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10/7/2018 4:07:35   
Primate Murder
Member

King

Dark element monster with below 100 resists.
MRM is fairly low and has a focus on Melee.

Effect: Effect Copier. Whenever the King is affected by any harmful effect, the player immediately makes a save. If the player fails, the same affect in inflicted on the player.

Effect: Harm Transferal. All King's attacks attempt to inflict King's Touch. When the player is inflicted with King's Touch, all attacks against King deal 0 damage to the monster and full damage to the player for one turn.

Stats: Maxed out Str and End.

Appearance: A tall and broad-shouldered blond man.
Description: The founder of Slaughterhouse Nine is rough, tough and capable of transferring any damage from himself onto his enemies.

< Message edited by Primate Murder -- 10/23/2019 5:54:27 >
AQ DF  Post #: 26
10/7/2018 4:10:53   
Primate Murder
Member

An idea from the original Werepyre hideout (which is a canon strategy that the player has used!)


Play Dead

When you are done with Readying your Inventory, you can click Start Battle. I suggest putting a second button there: Play Dead.

This is a cha/luck vs int/luck stat roll, where the monster gets +20 to save.

If you win, you get to skip the battle (winning, but not getting gold or exp rewards).

If you loose, the monster automatically wins initiative (because you're in no position to fight).



I have a feeling it would be rather popular for long quests.
AQ DF  Post #: 27
10/7/2018 4:17:00   
Primate Murder
Member

A gameplay suggestion to make the backgrounds more interesting. This would make them more fun to play in and give future armors/miscs new and interesting MCs (ex. Deep Diver - underwater combat doesn't inflict Low Visibility on you) rather than rehashing old stuff.


Terrain

Make the background terrain actually have an effect on the player. The terrain automatically inflicts several conditions at the beginning of the battle and they last until the end of the battle (and get re-inflicted if somehow cured). Monsters are not affected by this due to being natural terrain inhabitants. Here are some examples that I could think of:


Mountains

- Thin Air. The oxygen deficiency at high altitudes leaves you dizzy and tired, reducing your effectiveness. Inflicts Choked.

- Decreased Air Pressure. Changes in air pressure cause headaches and nausea, leaving you dazed and short of breath. Inflicts Dazed.

- Uneven Terrain. You have to watch your footing to avoid slipping on some loose gravel. Inflicts Offbalanced.


Underwater

- Low Visibility. The sun's rays can't reach so far below the water, leaving you in semi-darkness. Inflicts Blind.

- Difference in Density. You're used to a different environment, leaving you just a little too slow to respond in combat. Inflicts Defence Loss.

- Conductivity. Water conducts heat around 25 times more efficiently than air. All player attacks with ice or fire deal % of damage to the player.


Underground / Caves

- Travel Expenses. The sun's rays can't reach underground, leaving you with no natural source of light. Pay a small gold cost at the beginning of each round for torch fuel.

- Natural Gases. Try not to get yourself blown up, eh? Inflicts Explosive Environment on the player. Any fire attack made by the player has a chance of blowing up and dealing high damage to both the player and the monster.

- Self-Restraint. Power down your AoE blasts to avoid cave-ins. All spells deal decreased damage.


Desert

- Sun and Sand. You can only do so much to protect yourself from the blinding rays of the sun or sand flying into your eyes. Inflicts Blind.

- Unbearable Heat. It leaves you sweaty and constantly tired. Reduces the effectiveness of healing and inflicts Disease (sp) at the beginning of every round.


Northlands

- Subzero Temperatures. It's cold and freezing out there. Gives Status Weakness (-10 to saves against paralyzed and frozen).

- Unbearable Cold. It leaves you shivering and constantly tired. Reduces the effectiveness of healing and inflicts Disease (sp) at the beginning of every round.


Volcano

- Burning Lava. It's literally burning, what did else you expect? Inflicts fire element Burn.

- Volcanic Gases. This can't be good for your health. Inflicts harm element Poison.


