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RE: Primate Murder's Suggestion Thread

 
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12/17/2022 23:29:54   
Primate Murder
Member

Snowrunner

FO ice armor
MRM has a Melee focus
2-hit attack.

Flavor effect: you lose 6 MRM but boost incoming healing effects by +25%.

MC goes into compressing two skills:

- Raider's Gambit.* Weapon-based Ice skill, 5 hits. Afterwards, your pet gains Hypercrit (+90% LS rate), but you take +25.7% damage from monster attacks; both effects last for 1 round. Costs sp of a standard skill, with elecomp going into cost reduction.

- Just Rewards.** Healing skill, uses the higher of Str/Dex for stats. Does not get a -10% always useful penalty, but is instead modified by the mob's Ice resists, and has x0.85 for auto-hit. Costs 100% melee in sp, with elecomp going into cost reduction.

*Fall upon your enemy in an act of calculated savagery!
***Kick up an avalanche in your foe's path, stealing a moment to reward your mount!


Appearance: Based on Wolf Rider. For Raider's Gambit, you stab once, followed by two bites and two claw attacks from your mount. For Just Rewards, throw a bloody chunk of meat into the air that's gobbled up by your wolf.
Description: Vicious and proud, these giant wolves are said to be the offspring of Fenris himself. Whether or not that is true, their swift step and quick recovery make them the ideal mounts for those wishing to traverse the frozen reaches of Northlands.

< Message edited by Primate Murder -- 12/19/2022 21:54:19 >
AQ DF  Post #: 376
12/20/2022 7:27:58   
Primate Murder
Member

Mind Blank

Neutral element spell
Costs mp of a standard spell.

Qc, 1/turn. For the next 4 rounds, you become immune to all Mental status effects.

MC (and leftover melee): you also gain +10.75 Mental Status Potency.

Appearance: the screen briefly goes blank.
Description: The strongest telepathic defense! This spell will clear your mind, leaving it invulnerable to mental attacks, while honing your own psychic assaults to a razor edge!
AQ DF  Post #: 377
12/20/2022 11:19:56   
Primate Murder
Member

Jotun Slinger

FO ice/wind armor
Average MRM
1-hit attack.

MC compresses two skills:

- Felling Shot.* Weapon-based skill, 1 hit, seeks ice/wind. Does -50% damage and gives your DefBoost (+30 MRM) for 2 rounds. Costs sp of a standard skill, with elecomp going into cost reduction.

- Bone-Breaker.** Weapon-based skill, 1 hit, seeks ice/wind. Does -50% damage and inflicts Bleed (power 1.25); monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save. Costs sp of a standard skill, with elecomp going into cost reduction.

Flavor effect: each time the monster hits you, it has (7.5/1.4)% chance to gain celerity.*** Each time the monster misses you, gain 50% melee's worth of Dex for 1 round.**** (117 Dex at lvl 150, according to Prometheus)

*Knock down your foe with an icy bullet and retreat out of its reach!
**Let fly a powerful shot to split flesh and shatter bone!
***(MonsterName) knocks you around, seizing the chance to act again while you recover!
****You dance even further out of your foe's reach!


Appearance: Frost giant swinging a sling.
Description: Assume the form of a powerful - and surprisingly agile - Frost Giant! Slingers fill the role of skirmishers in jotun armies, launching frozen projectiles to knock down and bleed the enemy forces.

< Message edited by Primate Murder -- 12/20/2022 11:43:17 >
AQ DF  Post #: 378
12/24/2022 2:32:30   
Primate Murder
Member

Call Ancient Reigndragon

Invites an ice guest with standard sp upkeep.

80% chance of Claw attack; -75% damage, inflicts Bleed (power 0.3). Monster can resist (Cha/Luck vs End/Luck) with +0 bonus to save.

20% chance of Breath attack; standard damage and inflicts Burn (ice, power:10) for 1 round. Monster can resist (Cha/Luck vs End/Luck) with -10 penalty to save.

MC is a clickable skill* that pays 50% melee sp (75% if Int is MainStat) and ends your turn. For the next three rounds, Bleed attack increases to power 0.7, and Burn attack to power 25.

Flavor effect: after each attack, Ancient Reigndragon gives you Frostval Spirit status for one round. The status can randomly have one of three effects: Pet gains +50% damage and +21.25 bth,** you gain +(18*IceRes) MRM,*** or you gain Backlash (ice, 50% damage reflection)****. Monster can resist the last one (Cha/Luck vs Cha/Luck) with +0 bonus to save.

