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10/7/2018 9:55:44   
Primate Murder
Member

Dreams of the Endless Sky
Neutral quickcast spell, puts both parties to sleep.

Cost: since sleep assumes an average of two rounds, the cost should be around 56% of a standard skill.

Effect: Sacrifices all damage to inflict Sweet Dreams* (renamed variation of Asleep). Monster can resist this (Cha/Luck vs Cha/Luck) with -20 penalty to save. If it fails, both the monster and the player fall asleep. The monster makes a save at the beginning of every turn, and if it succeeds, both the monster and the player wake up. Player doesn't make any saves against Sweet Dreams.

*Dream a Little Dream with Me

Appearance: A brief flash of a wide blue sky.
Description: Give yourself and the monster some much needed sleep.

< Message edited by Primate Murder -- 10/23/2019 7:24:34 >
AQ DF  Post #: 51
10/7/2018 9:57:41   
Primate Murder
Member

Scaled Up
A quickcast SPell that turns your enemy into a dragon.

Effect: Attempts to Enscale your foe. Monster can resist (Str/Luck vs End/Luck) with -20 penalty to save.

If it fails:
-If the monster is already a dragon, then nothing happens.
-If the monster is dragonkin, then it gets tagged as a full dragon (and is no longer dragonkin).
-Otherwise, the monster gets tagged as dragonkin.

Cost: 60% sp of a regular skill, can only be used once per turn.

Appearance: Scales creeping up your foe.
Description: The Wicked Witch of Cabbleton turned Galanoth into a dragon. You liked the idea.

< Message edited by Primate Murder -- 2/11/2019 10:14:31 >
AQ DF  Post #: 52
10/7/2018 9:59:51   
Primate Murder
Member

Sunder Essence
An earth element spell that deals increased damage at the cost of lowering the monster's resistance.

2 hits at +5 bth lean. Deals +50% damage and the monster's earth resistance has a HitsConnected/HitsAttempted chance of being reduced to zero.

Appearance: Monster is ripped apart and put back together.
Description: This spell is based on Entropy's research into Uncreation. While nowhere near the true skill of The'Galin, it's still immensely powerful, rending apart the very essence of your foe. While world pulls itself back together, countering such fake uncreation, the re-creation remains imperfect.

< Message edited by Primate Murder -- 4/21/2019 2:25:35 >
AQ DF  Post #: 53
10/7/2018 10:02:35   
Primate Murder
Member

Chain Lightning
Anti-Mob energy spell.

4 hits of Energy at -3 bth lean. When used against a Mob:

-Has a number of hits equal to the number of monsters in the mob. (does not affect overall damage)
-Hits every monster in the mob once
-Deals +5% damage for each monster in the mob.

Costs mp of a standard spell.

Appearance: Lightning strikes raining down on the monsters from above.
Description: Smite hordes of monsters with this anti-army spell.
AQ DF  Post #: 54
10/7/2018 10:05:19   
Primate Murder
Member

Icefire
Ice element spell that inflicts fire elevuln.

3 hits of ice damage at +5 bth lean. Deals 50% damage of a standard spell and inflicts Elemental Vulnerability: +(102*1.2*HitsConnected/HitsAttempted)% fire damage for one round. Monster can resist (Int/Luck vs End/Luck) with -20 penalty to save.

Costs mp of a standard spell.

Appearance: 3 flashes of blue fire.
Description: This spell doesn't burn as hot as a normal fire, but leaves your foe's skin tender and vulnerable afterwards.

< Message edited by Primate Murder -- 4/24/2019 13:53:00 >
AQ DF  Post #: 55
10/7/2018 10:09:24   
Primate Murder
Member

Complex Defence
A quickcast multi-layer damage reduction spell.

You take 33% damage from monster attacks for one round. Of that 33%, you take:

- 11% damage as hp,
- 11*1.5 or 16.5% damage as mp, and
- 11*1.125 or 12.375% damage as sp.

For the next two rounds you take 33% damage as DoT. This damage has the same hp/mp/sp distribution as above. If you cast Complex Defence again, the delayed damage stacks in a manner similar to poison or burn.

Costs mp, fairly low.

Appearance: Several layered barriers of octagonal runic holograms passing by in a quick procession.
Description: A composite protection spell derived from several lesser defensive enchantments. Includes mana shield, chi shield and all brand new delayed damage thaumaturgy.

< Message edited by Primate Murder -- 2/11/2019 10:20:34 >
AQ DF  Post #: 56
10/7/2018 10:20:45   
Primate Murder
Member

Call Trebuchet
An earth guest with a skill.

