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RE: battlesiege's item suggestions

 
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10/24/2012 18:35:25   
Mister Stone
Member

Nifty indeed. You must be a magi-science nerd. xP

To be honest the positive modifiers kinda make the shield look a bit unappealing, especially since the negative secondary is very weak for a level 150 shield. I'd have just made it have about...like, -22 to Light and Earth (since we don't have a high leveled shield with those particular specialties IIRC), the rest at 0%, and have some kind of penalty effect that happens if you get hit with Fire/Energy (Burn, perhaps?) to keep the overall theme you got going.

But that's just me. I still think it's pretty cool shield, regardless.

< Message edited by Mister Stone -- 10/24/2012 18:47:52 >
Post #: 76
10/24/2012 18:41:05   
battlesiege15
Member

hmmm... Compression shield eh? I think that I could work that out...

and yeah I think i'll change it now that I think about it.


And I'm not a magic sci nerd :P
I had this idea and wanted the Golden shield to have this effect when we were all speculating about what it could be like... Sadly it got some other MC bonus



ok. Fire attacks inflict a powerful burn whereas energy inflicts paralyzation. Also, it's now an effective compression shield (-22 to both) at the cost of double price so it can keep the MRM boost

< Message edited by battlesiege15 -- 10/24/2012 18:49:30 >
AQ AQW  Post #: 77
11/17/2012 11:29:16   
battlesiege15
Member

Septic Slasher

Level: 150 G
Power Level: 153
Price: X gold
Sellback: .5X Gold
Location: Chimeran Set Quest!

Type: Melee
Element: Darkness
Damage: 22-42
BTH: +19

SPECIAL
None

EFFECT
All normal Player attacks deal 109% damage, for lack of a Special. (Not factored into the above numbers)
All normal player attacks and specials get -3 BtH and deal *85/82 damage to compensate.

MC BONUS
On normal Player attacks, there is a 20*(HitsConnected/HitsAttempted)% chance of attempting to make the monster Bleed* (Power Level: 0.75 Damage) until the monster makes a save roll to overcome the effect. Monster categories "undead", "golem", "robot", "ooze", and "xyfrag" have no blood* to this effect. The monster can resist the bleed**. If the monster fails the save roll then Bleed is inflicted***. Monsters make a save at +0 bonus:

Level: 153 vs MonsterLevel
Major: YourSTR vs MonsterEND
Minor: YourLUK vs MonsterLUK

*Your weapon's edges opens a gashing wound.
** The gash is ineffective for blood-less foes.
*** Your weapon isn't sharp enough to cut through.


Once inflicted with the above Bleed, you can do a further status condition infliction. There is a 30*(HitsConnected/HitsAttempted)% chance of attempting to inflict a powerful Poison of level 2.5'. The monster can resist this effect.'' Monsters make a save at -20 bonus:

Level: 153 vs MonsterLevel
Major: YourSTR vs MonsterEND
Minor: YourLUK vs MonsterLUK

`Your claw excretes a deadly poison that irritates the wound and infects it.
``The poison has no effect.


DESCRIPTION
This sharp claw was modeled after the claws of a Chimera It can not only gash open your enemies but also inflict them with an additonal agonizing poison similar to the Chimera's!


< Message edited by battlesiege15 -- 2/4/2014 20:00:23 >
AQ AQW  Post #: 78
12/9/2012 10:54:17   
battlesiege15
Member

SpellSword

Level: 150
Power Level: 153, Mastercraft
Price: 24,205,167 Gold
Sellback: 12,102,583 Gold
Location: Warlic's Shop

Type: Melee
Element: Fire
Damage: 17 - 47
BTH: 19

SPECIAL
None

EFFECT
All normal Player attacks do 115.8125% damage but take a - 5bth

MC Bonus:
All spells gain +5 bth and deal 105% damage at the cost of 50 SP

*The blade is filled with a powerful aura. (Costs 50 SP to use)
**The powerful aura fades away.
***You lack the energy to empower this blade.

DESCRIPTION
Warlic and Yulgar joined forces to create this heavy blade made from celestial metal. It can make your spells even more powerful by clicking on it.

APPEARANCE:
Like this except the hilt and handles are a dark crimson red color and the gem at the end is gray like the blade.

When "imbued":
A faint blue aura spirals around the blade constantly and makes it glow a bit.
This weapon favors hybrids for the most part but I think warriors can use this to their advantage too (even if it is only for healing spells). This would really encourage warriors to move away from the typical "dump all left over points into END" xD

< Message edited by battlesiege15 -- 2/4/2014 20:00:59 >
AQ AQW  Post #: 79
12/15/2012 13:48:18   
battlesiege15
Member


Kamikaze Katana


Level: 150
Power Level: 153, Mastercraft
Price: 48,410,333 Gold [because of built in spell]
Sellback: 24,205,167 Gold
Location: The Bridge to the Sky: Quest for the Fujin Set

Element: Wind
Type: Melee
Damage: 13 - 51
BTH: 19

SPECIAL
None

EFFECT
The weapon deals 109% damage due to the lack of a special.

MASTERCRAFT BONUS:
A built in spell. You can click on the weapon hilt's gem to use Kamikaze's Wrath.*

*Call forth the mighty storm!

