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5/8/2019 15:17:30   
Primate Murder
Member

Infamous Blade

Melee ele-seeking sword
no bth lean
0-proc, so *1.08 damage.

Effect (passive): Infamous Blade ele-seeks among the standard 8 elements on all weapon attacks.

Effect (passive): The player loses hp worth (HitsMissed*100)% every time they miss with a weapon attack. (calc: 30/0.15, /2 for #ofHits)

Appearance: Mythical Blade, but with the color scheme inverted.
Description: This cursed sword is possessed by the spirit of an infamous assassin. It would always seek out the weakness of your foes, but beware of falling short of the blade's high expectations.
AQ DF  Post #: 126
5/10/2019 6:55:46   
Primate Murder
Member

Swashbuckler's Raiment
Pirate class armor.

FO water armor with good wind and dark secondaries; weak to the rest of the elements to maximize MRM
MRM reasonably high, with a weakness to Magic
2 hit attack at -3 bth lean.

Appearance: The original look brough up to modern standards, has a parrot either flying above or on the shoulder.
Description: Arr! Sail the high seas as a freedom-loving pirate, and learn abilities such as Keelhaul, Walk the Plank and Davy Jones!


Level 0: Roll the Dice - Passive
A pirate's life is short, so you might as well enjoy everything it has to offer. Throw caution to the wind, pray to Lady Luck and may Davy Jones have pity on the souls of those that fall short!

On all weapon attacks and specials, make a (Luck/MainStat vs Luck/Dex) save with +0 bonus. If you fail, the attack deals 50% damage. If you succeed, it deals 150% damage.

Additionally, when you land a Lucky Strike, make a second Luck save. If you succeed, gain 50 Pieces of Eight.


Level 1: Keelhaul - Active
Show your enemies just who is the master of the high seas!

2-hit weapon-based water skill at -3 bth lean. If you have at least 45 Pieces of Eight, consume them and make a (Luck/MainStat vs Luck/Dex) save with +0 bonus to save. If you succeed, both hits are automatic Lucky Strikes.

Costs sp of a standard skill, reduced due to elecomp.


Level 2: Petey - Passive
Rely on your faithful (and entertaining) parrot Petey to belittle and enrage your foes, making them attack without any care for accuracy or defense.

At the beginning of every turn, inflict DefLoss (-6 MRM) and Berserk (-20 bth lean) on the monster for one round. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.


Level 3: Silver Tongue - Toggle
Your words can be as cutting as your blade.

Pay sp for Cha drive + Mental Potence (random amount between 0 and 20, changes every turn).


Level 4: Devil's Gamble - Active
The sea is a mercurial mistress - it might float you to safety or drag you to the very bottom.

Quickcast, 1/turn. Make a (Luck/MainStat vs Luck/Cha) save with +0 bonus. On success, the monster is Paralyzed for 1 round. On fail, it deals +100% damage.


Level 5: Ahoy, Me Hearties! - Active
Call upon a greedy, but versatile pirate crew to help you out for a cut of the loot!

Calls an sp-costing guest 'Pirate Crew', that has an additional gold upkeep worth 30% melee (150% total damage of a standard guest). MC goes into seeking between water and fire damage, and you can click on the guest to switch between modes:

- Grog and Burn! The Crew throws two bottles of burning grog. Deals damage of a standard guest and inflicts Burn (Power 3, element seeks between water and fire) for 2 turns. Monster can resist (Cha/Luck vs End/Luck) with +0 bonus.

- Dead Men Tell No Tales. Similar animation to Jolly Rotten Roger. Deals 50% damage of a standard guest and inflicts Fear (100% chance of inaction) for one turn. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.

- Musket Salvo. The crew shoots the monster with muskets, producing a cloud of smoke. Deals 125% damage of a standard guest and inflicts Blind (-18 bth) for one turn. Monster can resist (Cha/Luck vs End/Luck) with +0 bonus to save.


Level 6: Walk the Plank - Active
Can you intimidate your foe into giving you everything he has?