Calls an sp-costing guest.

Attack is 2 hits of earth at -5 bth lean.

Trigger: Against golems and building-type monsters (like the Front Door) ele-seeks and deals increased damage.
Downtrigger: Against anything else, looses 4.25 bth.

MC goes into compressing a toggle. Click on the Trebuchet to switch to an explosive load, at the cost of double guest upkeep. A Loaded Trebuchet deals 2x damage.

Appearance: A counterweight trebuchet.
Description: Call upon the skill of mathematicians and engineers to build a catapult. Despite your best efforts, it couldn't hit the broadside of the barn, but triggers on golems and buildings to deal increased damage!

< Message edited by Primate Murder -- 2/11/2019 10:33:07 >
AQ DF  Post #: 57
10/7/2018 10:30:15   
Primate Murder
Member

Song of Inspiration
Pet/guest boosting SPell.

A wind SPell that deals 50% damage of a standard spell (3 hits, +10 bth lean) and makes your pet and guest deal +50% damage for one round. Additionally, the Song of Inspiration attempts to grant celerity to your pet and guest. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.

Costs sp of a standard spell.

Appearance: A magical harp appearing out of thin air.
Description: Sing a song of war and victory, inspiring your allies to strike again and again.

< Message edited by Primate Murder -- 2/11/2019 13:36:14 >
AQ DF  Post #: 58
10/7/2018 10:35:22   
Primate Murder
Member

Elemental Menace
Multi-elemental spell inflicting DoTs.

10 hits of fire, ice and energy (chosen randomly) at +5 bth lean. Deals 50% damage of a standard spell. Each hit of fire attempts to inflict Burn (Power: 1*elecomp, rounds: 2); each hit of ice attempts to inflict Poison (Power: 1*elecomp, rounds: 2); each hit of enegy attempts to inflict Bleed (Power 0.1*elecomp). Monster can resist each infliction (Int/Luck vs End/Luck) with +0 bonus to save.

Costs mp of a standard spell.

Appearance: Fires, snowstorms and lightning strikes.
Description: Unleash the full might of nature's elements against your foe!

< Message edited by Primate Murder -- 10/23/2019 10:50:55 >
AQ DF  Post #: 59
10/8/2018 1:44:31   
Primate Murder
Member

Mostly for the laughs, but they are 'balanced' or even underpowered using modern standards...


The Meta Series
A set of z-token no-drop equipment. Element is the same as your no-drop.


The Meta Armor

FO armor
MRM average, pays 3 MRM for the second effect
2 hit attack with a +5 bth lean

MC is Meta Damage skill. Quickcast, pays a combined hp and gold cost to deal +50% damage for three turns.*

3 MRM pays for the Meta Status skill. The skill pays all 200% damage to inflict a three turn paralyze.** Monster can resist*** (VStat/Luck vs Cha/Luck) with a -6 penalty to save. Costs sp of a standard skill.

*You get a damage boost! It's basically free...
**The monster is awed by your wealth!
***You fail to impress the monster with your wealth.


Appearance: A floating whale. Attack is a smash. Meta Damage has no animation. Meta Status is blowing floating dollar signs out of the blowhole.
Description: Only a true whale can harness the power of this armor.


The Meta Weapon

MRM shift
no bth lean
0-proc because we're too cool for proc weapons

Effect: You deal +15% damage, but you take +(15/1.4)% damage.

MC goes into compressing a weapon-based skill:*

The Meta Skill
3 hits of (weapon type) weapon-element damage. +5 bth lean.
Deals +50% damage.
Costs 200% sp of a standard skill.

*Sp cost? What's that?


Appearance: A shiny sword/spear/magical sword. The skill is an explosion emoji.
Description: Only someone who doesn't understand efficiency could possibly use this weapon.


The Meta Shield

Pays 3 MRM and MC to get +210 initiative
Pays remaining MRM to get a bonus (+5% for every 3 MRM) to weapon and skill damage (/2 for spells, *4/3 for magic weapons)

Note: You should have 0 MRM total.

Appearance: Invisible
Description: Who needs shields? Give me a damage boost!


The Meta Master Misc

+50 Str
+50 Int

Effect: +20% damage.

MC: Another +10% damage against paralyzed and controlled enemies (/2 for spells, *4/3 for magic weapons).

Costs sp, a fairly high amount.

Appearance: A cute kitten pic.
Description: The monster will be one-shot anyways, no need to mind him. Look at this cute kitten pic instead.