DESCRIPTION
This divine blade can cut through the mightiest storms and winds. Clicking on its gem unleashes a powerful storm to turn the tides in your favor!

APPEARANCE
A sleek katana with the blade that's a gray like Tonbo-giri's. The hilt has the orange floral pattern that Tonbo has on it's spear head. There is a tuft of feathers at the handle part of the weapon like the "Solidified wind" hilt from the custom weapons.

Other versions: Fujin Falchion (Level 135 Wind version of above; spell is the same); Raijin Ripper (Level 120 Energy version of above; spell is the same); Ryujin Razor (Level 105 Water version of above; spell is the same)
Kamikaze's Wrath

Level: 150
Power Level: 153
MP Level: 152
Location: Click on the gem on the Kamikaze Blade.

Element: Neutral
Cost: 653 MP

Hits: 3
Type: Magic
Element: Wind; Wind; Water
Damage: 40-200, 370% Stats each
BTH: +38 plus stats

APPEARANCE
A mighty wind blows from behind the monster and hits the monster twice. Then, a giant tidal wave comes from behind the monster and smashes into it.
Each hit deals 107% damage due to elemental compensation.

< Message edited by battlesiege15 -- 2/4/2014 20:07:52 >
AQ AQW  Post #: 80
12/15/2012 18:52:34   
Golden Emperor
Member

The Kamikaze Katana has a lot of potential. Since it is kamikaze I would have thought it would have some self harm/nerfing effects that of course will give it extra power/ability compensation.

Your Archer/Bowman class has an awful lot of arrow skills, maybe try to add a bit of diversity such as some utility/defensive skills that aren't necessarily directly related to bows?

All in all, after looking at everything (unless I msised some ) great suggestions you have here! Some of the descriptions made me lol. Keep up the good work!

< Message edited by Golden Emperor -- 12/15/2012 18:54:27 >
AQ  Post #: 81
12/16/2012 0:06:19   
battlesiege15
Member

well the kamikaze isn't referring to the WWII pilots but rather the "divine wind" that helped save japan from the Mongols :P


And lol I gave up on the Archer/Bowman class... Plus it sorta was arrow heavy but now that we have so many 100% weapons, I'm not sure that class is necessary.


And thanks! Glad to know my descriptions make people lol
AQ AQW  Post #: 82
12/21/2012 22:33:30   
battlesiege15
Member

Al-Kam-y!
(err.... Alchemy with Kam is an alternative name)


Location: Ummm.... From the Isles or maybe Deren... idk where Kam's lab is so wherever that is.

«Scene: Battleon»

«You»: Hmm I haven't seen Kam in a while. I think I should go and say hi.

«Scene: A forest»

4 battles
Full heal after battles 2 and 4.

«You»: Ugh. I need to get some more monster repellent from Yulgar's shop.
«You»: Oh here we are!

«Scene: A giant stone mansion in the woods. You walk into the house and go into the basement where Kam is sitting and tinkering with some ores on his desk»

Kam: Oh hey there «You»! I was just going to call for you to come here so you can get some items for me.
«You»: Oh no... Umm I just came to say hi. I.. uh... have to help Yulgar get some.. uh... food for his guests tonight.
Kam: This is an urgent matter though. Yulgar's food can wait. Plus I don't think it's such a bad thing not having to eat Yulgar's food. The guests will be thankful.
«You»: That's a good point. So what are you up to?
Kam: Well you see, I've been trying to combine Alchemy with my magiscience to create unique items. If I make some good items, I will have created a whole new field of science. I'll call it Al-Kam-y.
«You»: Right... so what do I need to do?
Kam: Oh just grab the reagents from this list here.

«A list with these ingredients appear: Chimeran scale, raw argentum ore [silver is a great conductor... this will be explained later in the quest], Lorian nettle»

3 battles for each ingredient.
Full heal after battles 2 and 3.

Chimeran Scale: «Scene: The Barren West plains»
2 normal RA monsters. 3rd is a bossmonster, the Giant Chimera.
Message that pops up after you get it: You've gotten the scales of the great Chimera

Raw argentum ore: «Scene: A dark mine/cave»
2 normal RA monsters. 3rd is a bossmonster, the O'Greeny.
Message that pops up after you get it: You extracted some raw argentum ore

Lorian nettle: «Scene: Grogh Swamplands»
2 normal RA monsters. 3rd is a bossmonster, the Ancient Hydra.
Message that pops up after you get it: You took a handful of Lorian nettle

«Scene: Kam's lab»

«You»: I'm back with the ingredients.
Kam: Oh goody. Thanks a lot Blackflames. Now to try out some Al-Kam-y.

«Scene: Kam mixes up random ingredients into a potion to create a purple potion. Then he gets out his tools (like a blowtorch) to create something which turns out to be a weapon and a shield. Then he pours the purple potion on it to create some smoke and a tiny explosion»

Kam: Yes. I think I succeeded in transforming this argentum ore into some highly energy and magic conducting items. My energy detector says that these items have the raw magical essence from the potion that helps enhance them. Would you like to use them and tell me how everything goes «You»?
«You»: Ummm... Are you sure that it won't explode in my face mid-battle like your other gadgets?
Kam: Yeah I think this is stable for the most part. However, energy and fire attacks might make these items very unstable so watch out. Other than that, these should be powerful items.
«You»: Well... sounds good. Thanks Kam!
Al-Kam-y!