Perform a normal attack, and make a save (Cha/Luck vs Cha/Luck) with +0 bonus. If the monster fails, you gain 1 hp potion and 1 mp potion.

If at least one of the hits is a Lucky Strike, you gain 2 hp and mp potions instead.

Costs sp of a standard skill and 20 Pieces of Eight.


Level 7: Bribery - Passive
A little coin covertly switching hands is quite enough to insure that your pursuers can never seem to catch you.

Loose 15% melee gold at the beginning of each turn and make a save (Cha/Luck vs Cha/Luck) with +0 bonus. On success, you gain +24 MRM for one round.


Level 8: Devil's Own Luck - Toggle
Your enemy's Luck ran out the moment they met you.

Pay hp to inflict the monster with Unlucky (a standard toggle's worth, no save).

Additionally, while the toggle is active, make a 50/50 save (Luck/MainStat vs Luck/Cha) on all Lucky Strikes. On success, you deal 2x LS damage. On fail, the monster has (100/1.4)% chance of gaining celerity.


Level 9: Davy Jones - Active
Call forth the spirit of the legendary pirate!

Pay 100 Pieces of Eight (125 if Int/2 > Str+Dex) to randomly gain one of the following 5 effects:

- 2 hits of water, each worth 20.25% damage of a standard skill. Afterwards, the monster's Hypersalinated for HitsConnected*elecomp rounds. It can resist (MainStat/Luck vs End/Luck) with +0 bonus to save.

- 4 hits of darkness, for a total (25*elecomp)% skill damage. You heal hp equal to 2x damage dealt and sp equal to 2.25x damage dealt.

- 8 hits, alternating between water and darkness for a total (50*elecomp) skill damage. Afterwards, you gain Luck (+150*elecomp) Luck for 3 rounds.

- 12 hits, randomly water or darkness, adding up to a standard spell-based skill. 10% chance of making a 13th hit which deals damage equal to monster's remaining hp.*

- You loose 100% melee hp.**

*Davy Jones drags (MonsterName) to the bottom of the ocean!
**Can't ya see that I'm busy, ya sniveling rat!



Level 10: Fire the Broadside! - Active
Bring out the big guns! You have enough gunpowder to use this skill 5 times per day.

1 hit of ranged fire damage at +10 bth lean. Spell-type skill, does 1.75x damage of a standard one.

Has no cost except your turn. (calc: a day's worth of MC is 1250, so /5 is 250)

< Message edited by Primate Murder -- 6/15/2021 23:52:19 >
AQ DF  Post #: 127
5/11/2019 18:11:25   
Zennistrad
Member

While this is a neat idea, I feel like the Pieces of Eight resource is somewhat underutilized. Generally when there's a secondary resource I feel there should be about three skills that make use of it.

< Message edited by Zennistrad -- 5/11/2019 18:12:34 >
AQ  Post #: 128
5/12/2019 2:12:57   
Primate Murder
Member

Really? I based my suggestion on Sol Neko, which has two charge-using skills.

Well, I added "If at least one of the hits is a Lucky Strike and you have at least 20 Pieces of Eight, you gain 2 hp and mp potions instead." to Walk the Plank skill anyways.
AQ DF  Post #: 129
5/12/2019 19:36:41   
Zennistrad
Member

Hmm, maybe. It's probably just my own personal preference, I still think the class works pretty great as it is.
AQ  Post #: 130
5/13/2019 7:09:41   
Primate Murder
Member

To differentiate it from the Mage class, Wizard focuses more on metamagic, spells that alter other spells.


Generalist's Robe (and elemental variants)
Wizard class armors.

FO armor, for elecomp and because wizards were always glass cannons
Neutral element for generalist, respective elements for elemental robes
MRM has a strong focus on Magic
1 hit standard attack.

Appearance: The original has a good idea with robe, cape and pouches. Just bring it up to modern standards, replace some of the tackier staves with orbs, and maybe make it a little less skinny?
Description: Wizards are powerful spellcasters who wield elemental forces of the Ethereal Realm. Unlock the hidden mysteries of the arcane, and get the most out of your (RobeElement) spells!