Forest

- Ambushed! Forests have lots of cover, allowing monsters to ambush you with great ease. Inflicts Initiative Penalty (-105).

- Forest Fires. Try not to start them, eh? Inflicts Flammable Environment on the player. Any fire attack made by the player has a chance to start a Forest Fire (attempts to inflict fire element Burn on both the player and the monster that lasts until the end of the battle).


Town

- Self-Restraint. Power down your AoE blasts to avoid civilian casualties. All spells deal decreased damage.

- Combat Expenses. Two words: collateral damage. All player attacks have a gold cost based on damage dealt.

- Ambushed! Towns have lots of cover, allowing monsters to ambush you with great ease. Inflicts Intiative Penalty (-105).


Ruins

- Ambushed! Ruins have lots of cover, allowing monsters to ambush you with great ease. Inflicts Intiative Penalty (-105).

- Uneven Terrain. You have to watch your footing to avoid slipping on some loose gravel. Inflicts Offbalanced.


Graveyard

- Necrotic Aura. Come on, you know fighting undead in a graveyard isn't very smart. Player takes extra damage from Undead.

- Playing Dead. Sometimes it's difficult to distinguish between the un-dead and the truly dead. Inflicts Intiative Penalty (-105) if fighting Undead.

- Bump in the Night. From ghoulies and ghosties / And long-leggedy beasties... Inflicts Fear.
AQ DF  Post #: 28
10/7/2018 5:25:49   
Primate Murder
Member

Swordmaster
FO Earth armor using swords.

Mostly even elemental resistances outside of earth
Low resists, high MRM with a focus on Melee
Equal chances of 1-, 2- and 3-hit attack at a +3 bth lean

Deals -5% damage for skill compression.
Trigger: When using swords, you instead gain +2.5% damage.
Dowtrigger: When using anything except swords, the penalty is -10% damage instead.

MC: When using swords, all your weapon attacks and skills inflict Offbalanced (Dex penalty for one round equal to HitsConnected/HitsAttempted*45) on the monster. The monster can resist this (Dex/Luck vs Dex/Luck, +0).

Parry - toggle for sp equal to 45% of a standard skill. Grants +18 MRM.
Riposte - passive, only activated if Parry is active. When you block an attack, you have a HitsBlocked/HitsAttempted chance to make an auto-attack against the monster. This doesn't take a turn and can be dodged like any other attack.

Appearance: A slightly updated version of Leather Armor.
Description: A master of swordsmanship. Becomes a little more accurate with an emblem marking his skill.

Mini FSB: +4.25 bth on all weapon attacks if used with Sword Master Emblem.

< Message edited by Primate Murder -- 2/11/2019 8:50:36 >
AQ DF  Post #: 29
10/7/2018 5:38:02   
Primate Murder
Member

Healer
FD neutral-element armor. Elelocked to heal damage.

Fairly weak elemental resists and MRM (focused on magic)
1 hit attack, heals the player instead of damaging the monster. Deals *0.9*0.85 for auto-hit and 'always-useful'.
Deals -10% damage for skill compression.

MC: Lowers your heal resistance by 10% (for -110% total). In other words, all your healing effects heal an extra 10%.

Cardiac Arrest - 1 hit of harm damage at +10 bth lean. Deals 30% damage of a standard spell and paralyzes the monster for 2 rounds. Monster can resist (Int/Luck vs End/Luck) with +0 bonus to save. Costs sp of a standard spell.

Stroke - 1 hit of harm element damage at +10 bth lean. Has 80% chance of dealing 50% damage of a standard spell and 20% chance of inflicting damage equal to the monster's current hp (element Death attack). Costs mp of a standard spell and hp worth 20% melee (to compensate for harm).

Appearance: White robe with a red cross.
Description: You can't remember a thing from your attempted infiltration of the Ninja Cleric Academy, but apparently you learned some mad healing skills!