Weapons

Alchemized Argentum


Level: 150
Power Level: 153
Price: Regular non-MC 150 weapon
Sellback: Half of above
Location: Al-Kam-y

Type: Melee
Element: Earth
Damage: 24-40
BTH: 19

SPECIAL
When the player uses the weapon for 10 turns against an energy or fire monster, the player AND the monster receives the following hit:

Hits: 2
Type: Magic
Element: Energy* or Fire** [depends on what element the monster was]
Damage: 286.4% Base and Random; 286.4% Base and Random
Stats: No normal stats; 216.6% Lucky Strike damage
BTH: «Hits automatically»; «Hits automatically»
Rate: After using the weapon for 10 turns.

*The blade released a shocking burst of energy.
**The blade releases a deadly heat wave.


EFFECT
All normal Player attacks deal 109% damage, for lack of a Special. (Not factored into the above numbers)
All normal Player attacks and weapon Specials gain +2 BTH and deal *85/87 damage.
Against Energy and Fire monsters, the weapon deals 105% damage because of the effect.
When fighting an energy or fire monster, the weapon builds up one charge per turn. After 10 turns, the weapon will do an additional backlash damage to you and the monster. (See Special for more details)

DESCRIPTION
Kam created this powerful weapon out of a raw argentum ore and some mystical enchantments. The raw ore grows more powerful and unstable against excessive energy or heat, so watch out!

APPEARANCE
Looks like a silver katana. Sorta like the Tentei weapons except the blade has a purplish glow around it and the hilt is red.
Special appearance
For energy, the battle field is shrouded by a huge blast of electricity from the blade.
For fire, the battle field radiates a dark red heat wave across the entire battlefield.

Shieds
Malleating Metal

< Message edited by battlesiege15 -- 2/4/2014 20:11:27 >
AQ AQW  Post #: 83
12/21/2012 23:44:53   
UnderSoul
Member

Nice, you have some... interesting ideas.
AQ DF MQ AQW Epic  Post #: 84
12/22/2012 13:30:34   
battlesiege15
Member

Lol thanks. Not sure if that's a compliment or not xD


Well I went ahead and adjusted Malleating Metal back to a primary earth shield with a light secondary because I didn't really want the compression effect.


I also made the weapon trigger against energy and fire monsters due to the effect. It's mostly an earth weapon so you most likely won't be using it against energy monsters and even less against fire monsters probably (referring to the Elemental Wheel)
AQ AQW  Post #: 85
1/2/2013 17:51:19   
battlesiege15
Member

Ok I have an idea for a new set... It's called the Corrupter set. It's basically a power and buff set with damage over time...
Armor:

Corrupted Conqueror
[No lean, fully offensive darkness armor. Mastercraft bonus is the skill. Skill does lesser damage than others because of the lesser SP cost and the additional over time Poison effect]

Level: 150
Power Level: 153
Price: 48,410,333 Gold
Sellback: 24,205,166 Gold
Location: Path of Corruption
Element: Darkness

COMBAT DEFENCE
Melee: +55
Ranged: +50
Magic: +45

ELEMENT MODIFIERS
Fire: 75%
Water: 80%
Ice: 75%
Wind: 80%
Earth: 80%
Energy: 80%
Light: 100%
Darkness: 40%

ATTACK #1 [only happens if you are using a melee or magic weapon]: You basically just go up to your enemy and slash your weapon.
Hits: 2
Element: «As Weapon»
Type: «As Weapon»
Damage: 349.5% base and random each; 693.5% stat each
BTH: +19 plus Stats
Rate: 100%

ATTACK #2 [only happens if you are using a ranged weapon]: You throw your ranged weapon at the enemy and it returns to you by reappearing from the ground in front of you... like from a portal
Hits: 1
Element: «As Weapon»
Type: Ranged
Damage: 699% base and random each; 1387% stat each
BTH: +19 plus Stats
Rate: 100%

SKILL: [it probably won't get elemental compensation to make up for the side effect]
Mentality Striker : A giant red, transparent claw like illusionary figure swipes the monster's head level and quickly closes to deal the first hit. Then the hand explodes into dark red sparks and some of the sparks fly towards the player.
Hits: 2
Type: If STR+DEX >= INT*3/2 or if STR/5+DEX/20 > INT/4, then it's Ranged; else, it's Magic.
Element: Darkness
Damage: The skill takes weapon stats like Shogun and Solaris... Idk how to balance this at all :O
BTH: 38 plus Stats each
Cost if Ranged: ??? SP
Cost if Magic: 4/3* cost of Ranged SP

Note: This is treated as a normal Player attack; it is not treated as a Spell. If the skill does magic damage, Stat bonus is INT/4 with an additional LUK/2 if a Lucky Strike occurs. If it does ranged damage, Stat bonus is STR/5 + DEX/20 with an additional LUK/2 if a Lucky Strike occurs.