The Meta Spell

3 hits of (no-drop element) damage at +10 bth lean.

Effect: The spell deals +100% damage. Monster's next attack gets +(100/1.4)% damage. This stacks.

Costs mp of a standard spell + hp of a standard spell-type skill.

Appearance: Big explosion emoji.
Description: This spell makes the monster stronger, but don't worry. It's not like it will ever attack or anything.


The Meta Pet #1

MC goes into using your Main Stat (str/dex/int) for stats instead of cha

Effect: Instead of attacking, this pet boosts your weapon attacks and spells if they deal more than 100% damage (due to damage boost, effect or skill usage). If they don't or if you lack the gold, you instead loose (Your Max HP/10).

Effect: Has a fairly high gold cost.

Appearance: A blue mini whale.
Description: You get to go all out and look cool for this little whale. But beware if it deems you too lame...

< Message edited by Primate Murder -- 10/23/2019 11:01:01 >
AQ DF  Post #: 60
10/8/2018 1:59:32   
Primate Murder
Member

The Dresden Series


Leather Duster

FO earth armor with secondaries to wind and lightning, weak to fire and ice
Strong Magic defence, average Melee, weak Ranged
Regular 2-hit attack

MC is skill compression*:

Soulgaze
Quickcast, gives +10 bth universal increase until the end of the battle (to both you and the monster) without usual modifiers for spells and magical weapons, and attempts to inflict fear on the monster**. The latter effect lasts three turns (28% chance not to act), and monster can resist (Int/Luck vs Int/Luck) with +0 bonus to save. This can only be cast once per battle.
Has no cost as 1/battle effect is worth 50% melee.

*Look into the soul of your foe and bare your own in return.
**Your foe is terrified by what it witnesses in the depths of your soul. (on success)
***You and your foe are filled with new understanding of each other. (on fail)


Appearance: A tall man in a black leather duster.
Description: Go out into the world and protect the weak with the power of wit and magic.


Blasting Rod

100-proc magic fire weapon (wand)
5% proc special-special

Effect1: Click on the rod to use Arcane Channeling*. This is quickcast, usable once per turn, costs 50% melee in sp and gives you +25% damage with all fire spells for one round.**

Effect2: When used with Leather Duster, it gets the FO armor lean, dealing *1.25 damage.

*Click on the rod to channel the arcane energies and power up your fire spells!
**Fuego!


Appearance: A wooden stick with ominously glowing runes.
Description: This wizard's tool is about as subtle as a loaded gun, allowing one to quickly and efficiently focus their will into a spell.


Shield Bracelet

Earth shield with wind secondary
MRM with focus on Magic defence

Effect: Click on the bracelet to activate Metaphysical Barrier (click again to deactivate). This costs 25% melee mp at the end of your turn and gives you a Barrier equal to 25% of damage dealt. (/0.75 for magical weapons and /2 for spells)

Appearance: A silver bracelet with five shield charms dangling on it.
Description: A magical focus designed to handle the pressure while the wizard casts his spells.


Pentacle Pendant

+50 Int

Reduces incoming Magic damage to 55%
Boosts all magical damage by 20% with appropriate modifiers for spells and magic weapons

Effect: At the end of a fight you have a (RoundsEquipped/TotalRounds*100)% chance to gain (MonsterPower)# of magical charges. A magical charge is equivalent to 80% mp of a standard spell. This only works if the mob is ItemLvl-10 or higher.
When equipped, you can click the misc to use up a charge to replenish your mp. This doesn't take a turn. You can do this up to four times per battle.

Appearance: A silver pentacle pendant.
Description: A pentacle represents the forces of magic bound within human control; power balanced by restraint.


FSB (armor, shield and weapon) is sweet and simple: All player's fire spells deal +25% damage.

< Message edited by Primate Murder -- 10/23/2019 12:14:04 >
AQ DF  Post #: 61
10/8/2018 8:24:12   
Primate Murder
Member

Packmaster Set


Lycanthrope

FD earth armor with water and wind secondaries
MRM focuses on Melee
2 hit basic attack with -3 bth lean

MC goes into secondary armor compression. Click in the wolf pelt to change (this doesn't take a turn, but costs 25% sp of a standard skill per turn for the effect).

Transformation
Armor becomes FO with a 3-hit claw attack.
Pets and guests deal +20% damage, or +30% if they have a dog/wolf tag.
Appearance: A large wolf (not a humanoid one).