< Message edited by Primate Murder -- 10/23/2019 6:10:51 >
AQ DF  Post #: 30
10/7/2018 5:46:09   
Primate Murder
Member

Drone Master

FO energy armor
MRM lowered due to triple skill compression
2 hit basic attack at +5 bth lean

Drone Command: Kill - quickcast energy skill, can only be used once per turn. 1 hit at +5 bth lean, deals Elecomp*60% damage and uses Cha, Dex and Luck for stats. This is considered a guest attack, costs sp equivalent to a standard guest's upkeep and your guest doesn't attack this round.

Drone Command: Stun - quickcast energy skill, can only be used once per turn. Attempts to inflict Paralyzed on the monster for 1 round. Monster can resist (Cha/Luck vs End/Luck) with +0 bonus to save. This is considered a guest attack, costs sp equivalent to a standard guest's upkeep and your guest doesn't attack this round.

Drone Command: Shield - quickcast skill, can only be used once per turn. Generates a Barrier for (60*0.85*0.9)% melee damage. Uses Cha for stats. This is considered a guest attack, so your guest doesn't attack this round.

Appearance: Mecha armor with three drones detaching and hovering around the player. Two attack normally, the third attacks on skills (or creates a triangular semitransparent shield in front of you with them).
Description: This mecha commands a swarm of drones to stun and kill the enemy - or shield you from harm.

< Message edited by Primate Murder -- 10/23/2019 6:15:27 >
AQ DF  Post #: 31
10/7/2018 6:01:20   
Primate Murder
Member

Malleus Maleficarum
Darkness magic hammer

-5 bth lean
10% proc, but instead of damage the hammer inflicts Jinx (see below). Monster can resist this (Int/Luck vs Cha/Luck) with +0 bonus to save. If the monster is already cursed, this becomes a standard 10% special.

Effect: Click on the hammer to activate a skill. It deals no damage, but inflicts Jinx status on your foe for the rest of the battle (presumed 10 turns). Monster can resist (Int/Luck vs Cha/Luck) with +0 bonus to save. If the foe is already Jinxed, the status changes to Hexed. If the foe is already Hexed, the status changes to Cursed. Cursed foes cannot be further cursed.

Jinx
-(20/1.4)% damage, -6 MRM, -6 bth
Hex
-(40/1.4)% damage, -12 MRM, -12 bth
Curse
-(60/1.4)% damage, -18 MRM, -18 bth

Appearance: A large hammer with writing on the side.
Description: Is this weapon a hammer used by witches or a hammer used against them? Either way, you can draw a little dark magic out of it to jinx your foe!

< Message edited by Primate Murder -- 1/16/2020 13:26:48 >
AQ DF  Post #: 32
10/7/2018 6:04:34   
Primate Murder
Member

The Guiding Winds Bow

100-proc wind bow
Has a secondary 10%-proc 'true' special
1 hit at +5 bth lean

Peerless Sniper. Passive, breaks you free from any Blind or Offbalanced statuses. The effect is free up to a 100% melee's worth, then costs sp.

Appearance: basically a wind clone of Robina's longbows.
Description: Let the wind guide your shot.


< Message edited by Primate Murder -- 1/16/2020 13:27:34 >
AQ DF  Post #: 33
10/7/2018 6:07:09   
Primate Murder
Member

Dragon Down Ballista

Ranged 100-proc earth 'crossbow'
1 hit attack at -5 bth lean
No special-special, so *1.1 damage

MC is a trigger. Against Drakel/Dragonkin that's not the opposite element of the weapon, +4.25 bth. Against an opposite element Drakel/Dragonkin, or if fighting a non opposite element Dragon, +6.375 bth. Against a wind element dragon, the bonus is 12.75 bth.

Effect (free): FO weapon. According to the current balance standards this means dealing +15% damage and taking +(15/1.4)% damage.

Appearance: A large wooden ballista standing by your side.
Description: This ballista is large and unwieldy - but that's not much of a problem against giant reptiles. And it certainly packs quite a punch!