If the the hit connects, then the monster makes a save roll. If it fails the save roll, it is inflicted with "Brain Drain"*. It is a renamed Poison (Level 153, Power level 5 that lasts for 3 turns) that targets darkness damage to the monster's MP pool. You also gain the same amount of mana.

Level: 153 vs MonsterLevel
Major: VirStat vs MonsterINT
Minor: YourLUK vs MonsterLUK

*A psionic link drains your foe's mana and augments your.

If the monster runs out of MP because of the MP drain, then the drain takes away the monster's HP instead and you heal 50% of the damage to your HP.

FSB: (Shield+Weapon+armor)
All normal attacks and specials deal 110% damage. The skill deals 110% damage.

Description:
A forged replica of Corruptos's armor imbued with his power to infiltrate and torment the minds of your foes.

Appearance:
It looks like a black suit of armor with intricate red swirling designs on it. The helm is similar to a regular helm like from White Knight Z but the jaw part is like a steel bear trap. There is also a dark red cape. There are small bits and pieces of chains hanging down from the arms and some down the back of the suit of armor.
Weapon:

Havoc Halberd
[Inaccurate ranged weapon. Special does only 80% of damage of a 10% special the first time but deals 50% more because of the Spiritual Seed effect 50% of the time. Any other specials before the spiritual seed succeeds makes the special deal 110% of a 10% weapon special. Mastercraft bonus goes into having the skill.]

Level: 150
Power Level: 153, Mastercraft
Price: 24,205,167 Gold
Sellback: 12,102,583 Gold
Location: Path of Corruption

Type: Ranged
Element: Darkness
Damage: 12 - 52
BTH: 19

SPECIAL: The weapon is pointed towards the enemy and the "soul" of a black and red dragon is summoned from the axe head and goes towards the monster and deals damage upon contact.
Hits: 1
Type: Magic
Eleent: Darkness
Damage: 1508.8% Base and Random
Stats: No normal stats; 819.2% Lucky Strike damage
BTH: +52 each
Rate: 10%

EFFECT
All normal Player attacks and weapon Specials deal *85/80 damage, but take -5 BTH. (Not factored in)
On the weapon Special, there is a 50*(HitsConnected/HitsAttempted)% chance of inflicting the monster with "Soul Corruption"* (a renamed Spiritual Seed) that activates in 3 turns, and it deals 50% of a the above special damage. It is also multiplied by the monster's Darkness resistance. Darkness-element monsters are immune to this effect**. The monster takes +0 to its save***:
Level: 153 vs MonsterLevel
Major: YourDEX vs MonsterEND
Minor: YourLUK vs MonsterLUK

*Coldness and corruption consumes your foe's soul.
**Darkness monsters have no effect from such corruption.
***The foe fights the corruption.


If another special occurs before the spiritual seed takes effect, the special deals [Special 1/.8]*1.1 damage instead.

FSB: (Shield+Weapon+armor)
The weapon gains +5 bth (to make it equivalent of a no lean weapon of the level) without damage penalty

Description:
Although this replica is not as powerful as the original, it still has traces of the powerful soul-corrupting magic infused in it.

Appearance:
A dark halberd with red markings on the axe head part. The axe head resembles a dragon.
Cataclysmic Crossbow

Level: 150
Power Level: 153, Mastercraft
Price: 24,205,167 Gold
Sellback: 12,102,583 Gold
Location: Path to Corruption

Element: Darkness
Type: Ranged
Damage: 16 - 48
BTH: 19

SPECIAL
Hits: 1
Element: Darkness
Type: Ranged
Damage: 371.18% Base and Random
Stats: 1132.2%
BTH: +19 plus Stats each
Rate: 100%
Note: This is treated as a Normal Player Attack

EFFECT
All normal Player attacks and weapon Specials gain +1 BTH and deal *85/86 damage. (Not factored in)
There is a 25*(HitsConnected/HitsAttempted)% chance of inflicting the monster with "Tainted Soul"* which reduces the monster's effectiveness by 20% and reduces bth by 5**. This effect lasts till the monster successfully makes a save***.
Level: 153 vs MonsterLvl
Major: YourDex vs MonsterEND
Minor: YourLUK vs MonsterLUK

*The corruption from the crossbow spreads to your enemy's soul.
**A tainted soul is a weak soul. Effectiveness reduced by 20% and -5 bth.
***The flames are no longer powerful enough to overcome the purity of the monster's soul.

DESCRIPTION
This crossbow was forged with the flames of Heck itself and quickly fell to corruption. It is rumored that this weapon can taint the souls of its victims.

Appearance:
It looks like a regular crossbow but it's tip is shaped like Dark Energy Scepter's tip. It is also pure black with red gems studded throughout.

Attack animation is that it shoots out one arrow that is engulfed in a dark, flicker flame that deals one hit of darkness damage.
Shield:

Chaos Seeker

Level: 150
Power Level: 153, Mastercraft
Price: 48,410,233 Gold
Sellback: 24,205,166 Gold
Location: Path to Corruption
Element: Darkness

COMBAT DEFENCE
Melee: +13
Ranged: +10
Magic: +20

ELEMENT MODIFIERS
Darkness: -26%

MC bonus: Clicking on it gives you a built in spell called "Chaotic Sight"*. It's a buff effect that increases your weapon attacks and specials (skills included) by 150% and gives you a +10 bth for 3 turns at a cost of a normal spell of the same level (so the 150G one would cost 653 MP) and a turn. Magic weapons gain *4/3 of this boost and spells/skills receive *1/2 of this boost.
This only applies to attacks targeted towards monsters so activating a turn costing misc or using a potion won't be buffed but still consumes one of the "3 turn" boosts.