Appearance: A more feral-looking version of the basic werewolf form with a wolf pelt cloak.
Description: This werewolf is more akin to a wolf becoming a man than a man becoming a wolf.


The Howling Staff

Ranged/Magic earth staff
0-proc, so *1.08 damage

Effect is the same as Foam Finger's, but stronger due to the trigger (only works on those with a Wolf or Dog tag). This stacks with Transformation's bonus.

Appearance: A hollow wooden staff with holes at the top.
Description: This staff howls like a true wolf when wielded, inspiring your canine allies to greater viciousness and savagery.


Spirit Bells

Earth shield with water and wind secondaries
MRM is somewhat lowered to pay for resists, but has a focus on Ranged

Effect: Click on the bells to call two Spirit Wolves, a double guest with an sp-upkeep (*1.05 for elemental compression).

Spirit Wolves
Choose to summon either Spirit Wind Wolf (standard wind guest), Spirit Water Wolf (standard water guest) or both. If you choose both, you pay for both of their sp upkeeps.
Attack is two Magic hits for each wolf at +5 bth lean. If you summoned both wolves, they also deal *1.1 damage for different elements.
Appearance: Semi-transparent large blue and violet wolves.

Appearance: A pair of bells made from bleached bone, hanging on a thread in the off-hand.
Description: These bells call on spirits to protect you from hunters and can even be used to Call a pair of Spirit Wolves to fight alongside you!


FSB (armor+weapon+shield): All pets and guests with a dog or wolf tag deal +15% damage.

< Message edited by Primate Murder -- 10/23/2019 12:54:58 >
AQ DF  Post #: 62
10/8/2018 11:14:22   
Primate Murder
Member

Hexlord Set
Status infliction darkness set capable of transforming into an offensive fire set.


Hexer

FD darkness armor with fire secondary
MRM focuses on Magic, looses 3 MRM to pay for Warlock's effect
1 hit basic attack with +5 bth lean, See Effect (primary).
MC pays for compression.

Effect (primary): all your weapon attacks using 100-proc weapons loose 50% damage (67% damage for magic weapons) and randomly inflict one of the following statuses. Monster can resist (Int/Luck vs Cha/Luck) with +0 bonus to save.

Afraid - (25/1.4)% chance of not acting for 4 rounds.
Blind - looses 15 bth for 4 rounds.
Defence Loss - looses 15 MRM for 4 rounds.
Disease (hp) - equal to DamageDealt*10.
Disease (sp) - equal to DamageDealt*10*1.125.
Choked - looses (25/1.4)% damage for 4 rounds.
Unlucky - looses 160 Luck for 4 rounds.
Offbalanced - looses 150 Dex for 4 rounds.
Weakness - looses 150 Str for 4 rounds.
Warts and Boils - looses 150 Cha for 4 rounds.
The Cold - looses 7.5 bth and blocking for 4 rounds.
Burn - Power 5 for 4 rounds.
Poison - Power 5 for 4 rounds.
Bleed - Power 1.
Fragile - looses 12.5 End for 4 rounds.

Effect (secondary): Click on your chest to turn into Warlock form (this disables the primary effect). Click again to change back.

Warlock
Armor becomes fire element FO with a 2-hit attack.
You deal additional damage equal to (Number of Statuses on monster) * (5*2/3)%.

Appearance: Black and brown cloak atop leather armor in Hexer form. Blood-red armor covered by a black cloak in Warlock form.
Description: Hex your foes to heck and back, then rain demonic wrath down upon them!


Hexing Rod

100-proc darkness magic weapon, +5 bth lean
Looses 5% damage for compression
MC pays for Haxe damage bonus

Effect (Primary): deals -10% damage (on top of the above penalty) to give you Status Infliction Potency (+10 on all infliction saves). This effect is disabled in Haxe form.

Effect (Secondary): Click on the Rod to transform it into Haxe, a fire element 10%-proc magic axe with -5 bth lean. It deals additional damage equal to (Number of Statuses on monster) * (5*2/3)%. This stacks with Hexer's Warlock form damage boost.

Appearance: A black metal rod with ominously glowing red runes in basic form. In Haxe form - large double-headed axe covered in soot with ominously glowing red runes on the edge.
Description: This weapon of fire and darkness allows you to curse your foes with blackest magics or to smash them with all the fury of heck.


Hexagram

Darkness/Fire simultaneous resistance shield with a focus on MRM

Effect: Inflict Hex of Primal Bloodlust on the monster when you block an attack. Monster can resist (Int/Luck vs Cha/Luck) with +0 to save. If it fails, the monster becomes Hexed (renamed Berserk, -25 bth lean until lands a blow and deals damage).