< Message edited by Primate Murder -- 1/16/2020 13:32:04 >
AQ DF  Post #: 34
10/7/2018 6:09:33   
Primate Murder
Member

Spellbow

100-proc ranged Ice bow
no special-special, so *1.1 damage
2 hits, no bth lean

Effect: When you attack with this bow, you loose 60% mp of a standard spell and deal +75% damage each turn.

If you lack the mp necessary, then it does a regular bow special.

Appearance: A gnarled oaken bow. When using the effect, you gather motes of white-blue light into arrow shape and shoot it.
Description: Is this a staff or a bow? Either way you can focus your magic through this weapon to shoot arrows of hardened mana.

< Message edited by Primate Murder -- 2/11/2019 9:40:19 >
AQ DF  Post #: 35
10/7/2018 6:11:39   
Primate Murder
Member

Spellblade

Melee energy sword
0-proc, so *1.08 damage

Effect: Spell Infusion. Click on any spell in your spell slots to infuse it into your blade. This deals no damage and the spell has no other effects; this ends your turn. On your next turn the spell is infused into the blade and your attack unleashes it - you cast the spell at no mp/sp cost and it counts as a regular weapon attack. (2 melee turns are worth 200%)

Note: This also leaves the blade uninfused. You now have to choose another spell (or the same one) that you spend a turn infusing.

Appearance: Long and slender akin to rapier.
Description: This sword has neither blade nor a sharp point. How do you use it again?

< Message edited by Primate Murder -- 2/11/2019 9:41:47 >
AQ DF  Post #: 36
10/7/2018 6:16:03   
Primate Murder
Member

Master Wand

Technically, 100-proc neutral magic wand

Effect: When you cast a spell with the Master Wand equipped, that spell becomes imprinted unto the arcane fabric of the Wand. Until the end of the battle or until you cast a different spell, the wand's attack is that spell, except it uses 100% sp of a magic skill to pay for the spell instead of mp.

Note: Attempting to attack without a spell imprinted or when you lack sp would give out an error message and not cost you a turn.

Appearance: Finely crafted wooden wand with a gemstone in the handle. The gem glows the color of the imprinted spell's element.
Description: For we have transcended the petty standards of limited spell use...

< Message edited by Primate Murder -- 4/24/2019 13:32:05 >
AQ DF  Post #: 37
10/7/2018 6:18:55   
Primate Murder
Member

Zweihander

Melee earth sword at -3 bth lean (and also a shield)
0-proc, so gets *1.08 damage

Effect: When you equip Zweihander, you also automatically equip 'Zweihander' temporary shield. You can't unequip it or equip any other shield while the Zweihander is equipped. The shield has no resistances (+0 to all) and a Melee oriented MRM with -3 MRM to pay for its own compression.

Effect: You deal +20% damage and take +(15/1.4)% damage. You also gain a shield's elecomp bonus to all weapons attacks.

Appearance: A classic german zweihander.
Description: Proudly wield this enormous sword. Now you can certainly say that yours is bigger.

< Message edited by Primate Murder -- 2/25/2020 2:03:23 >
AQ DF  Post #: 38
10/7/2018 6:26:03   
Primate Murder
Member

Am-Bush's First Strike
Earth shield. Can grant celerity.

High defenses with a weakness to Magic.

MC: If you win initiative, your first turn gets celerity.*
*It's an ambush!

Appearance: A small round shield overgrown by moss. Note: This shield can be bought upon slaying an Am-Bush/Am-Boss.
Description: Exactly what it says on the tin.

< Message edited by Primate Murder -- 1/16/2020 13:34:20 >
AQ DF  Post #: 39
10/7/2018 6:56:13   
Primate Murder
Member

Tic-Toc Clock
Wind shield with a stacking chance to petrify.

MRM focused on magic, looses 3 MRM to enhance the effect.