*The Eye has found your enemy's weakest points!

Description
Who knew an eye could be a great shield? Click on it to boost your attacks and accuracy!

Appearance
Like this except with some red to go with the armor and weapon.

The spell buffs you for 3 turns but takes away an entire turn of damage, and because of that, it deals 150% damage. The accuracy boost is equivalent to *85/75 damage so overall, each attack should deal about 170% damage.
Pets:

Chaotic Orb

Level: 150
Power Level: 153, Mastercraft
Price: 12,102,583 Gold
Sellback: 6,051,291 Gold
Location: Path of Corruption

Element: Darkness
Damage: 43 - 100
BTH: +38
Stats: 832%
Training Difficulty: -66

ATTACK: The orb turns into a darkness ray and hits the enemy for hit 1 and then explodes for hit 2. It then reappears next you.
Hits: 2
Type: Ranged; Magic
Element: Darkness
Damage: 48.85% Base, Random and listed Stats per hit
BTH: +2
Rate: 100%

EFFECT:
All pet attacks deal *85/87 damage and has +2 BTH. (Factored in).
Pet has a 10*[number of hits connected/2]% chance of attempting to Daze** the monster (for 3 turns with a 20*[Monster darkness resistance/100]* of not acting). The monster takes a -20 to its save and can resist the Daze*. Darkness monsters are immune to this effect.***

Level: Plvl vs. MonsterLevel
Major: PlayerCHA vs MonsterEND
Minor: PlayerLUK vs MonsterLUK

*<<monster's name>> merely grimaces at the shattered orb.
**The orb's shattering has left <<monster's name>> in confusion.
***The dark shards have no effect on monster's tied with the Darkness realm.

Full Set Bonus:
When wearing one of the set shields plus one of the set armors, the pet's infliction rate increases to 25%

Description:
A mere darkness orb that was animated by Corruptos's chaos magic, it now stands strong by your side.

Appearance:
A black floating orb with red sparks of electricity surrounding it, like with the Voltaic Orb.

< Message edited by battlesiege15 -- 2/4/2014 20:34:51 >
AQ AQW  Post #: 86
1/2/2013 18:47:21   
Daimyo Daimyo
Member

I like the "magnetism effect" from The Almighty Fingerz. "Charges" increasing the accuracy of Energy attacks is interesting. Now you've got me thinking of me own idea...

Also like the Septic Slasher's "wound infection". Though, I assume the poison remains even if you aren't bleeding anymore?

Corrupted Conqueror's Brain Drain strikes me as a bit odd. If you're draining, shouldn't you get healed by the same amount of damage the monster took? Also, Brain makes me think that it should drain INT instead. But, it's your call.

Notes: You really like hydras huh? Maybe I should create a hydra monster...
MQ  Post #: 87
1/2/2013 19:20:43   
UnderSoul
Member

quote:

The Basilisk's toxic makes you feel ill.


That's grammatically incorrect. I reccomend changing it to toxin or toxic bite.
AQ DF MQ AQW Epic  Post #: 88
1/3/2013 21:12:16   
battlesiege15
Member

@Daimyo Daimyo: Lol yeah the charges is... unique. Sorta. I based it off of Bullseye spear's MC bonus but thought, hey, might as well make it into a status effect xD

Yes the Septic Slasher's poison remains after the bleeding as well.

Yeah I was in middle of the editing for Brain Drain when I had to leave. I had originally meant for it to heal MP as well. I thought about reducing INT but I thought that MP drain would be more suitable for all monsters because not all monsters have INT but all do have MP.

Meh. They're alright :P

@UnderSoul: corrected to toxin. Thanks very much!


And added the weapon and shield for the set. Will add a pet and Misc soon hopefully... And some additional FSBs. Maybe even a quest if I get time.
AQ AQW  Post #: 89
1/15/2013 17:56:52   
battlesiege15
Member

oooh got a new idea for a spell. Basically an idea I found out about after playing Pokemon...

Sound Sleeping

Level: 150
Power Level: 153, MC (for using END as a stat)
MP Level: 152
Price: XGold
Sellback: .5X Gold
Location: Paladin Shop? Or one of the quests involving the Nightmare Queen

Element: Heal
Cost: 653 MP

Hits: 1
Element: Heal
Damage: 225-312 plus 1100% Stats*
BtH: N/A (Always hits the player) [Receives a .85* damage modification due to autohitting (not included in the number above); there is no .9* damage reduction for "always useful" because you take in 2 turns of damage without attacking before getting the heal.)

*Like other healing spells, it uses END as a stat

EFFECT
After casting the spell, the player is automatically inflicted with Asleep (New)** condition for 2 turns and a "spiritual seed" type of heal after two turns. When these two turns are up, the player heals the listed amount of HP (after factoring in stats). Since the player takes in two turns of damage from the monster, a compensation for this effect is that it forgoes the .9* penalty and makes all your player attacks deal 25% more damage (*4/3 for magic attacks) and spells/skills deal 12.5% more damage for two turns after Asleep wears off. ***

**The spell casts a soothing aura that puts you to sleep and heals you.
*** You are filled with energy and are ready to kick some monster butt!


