Primate Murder
Member
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Contagion Set Darkness/Water set that pays for debuffing the monster by affecting the player. Gives bonuses to necromancers. Epidemic Darkness shield with water secondary MRM focuses on Melee MC: Toggle on Plague Carrier. At the end of the turn, the player looses sp worth 25% melee, and the monster is inflicted with Plague for one round. It can resist (MainStat/Luck vs End/Luck) with +0 bonus to save, but if it fails, the monster takes damage equal to 5% of player's current hp. This is treated as a poison effect. (calc: player hp varies between 2000 and 0% melee, so taking 1k as average, 50/1000 is 5%) Effect (class): If your class title is Necromancer, you gain +20 Poison potency. Appearance: A circular shield that's dripping green ooze. Description: This doesn't look very healthy... Flesh Golem Neutral darkness armor with water and earth secondaries MRM focuses on Melee and Ranged, weaker to Magic 3 hit basic attack at -3 bth lean Effect (Passive+MC): You bring your own stench of death and decomposition, poisoning the air. At the beginning of every turn you're poisoned (harm, Power 2, 2 Rounds) and the monster becomes Sick (renamed Panicked), dealing -(50/1.4)% damage. The infliction is immediate, but the monster can shrug off the effect with a save (MainStat/Luk vs End/Luck) at +0 bonus. Effect (class): If your class title is Necromancer, you gain access to the following skill: Necrotic Pact - Inflicts Bleed (Power 0.833, can be shrugged off with an End/Luck save at +0 bonus) on the player and paralyzes the monster. Monster can resist (MainStat/Luck vs End/Luck) with -20 penalty to save. This doesn't take a turn, but can only be used once per turn. Appearance: A bulky humanoid mountain of flesh and bone. Has three arms. Description: Garb yourself in armor of undead flesh and spare body parts for protection. Just be wary of blood poisoning! The Cycle of Life Melee Darkness sickle (scythe) with +3 bth lean 0-proc, so *1.08 damage Effect: Click on the sickle to activate Necrotic Cleansing skill: 3 hits of magic water, earth and darkness damage at +5 bth lean. Deals 25% damage to pay for the effect. Transfer up to (HitsConnected) Status Conditions from yourself to your foe. Monster can resist each condition (VStat/Luck vs End/Luck) with +0 bonus to save. This doesn't affect conditions with 20+ round duration. Effect (class): Gain +20 to Necrotic Cleansing saves if your class title is Necromancer. Cost: Divided equally between sp and hp. Appearance: A dull bronze sickle with dark emerald and crimson veins subtly running through it. Description: All things are born from the dark, and to the dark they return. But with a little skill in necromancy, you can make your foe return what you owe.
< Message edited by Primate Murder -- 10/24/2019 13:45:40 >
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