MC goes into the Dark Hour Evocation effect: At the start of each turn, the shield gains 2.4% chance to petrify* your foe for one turn. Monster can resist (Int/Luck vs End/Luck) with +0 to save. Caps at 24% chance and resets at the end of the battle.
*The clock strikes thirteen and the monster is Transmogrified!

Appearance: A large round rusted clock with two arrows. Both arrows move to point at twelve when the effect activates; the clock shatters if the infliction is successful. It reappears before the start of your next turn.
Description: This shield utilizes the secret hour hidden in-between the midnight and the first moment of the coming day to turn your foe into a statue!

< Message edited by Primate Murder -- 4/24/2019 13:46:58 >
AQ DF  Post #: 40
10/7/2018 6:59:20   
Primate Murder
Member

Braken Baby

Water shield with focus on MRM

MC: When you block an attack, the Braken Baby spits at the monster. This deals damage to the monster's mp worth HitsMissed/HitsAttempted*33% melee. (calc: 5/0.15)

Appearance: A small version of the braken monster.
Description: This little baby can wreck havoc on your foe's mana supply.

< Message edited by Primate Murder -- 11/8/2019 1:17:58 >
AQ DF  Post #: 41
10/7/2018 7:05:32   
Primate Murder
Member

Sunray's Healing

Light shield with a focus on Magic defence
Looses 3 MRM to enhance the effect

MC (+MRM bonus): When you are hit with light damage, you heal mp equivalent to (10*1.5/1.4) so 10.71% of the damage.

Appearance: Rays of solid light.
Description: You may not be a light elemental, but with Sunray's Healing even you can use the light of your foe's strikes to regain mana.

< Message edited by Primate Murder -- 10/23/2019 6:31:26 >
AQ DF  Post #: 42
10/7/2018 9:15:16   
Primate Murder
Member

Circle of Doom

Energy shield
Average MRM

Effect (free): At the end of your turn, both you and the monster take harm damage worth 25% melee. If you block a hit, though, the shield triples the damage to both of you.

MC: Click on the shield to inflict the monster with harm element EleVuln +(25/1.4)% damage for 4 turns. Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save. Quickcast, usable once per turn and costs sp worth 50% melee.

Appearance: Same as the monster.
Description: This 'shield' is the very definition of a time bomb.

< Message edited by Primate Murder -- 10/23/2019 6:34:14 >
AQ DF  Post #: 43
10/7/2018 9:24:12   
Primate Murder
Member

Axiomatic Chipmunk

Earth shield
Average MRM

MC: Every turn this chipmunk will decrease MRM of either yourself or the monster by 1 (not subject to save). The chance of him targeting the player is 50% - (YourCha/ExpCha*25)%.

Appearance: The same as the monster.
Description: This chipmunk is certainly nutty, but with enough charisma you may persuade him to target your enemy.


< Message edited by Primate Murder -- 10/23/2019 6:35:51 >
AQ DF  Post #: 44
10/7/2018 9:29:49   
Primate Murder
Member

Eldritch Portal

Dark/light simultaneous resistance shield
MRM focuses on magic

MC: You can click on the shield* to activate the Shadow Tentacles skill. This doesn't take a turn and can used once per turn.

Shadow Tentacles
2 magical hits at +5 bth lean, 1 light and 1 dark. This gets 1.2 modifier for opposite elements, but no elecomp, since quickcast. This is treated as a spell.
The spell deals 50% melee damage for 50% sp cost. It uses cha instead of int for modifiers.

*Click on the shield to coax the tentacles of your eldritch monstrosity to assault your foe.

Appearance: Smaller version of the Shadow Vortex monster from the Ultimon Saga.
Description: Open the portal to a mysterious shadowy world with evil tentacles. Lots and lots of tentacles.

< Message edited by Primate Murder -- 10/23/2019 6:37:20 >
AQ DF  Post #: 45
10/7/2018 9:37:56   
Primate Murder
Member

Spellcharger

Energy shield with MRM focusing on Magic
Looses 3 MRM to enhance the effect

Effect (passive): Gain 2 Spell Charges each round.