Flavor effect2: to pay for the above, monster has 30% chance of gaining a round of Frostval Spirit after Reigndragon's attack as well.***** It randomly gains either +18 MRM, +18 bth or +21.4% damage.

*Spare a moment to thank the Reigndragon for all his efforts!
**Your pet is filled with Frostval cheer!
***You are filled with Frostval spirit of perseverance!
****You are filled with Frostval spirit of giving!
*****(MonsterName) is filled with Frostval spirit!


Appearance: Regal Reigndragon, but older and more dignified.
Description: This grumpy old legend has come out of retirenement to show all the young whippersnappers how it's done! He can claw, he can burn, and he can spread Frostval cheer all year round!
AQ DF  Post #: 379
1/12/2023 10:55:51   
Primate Murder
Member

Guardian Stable (revamp)

Horse Riding Armor

FO earth armor
MRM is weak to Ranged
1-hit attack.

MC is used to compress two skills:

- Cavalry Charge.* Weapon-based skill, earth, costs sp with elecomp going into cost reduction. Takes -30% damage penalty and leaves the monster Panicked (-28.57% outgoing damage). Monster can resist (MainStat/Luck vs Cha/Luck) with -10 penalty to save.

- Inspiring Presence.** Toggle. Pay 50% melee sp to grant celerity to your pet and guest. Monster can resist (Cha/Luck vs Cha/Luck) with +10 bonus to save, or -15 penalty if it's Panicked.

*Break your foe's resolve with a vigorous charge!
**Your spirited assault inspires your allies to match your vigor, particularly against foes whose fighting spirit is already broken!


Appearance: Original, brushed up to modern standards. Attack is a cavalry charge.
Description: A hardy warhorse trained for combat.


Unicorn Riding Armor

Spellcaster lean
Light armor with wind and water secondaries
Low MRM to pay for resists
2-hit attack.

Attack deals -25% damage (-33% for magic) to inflict Bleed (power: 0.25). Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save.

MC is a toggle. Pay 20% melee sp, and whenever the monster attacks you, it becomes Choked (-33.6% damage) for 1 round.* It can resist (MainStat/Luck vs Cha/Luck) with +10 bonus to save, or -15 penalty if it's Bleeding.

Flavor effect: the first time you cast a spell each battle, you lose 50% melee gold.** Until the end of the battle, all your spells cost 0.8x mp.

*(MonsterName) becomes choked up at the thought of attacking such a beautiful and majestic creature!
**You offload a portion of the spell's mana cost with magical reagents from your saddlebags!


Appearance: Original, brushed up to modern standards. Attack is a stab by the unicorn, followed by a stab from the rider.
Description: It is a common misconception that something that is good must also be harmless. Exhibit A: Unicorns. Though they primarily rely on their mystical aura to ward off attacks, if a confrontation is unavoidable a unicorn is more than willing to prove their horn is not there for show.


Nightmare Riding Armor

FO darkness armor
High Magic defense
2-hit attack.

Flavor effect: if the monster is Asleep, you transform into Knightmare form. This locks your attacks to fire element with elecomp bonus to damage, and pays 30% melee hp to further boost your damage. This cannot kill you.

MC goes into two skills:

- Terror's Grasp.* Weapon-based skill, dark, costs sp with elecomp into cost reduction. Takes -59.5% damage penalty and leaves the monster Asleep. Monster can wake up (Cha/Luck vs Cha/Luck) with +0 bonus to save.

- The Barbed Claws of Horror.** Toggle. Requires monster to be Asleep; sp cost not deducted if monster is awake. Pay 24% melee sp to give monster -20 penalty to waking up saves.

*Drag your enemies into a nightmare of your own creation...
**...and keep them there!


Appearance: Original, brushed up to modern standards. When monster falls asleep, the mane, the eyes, and the player's armor lit up with flames.
Description: This mare seems to have somehow escaped the Nightmare Realm! Hopefully, the other side's residents won't come looking for their lost pony...


Pegasid Riding Armor

FD wind armor
MRM is weak to Ranged
3-hit attack.

All weapon attacks deal -50% damage, but grant you Caltrops status. Each time the monster hits you, it takes 40% melee (weapon element) damage in return. It can resist (Dex/Luck vs Dex/Luck) with +0 bonus; -12.5 penalty if you're using a bow.