Appearance: Six-pointed star form, black with miniature red runes crisscrossing it.
Description: Hex your foe with the unquenchable bloodlust of a demon!

< Message edited by Primate Murder -- 3/10/2020 2:36:36 >
AQ DF  Post #: 63
10/8/2018 15:50:21   
Primate Murder
Member

Ninja Crash Set
Earth element axe and 'shield'


Ninja Bash

Earth 'shield' with focus on Melee defence

If your Class Title is Ninja, you gain Hard Counter passive ability:

When an enemy attempts to inflict any kind of stun on you (fear, daze, control, paralyze), it makes a saving throw (Dex/Luck vs Dex/Luck) with +0 bonus to save. If it fails, you automatically succeed on a save against the status effect and inflict a Daze* on the enemy (71.4% chance of not acting for one turn). The first time per battle is free, every subsequent Hard Counter costs sp worth 100% melee.

*BAM! In your face!

Appearance: A large and heavy-looking warhammer.
Description: Who says ninja don't use warhammers?


Ninja Slash

Earth melee axe with -3 bth lean
0-proc, so *1.08 damage

If your Class Title is Ninja, all your axe attacks inflict Defence Loss (-3*HitsConnected MRM) on the enemy for one round. Monster can resist this (Dex/Luck vs Dex/Luck) with +0 bonus to save.

Appearance: A large battleaxe.
Description: Who says ninja don't use battleaxes?


FSB (axe and hammer/shield): If your Class Title is Ninja, you gain access to the following weapon-based skill:

Ninja Smash

10 hits of earth melee damage at +10 bth lean. For all purposes, 5 hits are done by the axe and 5 by a temporary earth hammer weapon with -5 bth lean. Ninja Smash looses 50% damage for the following effects:

Daze (7.14% chance of not acting for one round per each hit of the hammer) - Monster resists (Str/Luck vs End/Luck) with +0 bonus to save
Bleed (0.1 power per each hit of the axe) - Monster resists (Dex/Luck vs End/Luck) with +0 bonus to save.

This costs sp, reduced due to elecomp (shield same element as weapon).

< Message edited by Primate Murder -- 4/30/2019 23:43:22 >
AQ DF  Post #: 64
10/9/2018 3:10:32   
Primate Murder
Member

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 >
AQ DF  Post #: 65
10/9/2018 3:35:54   
Primate Murder
Member

Orc Battlerager Set
An earth FO set granting temp hp and damage.


Orc Battlerager

FO earth armor, focus on resistances
MRM goes into melee; looses 6 MRM for the first effect
2 hit basic attack

Effect (passive): Raging Vitality. At the beginning of your turn, gain a Barrier worth (10/1.4)% of the damage monster dealt to you since the end of your last turn. On the first turn the armor is equipped, or if the foe didn't attack you in the previous turn, it'll default to 10% melee. The effect stacks with Raging Vitality from other sources.

Effect (MC): Battle Rage. Deals bonus damage equal to 50% of damage stored in the Barrier.

Appearance: Based on Orc Gladiator, but updated to more modern standards.
Description: You may not be an orc, but with this armor you can sure rage like one.


Bracer of Raging Vitality

Earth shield
MRM has a focus on Melee
Looses 3 MRM to strengthen the MC effect

Effect: Raging Vitality. At the beginning of your turn, gain a Barrier worth (10/1.4)% of the damage monster dealt to you since the end of your last turn. On the first turn the shield is equipped, or if the foe didn't attack you in the previous turn, it'll default to 10% melee. The effect stacks with Raging Vitality from other sources.

Appearance: A gray metallic bracer.
Description: Rage at your foe, only growing tougher whenever you're hit.


RageCrusher

Melee earth mace with -3 bth lean
0-proc, but instead of bonus damage inhances the first effect.

Effect (passive): Raging Vitality. At the beginning of your turn, gain a Barrier worth (10/1.4)% of the damage monster dealt to you since the end of your last turn. On the first turn the weapon is equipped, or if the foe didn't attack you in the previous turn, it'll default to 10% melee. The effect stacks with Raging Vitality from other sources.

Effect (MC): Battle Rage. Deals bonus damage equal to 50% of damage stored in the Barrier. (stacks with Orc Battlerager for 100% of damage stored)

Appearance: Similar to the mace from Orc Gladiator, but updated to current standards.
Description: Gain a burst of adrenalin whenever your foe hits you and hit back - with all the power of a raging orc!