Effect (passive): Every time you cast a spell, its mp cost is reduced by (5/125) or 4% per each Spell Charge you have. Doing so uses up all your Spell Charges (to a max of 25).

Appearance: Inspired by the runic circles used by Dr. Strange
Description: Charge up your spell batteries.

< Message edited by Primate Murder -- 4/21/2019 2:24:23 >
AQ DF  Post #: 46
10/7/2018 9:41:02   
Primate Murder
Member

Carpe Diem
Hp-costing celerity spell.

Effect: Grants the player celerity for two turns, no saving throws involved. This spell is unique in that it pays its hp cost two turns later (perhaps via a Spiritual Seed). The hp-cost is 9999 harm/void damage. In other words, the player wins the battle in two turns or dies.

Appearance: A clock device in the background with arrows at 11:58. Changes to 11:59 after first turn.
Description: Or else...
AQ DF  Post #: 47
10/7/2018 9:43:31   
Primate Murder
Member

Quid pro Quo

Effect: Quickcast, cannot stack if Asura's Grudge is already active. Monster makes a save (Cha/Luck vs Cha/Luck) with +20 bonus to save. If it fails, the player gains Asura's Grudge effect that records all damage the player takes for 3 turns. When the effect's duration runs out, the monster takes damage equal to the damage recorded.

Costs 100.8% sp of a standard spell. (calc: 140*3*0.3)

Appearance: A red demonic mask briefly appears behind the player on initial casting. Upon the effect's activation, the mask reappers and laughs as the monster takes damage.
Description: What goes around comes around.

< Message edited by Primate Murder -- 10/23/2019 7:17:37 >
AQ DF  Post #: 48
10/7/2018 9:48:02   
Primate Murder
Member

Ghost Shapeshift
Used for summoning a cursed neutral FD armor.

Effect: Summons Ectoplasm Form.* This grays out your armor menu and lasts until the end of the battle, whereupon you equip your no-drop again.

*Oh oh, something goes wrong!

Description: Zorbak promised this armor would make you invincible! But why was he smirking?

Ectoplasm Form

FD armor, 50 resists to every element
Has lowered MRM to pay for low element resists.
Has an equal chance of a 1-hit, 2-hit and 3-hit attacks.

Effect (defensive): All enemy attacks have a (50/1.4)% chance of auto-miss.**

Effect (melee and ranged attacks): All your attacks have a 50% chance of auto-miss.***

Effect (magic attacks): All your weapon and spell attacks have a 50% chance of working correctly. The other 50% causes them to fail.****
Type other attacks are unaffected.

Trigger: If your active class is necromancer, your magic attacks have a 40% chance of harming you and 60% chance of working correctly.#
MC goes into no downtrigger.

**You phase through the enemy attack!
***Your attack phases through the enemy!
****Your current form is unable to harness the arcane energies!
#Your experience with ghosts grants you a better grasp on your current form. (appears when you shapeshift)


Appearance: A semitranslucent version of yourself.

< Message edited by Primate Murder -- 2/11/2019 10:10:15 >
AQ DF  Post #: 49
10/7/2018 9:51:55   
Primate Murder
Member

Changeling Shapeshift
Used for summoning a fluid-element FO armor.

Effect: Summons Changeling From.* Cast again to dismiss it. This doesn't take a turn, but has an sp upkeep to compensate for omni-element compression.
*You take on the appearance of your foe.

Appearance: A grinning cat face briefly appears in the background. It quickly fades, with its grin fading last.
Description: Can you say CopyCat?

Changeling Form

FO armor, element shifts to your foe's base element with resists shifting according to the elemental wheel.
MRM based on your foe's defences.
Basic attack has the same animation and number of hits as your foe's.

Appearance: Exactly the same as the monster.

< Message edited by Primate Murder -- 10/23/2019 7:19:44 >
AQ DF  Post #: 50
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