MC is a toggle with 2 modes.* First pays 22% melee sp and halves your Caltrops damage, but you take 0.5x damage from monster attacks instead of 0.8x. Second pays 30% melee sp and you gain neutral damage intake (1x), but double the damage from Caltrops.

Flavor effect: you lose 6 MRM, but against Flying monsters you gain +17 bth.

*Fly further into the sky to protect yourself from attack! / Fly closer to the ground, getting up close and personal! / Retreat back into optimal distance.

Appearance: Original, brushed up to modern standards. Attack shoots arrows from above.
Description: Soar through the skies atop this majestic mount! Earning the loyalty of these legendary creatures is no easy feat, but should one make an effort to do so, they'll be able to dictate the distance of the engagement. Whether you retreat to a more defensive height or decide to hash it out up close, your enemy will find itself peppered with arrows for every hit it manages to land on you.


Black Dragon Rider Armor

FO darkness armor
MRM is weak to Ranged
1-hit attack in guard mode; 5-hit attack in assault mode.

Effect: You lose 6 MRM and gain +20% LS rate.

Secondary effect: your dragon grows Hungry (+20%) at the end of each turn. If you ever start a turn at a Hunger of 100% or more: you become automatically paralyzed for 1 round, both you and the monster take 50% melee darkness damage, and Hunger is reduced by 100%.*

Skill: Feed the Dragon.** 2/battle. Quickcast, 1/turn. Reduces Hunger by 50%.

MC is a toggle between two modes:***

- Guard mode. Your attacks are locked to darkness. At the end of the turn, you gain an elecomp's worth of EleShield (dark) for 1 round.

- Assault Mode. Your attacks are locked to darkness, with elecomp bonus to damage and +20% LS rate (for a total of 50%). The dragon grows Hungry at double the rate (40%/turn).

*The dragon goes into a feeding frenzy!
**Feed the dragon before its ravenous hunger overpowers your commands!
***The dragon will now focus on guarding your hide. / The dragon will now assault your foe with its potent breath!


Appearance: Original, brushed up to modern standards. Guard attack is a claw swipe, Assault attack is dark breath.
Description: Nothing says you're the boss like appearing on a battlefield atop a dragon. Remember, though: no dragon is truly tame, and unlike horses, dragons can't eat grass. Don't forget to feed the beast, or you wouldn't like what follows!


Sparky the Dragon

Fire pet
1-hit attack.

Toggles between two modes. One pays 50% damage to inflict EleVuln (+25% fire damage) for one round; monster resists (Cha/Luck vs Dex/Luck) with -17.2 penalty. The second does no damage, but all monster attacks lose (24*MobFireRes) bth; half the effect scales with Cha.*

MC: if Sparky misses with its attack, you gain +11 bth for one round.** (half scales with Cha)

*Sparky will now harass your foe, leaving them distracted and Vulnerable! / Sparky will now protect your flank!
**Sparky's attack reveals the secrets of (MonsterName)'s defensive technique!


Appearance: Original, brushed up to modern standards. First mode claws the mob, second spits fire to warn off the mob.
Description: A tiny firebreathing dragon. Its attacks may lack the power of its larger brethren and its breath be too tepid to truly burn, but its daring and will to succeed are second to none!

< Message edited by Primate Murder -- 2/2/2023 12:44:36 >
AQ DF  Post #: 380
1/17/2023 4:07:38   
Primate Murder
Member

Tribal Shaman (revamp)

Earth armor with close fire and energy secondaries
Spellcaster lean
MRM has a Magic focus
4-hit attack.

Effect: If you have no spirit present, you lose 25% damage (33% for magic), 6 MRM, and take +(15/1.4)% damage from monster attacks. You also recover 50% melee mp after each armor attack and 25% after each spell.

MC is a toggle. Choose between three modes:

Wolf Spirit.*

- Your weapon attacks deal +25% damage (+33% for magic) and grant you one round of Boss Boost +20. You also take +25% damage from monster attacks.

- You gain Spell Frenzy (+25% spell damage). After each spell you gain Berserk (-10 bth lean) and Burn (fire, power 1.25) for 2 rounds.

- Costs 25% melee mp.

Eagle Spirit.**

- Your weapon attacks deal -25% damage (-33% for magic), but harm monster sp equal to 37.5% damage dealt (50% for magic) and inflict Choke (-25% outgoing damage) for one round; does not require save or hit.

- Your spells gain +15 bth.

- Costs 35% melee mp.