FSB: The damage bonus from Battle Rage is doubled! (to 200% of damage stored)


< Message edited by Primate Murder -- 10/24/2019 13:59:26 >
AQ DF  Post #: 66
10/9/2018 3:42:19   
Primate Murder
Member

Manic Shielder Set


Manic Safeguard

Water shield
MRM is slightly weak to Magic

MC: Toggle. 50% of damage dealt by the monster is instead dealt to the player's mp with *1.5 modifier. If the player does not have enough mp, the effect is diabled.

Appearance: A swirl of gathering magical energy.
Description: Reminding people that even a mage can be a tank.


Mana Shaper

FO water hammer, toggles between melee and magic.
-3 bth lean
no proc, so *1.08 damage.

MC: The player gains Barrier equal to 5% of damage dealt.

Appearance: A fluid warhammer of blue-green energy.
Description: A powerful semi-sentient mana construct that transforms kinetic energy directly into a protective force shield.


Living Mana Collector

FO water armor
MRM is slightly weak to Magic
2 hits basic attack
MC goes into compressing a skill

Mana Collector
3 hits of (weapon element) damage. Deals 25% damage of a standard skill and regains mp equal to 4.5x of damage dealt.
This is treated as a weapon based skill, and costs sp of a standard skill.

Appearance: A bulky, stone-colored armor with greenish tendrils of energy flowing up and outward at shoulders, waist, knees and elbows. Inspired by this.
Description: Absorbs and stores magical energy from the surrounding area. What, you didn't think we could craft a building into an armor?


< Message edited by Primate Murder -- 4/18/2021 11:39:30 >
AQ DF  Post #: 67
10/9/2018 4:48:34   
Primate Murder
Member

Shifting Tides
Water mini set with shield and weapons.


Rising Tide

Melee water sword
-3 bth lean
0-proc, so *1.08 damage

Effect: You start the battle with 2 Tide Charges and gain a new Tide Charge at the beginning of every turn. When your Charges reach 4, your charge counter resets and your next attack with the Rising Tide makes the monster Dazed (100% chance of not acting for one round). Monster can resist (Str/Luck vs End/Luck) with +0 bonus to save. Afterwards you loose 6 MRM for four rounds.

Appearance: A single-bladed sword with the end of the blade larger and heavier (a pirate scimitar). Its blows leave behind trails of water, with the force and amount dictated by the amount of Tide Charges you possess.
Description: As the tide rises, so does your power. Daze your foes with the power of the ocean's fury!


Ever-Shifting Tides

100-proc ranged water 'crossbow'
-5 bth lean
No special-special, so *1.1 damage

Effect (free): This effect is akin to Forest Demon's shield, except that instead of raising and lowering the defences, it affects the damage. +25% damage to -25% damage depending on the timing of the shot.

MC is used to compress a skill like the Morningstar Crosses.
1 hit of water damage at -5 bth lean. Deals 40% damage to compensate for the Paralysis effect (WaterResist*100% chance of not acting for 2 rounds). Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.
Costs sp of a standard skill.

Appearance: A large, heavy-looking crossbow with an iron casing that looks as though it should be attached to the ship as a ballista.
Description: As the tide shifts, so does your power. Your foes would be stunned if you manage to actually hit someone with this unwieldy thing.


Waning Tide

Magic water dagger
+3 bth lean
0-proc, but instead of extra damage you have HitsConnected * 10% chance to reset the effect's counter back to +20%.

MC: All your attacks deal +20% damage. The damage bonus is reduced by 5% at the end of each turn (so +15% damage on second, +10% on third and +5% on fourth), caps at +0% and resets at the end of the battle.

Appearance: A tarnished dagger with a slightly curved blade.
Description: As the tide wanes, so does your power. But the tides always come back - and so does your power!


Flowing Tide

Water shield with a focus on MRM

MC: Flowing Tide toggle. Costs 25% sp of a standard skill.
Randomly gain 9, 15 or 21 MRM.

Appearance: A wooden shield that more resembles a plank. When you're hit, it throws up a tide, completely covering you.
Description: As the tide flows around the blows of a fool, so do you. But always remember that the seas are willful and unpredictable.


< Message edited by Primate Murder -- 10/24/2019 14:23:06 >
AQ DF  Post #: 68
10/9/2018 5:55:58   
Primate Murder
Member

Fenrir

Ice pet
2 hits of Melee damage at -3 bth lean

Effect: Akin to VBG. Has a 20% chance of biting the player instead of the monster and deals 55/34 damage with all attacks to compensate.