Description
Oooh what does this spell scroll say? *says spell out loud*

Zzzzzzzzz. Wait what just happened?!?!

Note: Heals the player after two turns of a guaranteed Asleep status and boosts player attacks for two turns after the effect wears off


Appearance:
A spell scroll appears in front of you and then all of a sudden the healing spell animation comes and puts you to sleep with animated "Zzzz" coming out of the general char head area.
A typical healing spell with a twist. Meant for those times when you are seriously low on health and need a good heal. Regular heal damage but since you fall asleep, you deal 2 turns of boosted damage to make up for the turns lost. The heal also forgoes the .9* penalty due to not being "always useful"

< Message edited by battlesiege15 -- 2/4/2014 20:40:38 >
AQ AQW  Post #: 90
1/15/2013 18:21:47   
Daimyo Daimyo
Member

Sounds a lot like my Cat Power-Nap. Anyway, why does it heal you before you sleep? Why do you take less damage while asleep? What point is there to boosting damage if you can't even attack?

Sleeping should either heal you over time gradually while you're sleeping or upon awakening. I don't think the player is one of those creatures that can shrug off all pain in their sleep. Like I said, damage boost is moot if you can't attack. I would understand if you were to clarify that your damage is boosted after you awaken. You do gain a considerable amount of "extra" energy when you wake up in the morning or whenever you wake up. Care to try one of my sleeping butterfly masks? They grant the Sleepwalker status: You can attack even if you're asleep.

< Message edited by Daimyo Daimyo -- 1/15/2013 18:25:35 >
MQ  Post #: 91
1/15/2013 18:35:57   
battlesiege15
Member

Hmm I actually like the gradual heal over two turns instead. That way the damage will not have to be cut in half.

My thought process was that when you're asleep you sorta gain more energy anyways but I wasn't sure how much to put so i thought making the monster deal 50% damage should actually suffice. I'll think about it :P

The boosted damage is done for the turn after you awake. Now that I think about it, I probably should make it last longer because a nap makes you energetic for a while... Maybe 3 turns of boosted damage?

And yeah. that'd be nice. I was actually going to make a weapon that allows you to attack when you're asleep (by giving a save roll to help you from falling asleep). I was going to call it the Bull Horn of Unsleepiness or something. Not a very catchy name though .___.

Although sleepwalker does sound like a fun status to have. Somnambulism is the scientific name for it apparently... Fun fact of the day lol

< Message edited by battlesiege15 -- 1/15/2013 18:36:53 >
AQ AQW  Post #: 92
1/19/2013 18:54:39   
battlesiege15
Member

Hmmm I'm gonna have to organize this thread. So much clutter D:

Anyways... new bow idea!

The Gizmo Bow

«Energy Ranged bow with no "special-special". You can use SP to use trick arrows to inflict the monster with Blind, Entangle, or Stun. Damage for these special arrows is adjusted accordingly.»

Level: 150G
Power Level: 153, Mastercraft
Price: X (1.1* for MC bonus though)
Sellback: .5X
Location: Limited Time Shop or Robina's New Shop

Type: Ranged
Element: Energy
Damage: 16-48
BTH: 19

SPECIAL
Hits: 1
Type: Ranged
Element: Energy
Damage: 559% Base, 559% Random
Stats: 1110%
BTH: 19 plus Stats each
Rate: 100%
Note: This is treated as a normal Player attack.

EFFECT:
The weapon deals 1.02* damage for no true special special (only toggles) [Not included in the numbers above]
You can click on the arrow tip to toggle "special arrows." Each arrow costs 30 SP to use due to the lowered damage on the arrows.

Special Arrow 1: Flashbang! [Message pops up: The Flashbang tip will blind everyone on the field, including you. Hope you have some good Uvee protection!]
Hits: 2
Type: Ranged
Element: Light
Damage: 25% Base, 25% Random each
Stats: 25% each
BTH: 19 plus Stats each
Rate: 100% when in Flashbang mode
Note: This is treated as a normal Player attack.

If the attack hits, then it attempts to Blind* the monster for [Number of hits connected] turns (-50 bth) AND also can Dazzle the player for [Number of hits connected] turns (-15 bth). Light monsters** (and Agent Smith***) are immune to this.

Level: 153 vs. MonsterLvl
Major: PlayerDEX vs. MonsterDEX
Minor: PlayerLUK vs. MonsterLUK

*The arrow explodes into a searing light!
**Light can't blind creatures of Light.
***Baby, these glasses are 100% Uvee proof.
(ok... well. This one is just for the lulz...)

Special Arrow 2: Throwing Net [Message pops up: Turn your arrow into a throwing net to tangle your enemies!]
Hits: 1
Type: Ranged
Element: Earth
Damage: 25% Base, 25% Random
Stats: 25%
BTH: 22 plus Stats each
Rate: 100% when in Throwing Net mode
Note: This is treated as a normal Player attack.