Bear Spirit.***

- Your weapon attacks deal -25% damage, but give you +15 MRM for 1 round. If the monster misses during this round, it has (Misses/HitsAttempted) chance to take 150% weapon element damage.

- Your spells heal your hp equal to 22.5% damage dealt.

- Costs 45% melee mp.

*Nature holds no mercy for the weak.
**Only a fool hurries to their death.
***I sleep.


Appearance: Based on the original. Toggle summons a wolf made of flame, an eagle made of lightning, or a bear made of tree bark.
Description: Wear this mystical garb to call forth ancient spirits of nature!
AQ DF  Post #: 381
1/30/2023 23:53:19   
Primate Murder
Member

Abyssal Hunter

"FD" water armor
High MRM with a Melee focus.
2-hit attack.

Blocking lean: you deal x0.8 damage, take x1 damage, and gain +15 blocking.

Flavor effect: you have -10 Mental Weakness, but gain +105 Initiative Bonus.

MC compresses two skills:

- Sacrifice to Kathool.* Pay sp of a standard skill + 90% melee hp.* You gain Shadow of Kathool (renamed DefBoost, +15 MRM) for 4 rounds; each time you block a monster's hit, you gain 1 charge.** When the status runs out, you summon (4 + charges) abyssal elf spirits to attack the monster, each dealing 25% melee weapon element damage.*** This consumes all charges and does not cost a turn. You can also preemptively trigger the SPell. This does cost a turn, gains additional 4 spirits for turn cost (3 if Int is mainstat), and another 3 spirits for each unused turn of Shadow; costs 2.5% melee sp for each unused turn.

- Phantom Lure.**** Spell; costs nothing, but ends your turn. Monster gains DefLoss (-15 MRM) and EleVuln (weapon element, +25% incoming damage) for 2 rounds. It can resist (MainStat/Luck vs Cha/Luck) with -20 penalty to save, or -7 penalty if MainStat is Int.

*A sacrifice of blood and spirit to bring forth a shade of the Ancient One!
**(MonsterName) swings at shadows that exist only in its mind!
***Rise. Serve. Destroy.
****Come. Join.


Appearance: This guy. Sacrifice to Kathool summons a shadow of a giant squid. Phantom Lure briefly darkens the screen, with Hunter's lure remaining the only light.
Description: Transform your body into a fearsome hunter of the pelagic depths! This form is perfectly suited for deep-sea combat, but something in its constitution seems to make you more vulnerable to the whispers carried upon abyssal currents...
AQ DF  Post #: 382
2/5/2023 22:27:30   
Primate Murder
Member

Conjure Rune of Silent Flame

Invites a guest with standard mp upkeep.

For the first three rounds after being summoned, the guest does no damage. Instead, while it is present and able to act, all your attacks inflict Burn (fire, lasts 3 rounds, power: 2*HitsConnected). Monster can resist (Cha/Luck vs End/Luck) with +10 bonus on first round, +0 on second, and -10 penalty on third.

On fourth round, the guest pays an additional round's worth of upkeep (hp) and explodes for 2x guest damage. This dismisses the guest.

Appearance: A floating crimson rune.
Description: Inscribe upon reality a rune of silent flame! Though inherently unstable due to its lack of a proper medium, this rune will grant your weapon a burning attack, building up to an unheard crescendo!

< Message edited by Primate Murder -- 2/5/2023 22:39:44 >
AQ DF  Post #: 383
3/10/2023 5:20:34   
Primate Murder
Member

Nameless Glaive

Dark ranged glaive (sword+polearm)
-3 bth lean
0-proc, so *1.08 damage.

EFfect: lose 20% melee hp at the end of each turn and make a save (Dex/Cha vs Int/Cha) with -10 penalty. If you succeed, gain +55.5 Cha for 2 rounds.

MC is skill compression:

- If you don't have Bound Elemental present, clicking on the gem summons Bound Elemental. It's a 3-hit darkness guest that sacrifices 50% damage to give you (7*DarkRes*HitsConnected MRM) DefBoost for 1 round.

- If you have Bound Elemental guest present and active, it's a weapon-based skill that costs (30% melee sp + guest upkeep). 2 hits of darkness, -50% damage, uses Cha in place of Luck. Both hits have +15% LS rate, and each Lucky Strike paralyzes the monster for 1 round (no save). Afterwards, the Bound Elemental skips its turn.

