempt to Burn the monster (Power: 62.5/0.5/10/4*[EleComp] = 3.125*[EleComp]; Element: Ice OR Energy; Duration: [Hits*2])The monster can resist with a +0 bonus**:

    Level: 153 vs MonsterLvl
    Major: PlayerINT vs MonsterDEX
    Minor: PlayerLUK vs MonsterLUK

    **The figid explosion/shocking blast of your attack leaves the monster Burned.
    The monster evades the worst of your figid/shocking attack.


    Time Dilation
    Briefly tap into energies from the home dimension to warp time when casting spells, allowing them to be cast twice automatically.

    Cost: 575 MP (110% melee)
    Use Limit: Once per turn, and twice per battle.

    Quickcast skill. Applies one stack of Spell Echo to the player. Spell Echo causes the player's next non-quickcast spell-type attack to first be triggered as a quickcast effect, and then again as a normal effect. The player pays the resource cost for both uses of the spell-type attack. The quickcast instance of the spell-type attack cannot Lucky Strike. Only one stack of Spell Echo can be consumed each turn. Furthermore, Time Dilation cannot be used if the player has an active Celerity effect, and stacks of Spell Echo will not be consumed while the player has an active Celerity effect.

    Temporal Rift
    Briefly tap into energies from the home dimension to grant transit to allies, or grant current allies additional actions.

    Cost: 0 SP (see below).
    Cooldown: One turn (applies to Celerity only).

    Quickcast skill. When used opens a secondary menu with the following options :

    Time Warp
    If the player has an active Pet and/or Guest, applies Pet and/or Guest Celerity for 1 turn. Temporal Rift costs 40% melee in SP with a Pet active, 15% melee in SP with a Guest active, and 55% melee in SP with a Pet and Guest active.

    Summon Lesser Harbingers
    Summons a temporary Lesser Harbinger Pet and Guest (see below for details). The Pet occupies the player's temporary Pet slot, and a Spell to re-summon the Guest occupies the player's temporary Spell slot.

    Appearance:
  • Armour: While equipped the player's weapon and shield are not shown. Armor art is similar to these images.
  • Normal Attack: The player attacks with two bolts of blue magic, one from each hand. Bolts are a similar color to the armor.
  • Glacial Cascade: Similar to this animation, but make the end of the ice wave less wide. For the four hits of this spell, the first two would be from the ice wave approching and the final two would be from ice wave exploding.
  • Crackling Lance: Similar to this animation, but a shade of blue similar to this. For the four hits of this spell, they would be in pairs, each pair would be a beam followed by the splitting/crackling effect seen in the video.
  • Time Dilation: The player the armor/player rises up, surges with blue/black energy, and then returns to normal position.
  • Temporal Rift: The player summons portals in the Pet and Guest areas on the player's side from which the Lesser Harbinger Pet/Guest appear out of. As similar to blue variant from this video as possible.

    Description: Assume the form of a Harbinger of Time. These mysterious invaders are masters of temporal manipulation and dimensional singularities. Even while in this form you can only hope to harness an infinitesimal fraction of the power that they wield.


    Lesser Harbinger
    MC Ice and Energy Pets. Can toggle between inflicting Elemental Vulnerability or Burn.

    Example Tier:
    Level: 150 MC
    PowerLvl: 153

    Element: Ice OR Energy
    Hits: 2
    Damage Type: Magic

    Effects:
  • Can toggle between 2 modes:

    Lesser Glacial Cascade/Crackling Lance (EleVuln)

    Attack deals -50% damage and attempt to inflict Elemental Vulnerability on the monster (20/0.5/0.85/1.4/2 = +16.81 Damage Taken; Element: Ice OR Energy; Duration: [Hits]). The monster can resist with a +0 bonus*:

    Level: 153 vs MonsterLvl
    Major: PlayerINT vs MonsterEND
    Minor: PlayerLUK vs MonsterLUK

    *The monster falls victim to the figid cold/potent shock of your pet's attack, leaving them vulnerable to Ice/Energy damage.
    The monster endure the worst of your pet's frigid/shocking attack.


    Lesser Glacial Cascade/Crackling Lance (Burn)

    Attack deals -50% damage and attempts to Burn the monster (Power: 20/0.5/10/2 = 2; Element: Ice OR Energy; Duration: [Hits])The monster can resist with a +0 bonus*:

    Level: 153 vs MonsterLvl
    Major: PlayerINT vs MonsterDEX
    Minor: PlayerLUK vs MonsterLUK

    *The figid explosion/shocking blast of your pet's attack leaves the monster Burned.
    The monster evades the worst of your pet's figid/shocking attack.


    Appearance:
  • Pet: Similar to this image.
  • Lesser Glacial Cascade: Similar to the armor spell, but smaller and only one hit from the wave and one hit from the explosion.
  • Lesser Crackling Lance: Similar to the armor spell, but smaller and only one set of beam + crackle/splitting explosion.

    Description: Summoned to form a beachhead, this Harbinger minion can cast lesser versions of your Harbinger spells.


    Lesser Harbinger
    MC Ice and Energy Guests. Can toggle between inflicting Elemental Vulnerability or Burn.

    Example Tier:
    Level: 150 MC
    PowerLvl: 153

    Element: Ice OR Energy
    Hits: 2
    Damage Type: Magic
    Upkeep Cost: 117 SP (30% melee)

    Effects:
  • When this Guest would perform a Ferocious Strike, it instead attacks twice.
  • Can toggle between 2 modes:

    Lesser Glacial Cascade/Crackling Lance (EleVuln)

    Attack deals -50% damage and attempt to inflict Elemental Vulnerability on the monster (22.5/0.5/0.85/1.4/2 = +18.91 Damage Taken; Element: Ice OR Energy; Duration: [Hits]). The monster can resist with a +0 bonus*:

    Level: 153 vs MonsterLvl
    Major: PlayerINT vs MonsterEND
    Minor: PlayerLUK vs MonsterLUK

    *The monster falls victim to the figid cold/potent shock of your guest's attack, leaving them vulnerable to Ice/Energy damage.
    The monster endure the worst of your guest's frigid/shocking attack.


    Lesser Glacial Cascade/Crackling Lance (Burn)

    Attack deals -50% damage and attempts to Burn the monster (Power: 22.5/0.5/10/2 = 2.25; Element: Ice OR Energy; Duration: [Hits])The monster can resist with a +0 bonus*:

    Level: 153 vs MonsterLvl
    Major: PlayerINT vs MonsterDEX
    Minor: PlayerLUK vs MonsterLUK

    *The figid explosion/shocking blast of your guest's attack leaves the monster Burned.
    The monster evades the worst of your guest's figid/shocking attack.


    Appearance:
  • Guest: Similar to this image.
  • Lesser Glacial Cascade: Similar to the armor spell, but smaller and only one hit from the wave and one hit from the explosion.
  • Lesser Crackling Lance: Similar to the armor spell, but smaller and only one set of beam + crackle/splitting explosion.

    Description: Summoned to form a beachhead, this Harbinger minion can cast lesser versions of your Harbinger spells.

    < Message edited by CarrionSpike -- 4/11/2025 18:39:12 >
  • Post #: 6
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