If the attack hits, then it attempts to Entangle* the monster for -125 dex until the monster successfully breaks free (this uses STR)**.

Level: PowerLevel vs MonsterLevel
Major: PlayerDEX vs MonsterSTR
Minor: PlayerLUK vs MonsterLUK

*Your foe is all caught up in the net.
**Your foe goes breaks free from the net! D:


Special Arrow 3: Shocker! [Message pops up: Turn your arrow into a fast flying taser!]
Hits: 1
Type: Ranged
Element: Energy
Damage: 25% Base, 25% Random
Stats: 50%
BTH: 22 plus Stats each
Rate: 100% when in Shocker mode
Note: This is treated as a normal Player attack.

If the attack hits, then it attempts to Stun* the monster for 50% chance of not acting. The duration of the control is either 1 or 2 rounds, just like with the High Oracle's Rod of Talados.

Level: PowerLevel vs MonsterLevel
Major: PlayerDEX vs MonsterEND
Minor: PlayerLUK vs MonsterLUK

*Bzzzt!
**Your foe endures the shocking blow.


Arrow 4: Reverts back to the regular bow.

MASTERCRAFT BONUS
The chance to toggle 3 different special arrows by clicking on the arrow tip. Each arrow deals less damage than usual and has a low SP cost to reduce the penalties associated with each arrow.

DESCRIPTION
Do you love bows, gizmos, nets, and shocking outcomes? If you answered yes to any or all of those, then this is the weapon for you! Click on the arrows to change your arrow tip to attempt 3 different status effects at the cost of X SP.

Appearance:
The regular bow looks like a mechanized bow... the actual bow part would be silverish in color with small blue lines to show that it's a machine...
The regular arrow tip looks like a small cylinder that has the same coloring as the rest of the bow. It will have an electrical trail coming off of it when it is released, sorta like with the JoltJumper weapons.
The Flashbang arrow looks like the regular arrow except that it's color is a glowing yellow like the Sunray's. When you release it, it explodes halfway through the screen and the entire screen glows bright yellow for a second.
The Throwing Net looks like a regular throwing net attached to yet another cylinder like arrow tip. It also explodes open halfway and then lands on the monster.
Analysis

The weapon is MC'd in order to provide for the 3 different toggles. The effect arrows deal less damage due to the 3 different toggles available and due to the status effects and effectiveness of each arrow.

NOTE: I AM NOT FAMILIAR HOW TO BALANCE THESE EFFECTS SO THAT EACH EFFECT IS BASICALLY THE SAME IN TERMS OF POWER AND EFFECTIVENESS AGAINST MONSTERS! The damage reduction can always be changed as well as the SP cost if needed.

< Message edited by battlesiege15 -- 2/4/2014 20:43:59 >
AQ AQW  Post #: 93
1/27/2013 10:40:55   
battlesiege15
Member

I'm currently updating my suggestions thread so it's more navigable with a table of contents with links and everything so hopefully it won't be so cluttered. Along the way, I'm also updating my older suggestions as well. I have updated the Basilisk and Essence of Crystal Dragon
YOLO Bolo Heavy-weight Bolo
«Inaccurate, base heavy Earth "bow" that uses Str for the save roll.»

Level: 150G
Power Level: 153, Mastercrafted
Price: X
Sellback: .5X
Location: Robina's Advanced Shop

Element: Earth
Type: Ranged
Damage: 24-40
BTH: 19

SPECIAL
Hits: 2
Element: Earth
Type: Ranged
Damage: 302.52% Base and Random each
Stats: 600.71% each
BTH: +12 plus stats each
Rate: 100%
Note: This is treated as a normal Player attack.

EFFECT
All normal Player attacks take -7 BTH and deal *92/85 damage. (already factored in)
At the end of your turn, if you attacked using the weapon, there is a [# of hits that connected/2]*6.25% chance of attempting to Daze (1 turn; 50% not acting) the monster*. The monster takes +0 to its save**:
Level: 153 vs MonsterLvl
Major: YourSTR vs MonsterEND [STR because the daze depends on how hard you throw the weapon]
Minor: YourLUK vs MonsterLUK

*BONK!
**Your foe has a hard head o_O

DESCRIPTION
This heavy and unwieldy weapon is powerful and makes an excellent monster head-bonker


Mastercraft Bonus:
The MC goes for the small passive of inflicting a 50% daze.

Appearance: It looks like 2 gray mace heads (such as the Death Flail mace heads but graphically updated and more detailed) tied to a silver chain.
Animation: The weapon goes flying like the Flying Fish weapons and hits the enemy with each of the mace heads (each deals one hit of damage)

< Message edited by battlesiege15 -- 2/4/2014 20:55:06 >
AQ AQW  Post #: 94
2/9/2013 19:42:44   
battlesiege15
Member

2 new shield for the (way into the distant) future vamp and were updates:

Lunar Frenzy

Level: 150
Power Level: 153, Subrace Bonus (MC)
Price: 24,205,167 Gold
Sellback: 12,102,583 Gold
Location: Safiria's Castle in Darkovia
Element: Earth

COMBAT DEFENCE
Melee: +13
Ranged: +12
Magic: +12

ELEMENT MODIFIERS

Darkness: -25%

EFFECT
There is a [number of hits blocked/total number of hits]*12.5% chance to inflict Control** (25% chance of not acting) against "Werepyres" and "Dracopyres".
There is a [number of hits blocked/total number of hits]*37.5% chance to inflict Control*** (75% chance of not acting) against "Were"+ "Wolf".*

Level: 153 vs MonsterLevel
Major: VirStat vs MonsterCHA
Minor: YourLUK vs MonsterLUK

*In addition, against "Were"+"Wolf", there's a 25% chance of taking 20% less damage during your next round. (affects all effects that target you and deal nonzero stats damage. It doesn't affect healing attacks).