Appearance: A giant white wolf.
Description: This wolf isn't quite large enough to swallow the sun, but it will certainly rip you apart if you treat it like a pet.
AQ DF  Post #: 69
10/9/2018 6:01:36   
Primate Murder
Member

Gungnir

Earth element ranged spear
+3 bth lean
0-proc; instead of yourself your pets and guests deal *1.08 damage

Effect: All your weapon attacks deal *0.8 damage. All your pet and guest attacks autohit.

Appearance: A wooden spear with some feathers sticking out near the blade in resemblance to the rune Ansuz.
Description: The spear of a true ruler. When you point it at the enemy, your subordinates cannot miss.

< Message edited by Primate Murder -- 4/26/2020 2:58:28 >
AQ DF  Post #: 70
10/9/2018 6:13:46   
Primate Murder
Member

Holy Night Set
Blocking-based FD darkness (and light) set.


Holy Night

FD darkness armor with a secondary to light
Focus on MRM
2 hit basic attack

MC: Unseen Radiance. When fighting against necromancers or undead, your soul glows with your steely determination, blinding your sworn enemies. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save. If it fails, it takes - (12*MonsterLightResist) bth for one round.

Appearance: A sleeker, black version of Golden Holy Armor with a skull helm.
Description: When the Lady of Light forsook them, when the paladin order fell and Artix left on his spiritual quest, this lone paladin picked up the slack. Drawing upon the forces of darkness, he continues his fight, protecting innocents from the evils of necromancers and undead.


Night's Pride

Light element ranged bow
2 hits at +3 bth lean
0-proc, so *1.1 damage

Trigger: Riposte. When fighting necromancers or undead, if you blocked an attack, deal +(10/0.15*HitsBlocked/HitsAttempted)% damage for one round.
MC goes into no downtrigger.

Appearance: A sleek black crossbow with raven wings on the sides.
Description: Strike back against the undead! Especially powerful if you blocked your enemy's attack.


Night's Aegis

Darkness shield with an MRM focus

MC: Gain +3/0.15 (or 20) *HitsBlocked/HitsAttempted MRM for one round when you block a hit.

Appearance: A semi-transparent veil of darkness. The form resembles Shield of Rennd.
Description: Darkness helps those who help themselves.

< Message edited by Primate Murder -- 10/25/2019 12:59:26 >
AQ DF  Post #: 71
10/9/2018 6:26:41   
Primate Murder
Member

Wizard's Implements


Summon Floating Staff

Summons an mp-costing guest.

Fire element magic guest. Deals 75% damage of a standard guest with all attacks normally, but when you cast a spell the Floating Staff deals 200% damage for one turn.

Appearance: A floating staff with a ruby on top. Regular attack is a thwack with the staff, spell attack is a fireball.
Description: This wizard's staff reflects the ebbs and flows of your power.


Summon Floating Tome

Summons an mp-costing guest.

Standard ice element magic guest. Compresses a tome:

Click on the guest to select one of four spells (Standard damage spell, Efficient spell, Freeze infliction spell and Draw Mana). The spell takes a turn and is cast by yourself; this doesn't affect the guest's attack. Basically, an extra tome in form of a guest.

Appearance: A floating book with occasionally turning pages. Attack is 3 spears of ice.
Description: A wizard's notebook with a handful of spells.


Summon Floating Orb

Summons an mp-costing guest.

Energy element magic guest. Deals -(10/60)% damage to pay for the effect.

Effect: Whenever you cast a spell, heal mp worth (25 + 25*Cha/VStat)% melee.

Appearance: A floating orb with green-blue mist inside. Attack is a double lightning strike.
Description: Focus your arcane energies through this wizard's orb.

< Message edited by Primate Murder -- 5/9/2019 1:12:22 >
AQ DF  Post #: 72
10/9/2018 7:28:29   
Primate Murder
Member

Mechanics inspired by Azamay Golem, thematics by D&D's Warborn.


Born of War
FD set of armors and effect miscs.


Warborn

FD earth armor with an energy secondary.
Average MRM
Standard 2 hit attack

Appearance: Combination of robot and golem.
Description: Take the shape of a being born from the magics and forges of a lost dimension, designed for the sole purpose of being a soldier on the front lines of the war.


Soaring Warborn

FD wind armor with a fire secondary.
MRM has a focus on Ranged
3 hit attack

Appearance: A warborn with a jetpack and white-blue camouflage.
Description: A specialized version of Warborn designed for aerial combat.