Appearance: A simple glaive with a dark gem set into the handle.
Description: This polearm, found among one of the many ruins of the Far West, must have once belonged to an adventurer of some note. It draws upon your blood to surround you with a corona of dark majesty and its gem hides an elemental binding able to summon a capable ally to guard your back. Unfortunately, whatever name it once bore has been lost to history in the fires of the Calamity...
AQ DF  Post #: 384
3/13/2023 3:47:35   
Primate Murder
Member

Entangle and Offbalanced revamp

The two statuses, as they currently exist, are in a weird space where they're really powerful against Ranged enemies but completely useless against all others, making them extremely niche.

I would like to suggest revamping them from the bottom up. Instead of reducing Dexterity, you gain % chance to gain celerity against Entangled and Offbalanced monsters.

Ex: Webspurter weapon. You pay mc and 23% damage to inflict Entangled (20% chance of granting celerity to your entire side). Monster can resist (Dex/Luck vs Str/Luck) with +0 bonus to save; continues making saves at the end of each turn.
AQ DF  Post #: 385
6/19/2023 3:02:27   
Primate Murder
Member

Hunting Spear

Ice ranged spear
-3 bth lean
0-proc, so *1.08 damage.

Flavor effect: all pet attacks take -50% damage, but inflict EleVuln (ice+harm, +20/1.4% damage per hit) for 1 round.* Monster can resist (Dex/Cha vs Dex/Luck) with +0 bonus to save.

MC is a skill. Costs 100% melee, deals -50% damage and inflicts Bleed (power 0.75). While the monster is Bleeding, you have EleEmp (ice, 1.25 damage);** effect stacks with repeated skill use. Monster can resist Bleeding (Dex/Luck vs Dex/Luck) with +0 bonus to save.

*(PetName) harries the monster, leaving it distracted and vulnerable to attack!
**You smell the blood and close in for the kill!


Appearance: a simple hunting spear; skill throws it at the monster.
Description: A spear used for hunting big game in the far north.
AQ DF  Post #: 386
10/10/2023 3:06:01   
Primate Murder
Member

Heavily inspired by this video from Pointy Hat.

Scourge

Earth element monster
Usual earth resists, but negative to dark
MRM has a strong Melee focus

Stats: Very high Str and End, negative Cha.

Normal Attack deals 3 hits of high earth damage and inflicts Rising Fury (renamed Berserk, -3*Hits bth lean) that lasts until the end of the battle or until it is consumed. You can resist it (Str/Luck vs your Cha/Luck) with +0 bonus to save.

SP Attack deals 1 hit of earth damage and inflicts a debuff. If it hit, you gain Fragile (-50 End) and Bleed (power:1) until the end of the battle;* you can resist both with a single save (Str/Luck vs your End/Luck) at -20 penalty. If the attack missed, you gain Broken Arm (renamed Choke, -20% damage dealt) until the end of the battle,** resist with the same save as above.

Counterattack. Each time you hit Scourge, it hits back. (Str/Luck vs Dex/Luck; +0; on fail, you take damage equal to half its normal attack)

Rampage. Scourge can't lose more than 1/4 of its hp during a single round. The first time it's reduced to 3/4, 1/2, and 1/4 hp, it gains a round of celerity.

Ferocity. Scourge doesn't have Boss Boost, but the first time it's inflicted with each Boss Boost status, the status is replaced with Burn (earth, power:5, 1 round). Afterwards, Scourge gets immunity to the triggering status.

Blind Rage. Each time Scourge hits you, it gains stacking Berserk (-3 bth lean). Each time it misses you, it gains Barrier (10% of its MaxHP, or 30% MaxHP if it already has a Barrier present).

Eidolon. Each time Scourge is reduced to 0 hp, if you have Rising Fury status of at least -15 bth lean potency, Scourge returns to life with 1/4 of its MaxHP. You lose Rising Fury status but become Shaken (renamed Fear, 100% chance of incation) for 1 round.***

*Scourge's attack smashes into you with such force that you feel something go 'crack' in your chest. You don't want to get hit like that again.
**You block Scourge's attack, but something in your arm goes 'crack'.
***With a roar of rage, Scourge rises back to its feet. You feel hollow and cold; all your fury fades in the face of such hatred.


Appearance: Heracles from Fate/Stay Night.
Description: When you got word that a rampaging brute was marching from the West, slaying all in his path, you expected some necromantic abomination or perhaps a werewolf that lost control. You didn't expect... this.
AQ DF  Post #: 387
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