**Your foe is mesmerized by the mystic aura emitting from your shield.
***Werewolves are highly crippled by the mystic powers of your shield.

If the player's subrace is "Werewolf," then the player gets -10 bth to their attacks.
If the player's subrace is "Werepyre" or "Dracopyre," then the player gets -5 bth.

DESCRIPTION
Safiria has found a way to imbue this shield with a mystically altered moonlight aura (and some Silver) that succumbs Werewolves to her will. When triggered, the shield may also lower attacks from Werewolves! [Works best if for Humans and Vampire subraces]

Appearance:
Against non-werewolves, this shield looks like a crescent moon. For the lesser trigger, it glows slightly.
Against were-wolves, this shield becomes a full moon and glows.
Wonderful art by AnimalKing

Blood-lust Barricade

Level: 150
Power Level: 153, Mastercraft
Price: 24,205,167 Gold
Sellback: 12,102,583 Gold
Location: Werewolf Lair in Darkovia
Element: Darkness

COMBAT DEFENCE*
Melee: +12
Ranged: +12
Magic: +13

ELEMENT MODIFIERS

Darkness: -25%

EFFECT
There is a [number of hits blocked/total number of hits]*12.5% chance to inflict "Enraged"** against "Werepyres" and "Dracopyres" and the monster takes -10 bth but deals *70/60 damage. Since this is a free effect, the monster deals a further -5% damage on all attacks.
There is a [number of hits blocked/total number of hits]*37.5% chance to inflict "Enraged"** against "Vampires" and the monster takes -30 bth but deals *90/60 damage. Since this is a free effect, the monster deals a further -10% damage on all attacks.

*In addition, against "Vampires", the shield's combat defenses each increase by +6.
**The stench of blood sends your blood-lusting enemy into a frenzy. It seems to grow much less coordinated but much more powerful so watch out!

If the player's subrace is "Vampire," then the player gets -10 bth to their attacks.
If the player's subrace is "Werepyre" or "Dracopyre," then the player gets -5 bth.

DESCRIPTION
In order to fend off his Vampiric adversaries, Constantin created this (garlic-infused)-blood-coated shield to ward off unwanted enemies and drive vampires beserk. [Works best for Human and Werewolf subraces]

Appearance:
Against non-vampires, it looks like a 8-pointed red star with equal sized points.
Against Vampires, this shield glows and the North, South, East, and West points of the shield grow larger than the other 4... sort of like a compass with 8 cardinal directions.
MORE wonderful art by AnimalKing

The shields are MC'd for the triggers against specific monster categories. There is a further downtrigger to pay for a larger trigger against a specific enemy group.

Added a downtrigger as well to suit with the subraces you currently are. BTW, these do NOT work with Shadow weres and vamps.

< Message edited by battlesiege15 -- 8/30/2017 12:45:50 >
AQ AQW  Post #: 95
2/9/2013 19:47:59   
UnderSoul
Member

Been too long since you suggested something! you sure do love shields. Anyways, I'd love that Lunar Frenzy, that'd convince me to switch back to Vamp.
AQ DF MQ AQW Epic  Post #: 96
2/9/2013 19:55:17   
battlesiege15
Member

Well yes and no. I haven't had too many new suggestions lately but I've slowly been updating old ones as well. Halfway done with the first page xD

And yeah... shields aren't excatly my favorite but they are pretty easy to come up with and easy to write a suggestion for. Plus, shields probably have a lot of abilities that are totally doable but just waiting to be coded in the future.


Mhmm. I know that the staff want to revamp the entire Darkovian hierarchy so I thought that pitching an idea here and there can help them come up with their own ideas as well.
AQ AQW  Post #: 97
2/10/2013 21:58:24   
UnderSoul
Member

Just read Void Hunters, even though it's an old suggestion. I wonder who has the better Void Assassin quest and set. Void Hunter or Void Ripper? Just so you know, as I said I only just read it. No idea there was competition in that odd field.
AQ DF MQ AQW Epic  Post #: 98
2/10/2013 23:01:37   
battlesiege15
Member

oh my I didn't know that you had a Void Ripper quest as well... sorry... but your Void Hunters are Assassins who have harnessed Void as an attack type. My versions are just bounty hunters slaying powerful Void creatures for lots of Ka-Ching.

Hmm... I wonder how they will face off against the new Okiea Hateki (still can't spell that right D:) though.
AQ AQW  Post #: 99
2/10/2013 23:38:24   
UnderSoul
Member

Oikea Hetki, and I don't know.
AQ DF MQ AQW Epic  Post #: 100
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