Immersion Warborn

FD water armor with an ice secondary.
MRM has a focus on Melee
2 hit attack

Appearance: A warborn with glowing (like a flashlight) eyes and a dark blue-green camouflage.
Description: A specialized version of Warborn designed for underwater combat.


Cloaked Warborn

FD light/dark armor.
MRM has a focus on Magic
2 hit attack

Appearance: A warborn that resembles a shadow.
Description: A specialized version of Warborn designed for interdimensional exploration and combat.


Note: Warborn miscs work similar to the Wind Stone (passive effect + 5% melee). Click on the misc to gain an effect until the end of the battle. The misc automatically unequips afterwards - you don't need to keep it active. If you already have an effect from this misc active, it does nothing. You pay for an armor with multiple MCs via misc slots. (Warborn miscs only work with Warborn armors).


Shoulder Blaster

At the end of your turn, you make an additional attack. This is a ranged/magic bow attack that follows the element of your weapon and deals 30% damage.

Each attack costs 25% sp of a standard skill.

Appearance: A blaster mounted on the shoulder of the armor.
Description: Install a shoulder-mounted blaster to complement your attacks.


Portable Railgun

Click on the armor's arm to activate a skill. It's an armor element bow-type skill (akin to Morningstar Cross). It costs sp with elecomp going into reduced cost.

Appearance: A miniature railgun on the underside of the armor's right arm.
Description: Install a set of electromagnetic coils to launch projectiles at your foe at high speeds.


Battle Visor

All weapon-based attacks gain +8.5 bth and double LS rate. Costs 15% melee in sp.

Appearance: A high-tech visor.
Description: Install a high-tech visor to run advanced calculations for attack trajectories.


Defence Nodes

At the beginning of each turn, the player gains a Chi Shield worth 25% melee.

Appearance: Several round nodes on warborn's shoulders, knees and chest with blinking lights. This also creates a slight force-field around the warborn, visible whenever it's hit.
Description: Install several defence nodes to generate an advanced elemental interference field.


Powered Exoskeleton

Armor lean changes to FO and the player deals +5% damage.

Appearance: An exoskeleton installed along the spine and ribs of the warborn.
Description: Install a series of engines, carbon-fiber plates and artificial muscles to power up your strikes.


Nanite Factory: Self Repair

Heal hp worth 23% melee at the end of each turn. Costs 25% melee in sp. (calc: 30*0.9*0.85)

Appearance: A high-teck backpack with a green indicator light near the top.
Description: Install advanced nanite technology to repair you right in the middle of combat.


Nanite Factory: Mana Generation

Heal mp worth 23% melee at the end of each turn. This costs 25% melee in sp.

Appearance: A high-tech backpack with a blue indicator light near the top.
Description: Install advanced nanite technology to convert mechanical energy into magical energy.

< Message edited by Primate Murder -- 10/26/2019 4:34:58 >
AQ DF  Post #: 73
10/9/2018 14:58:21   
Primate Murder
Member

A Gift and a Curse

One hit, Darkness. +10 BTH lean. It takes -44% damage. If it connects, the monster becomes a werepyre*. The monster gets two saves to resist this**. Both saves are at a -20 penalty. First inflicts with INT/LUK and resists with CHA/LUK; the second inflicts with STR/LUK and resists with END/LUK. If the monster fails both saves, it becomes tagged as a werepyre.

*(Monster Name) has become... a mighty werepyre!
**(Monster Name) rejects your gift!


This costs sp of a standard skill.

Note: You have to be a werepyre to use this skill.

Appearance: A shadow of a werepyre falls upon the monster, then it grows until the whole screen goes dark.
Description: Bite your victim and inflict them with your curse!
AQ DF  Post #: 74
10/10/2018 7:02:00   
Primate Murder
Member

Haunting

5 ice magic hits with +10 bth lean. Sacrifices 70% damage to inflict Haunted (renamed power 2 ice Burn) for (HitsConnected) rounds. Monster can resist this (Int/Luck vs End/Luck) with -20 penalty. When taking damage from Haunted, monster also has a (IceResist * 11.8)% chance of being Frozen for one round.

Costs mp of a standard spell.

Appearance: A swarm of ice-blue ghosts swarms the monster.
Description: Call upon vengeful spirits haunt your foe!

< Message edited by Primate Murder -- 10/26/2019 5:59:37 >
AQ DF  Post #: 75
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