Level 0: Arcane Efficiency - Passive
As a wizard, you have learned to get the most from your spells, reducing the amount of mana you need to spend!

All your spells cost 20% less mp. (calc: 25/125)

Elemental Robes: The reduction increases to (20*elecomp)%, but only affects spells of their respective element.


Level 1: Amplify Spell - Active
Boost the power of your next spell!

Your next spell deals +35% damage, with a 7% chance of doubling the boost.* Has no cost except your turn.

*Your knowledge of the arcane allows you to double the boost!


Level 2: Charged Blast - Active
Store some elemental energy for a rainy day each time you use a spell. When you have enough, you can release all that energy in a poweful blast!

Gain 25 Arcana each time you cast a spell (except Charged Blast). If you have at least 25 Arcana, you can Release the Blast:

Has the same animation and number of hits as the current lvl 4 wizard spell; follows the element of your weapon and deals (Arcana/2 + 37.5)% damage of a standard spell. This consumes all your Arcana (to the max of 325).

Elemental Robes: The spell shifts to Robe's element and gains an elecomp's bonus to damage.


Level 3: Focus Spell - Active
Enhance the accuracy of your next spell!

Your next spell autohits. Has 7% chance of lasting for 2 spells.** No cost except your turn.

*You retain enough focus for another spell!


Level 4: Ethereal Evocation - Active
Infuse your foe with the very essence of the Ethereal Realm, making them highly vulnerable to all forms of elemental magic!

Quickcast, usable once per turn. Inflict Arcane Vulnerability (magic damage is increased by 46%) on the monster for one turn. Monster can resist (Int/Luck vs Int/Luck) with -20 penalty to save. (calc: 50/(1.4*0.7); *0.9 effect and *1.1 cost for non-elemental effect, like with Mana Trap)

Costs 55 Arcana.


Level 5: Summon Elemental - Active
Summon a homunculus crafted from the essence of an element and given life by your will!

Summon an mp-costing Elemental guest. It deals -50% damage, but boosts the LS rate of your spells by 11*(1 + Cha/VStat)%.

Elemental Robes get a guest that follows their element, Generalist gets one that attacks with every standard element and gains *132/109 compensation.


Level 6: Dharana - Active
Concentrate and draw mana in from the ambient air to charge your mental reserves!

Overcharged mana healing spell. Costs 4/3 sp of a standard spell, and heals 29/24 mp of a standard one.


Level 8: Quicken Spell - Active
Rush the incantation and improvise the gesture, lowering the mana efficiency of your spell, but drastically increasing its speed!

Quickcast, 1/turn. Pay 75% melee sp to make your next spell quickcast (gain celerity, if that's easier).


Level 8: Elemental Residuum - Passive
Magical residue swirls around you, forming a shield to protect you from harm.

When you cast a spell, gain Barier (power = 12.5% DamageDealt) for one turn.

Elemental Robes: Only works for spells of Robe's element, but Barrier's power is increased by elecomp.


Level 9: Loco Felicis - Passive
Even wizards hesitate to draw on Loco's realm more than is necessary - but even a smallest bit of luck can go a long way.

When you land a Lucky Strike with your spell, you gain (LS/Hits)% chance to Focus, Amplify and Quicken your next spell and regain (37.5% LS damage) mp.


Level 10: Arcane Lore - Toggle
Imbue your elemental spells with power directly from the Elemental Planes!

All your spells deal +50% damage, and give double the Arcana.

To compensate, they cost (225/125)% or 1.8x the usual amount of mp.

Elemental Robes: Only works for spells of Robe's element, but the bonus is increased by elecomp.

< Message edited by Primate Murder -- 5/30/2020 4:31:36 >
AQ DF  Post #: 131
5/13/2019 8:51:32   
Zennistrad
Member

How would Arcane Efficiency work for eleseeking spells (e.g. Destruction Burst) for the specialized robes? I'm assuming it would just return a portion of spent MP after casting.
AQ  Post #: 132
5/13/2019 9:14:01   
Primate Murder
Member

That would work, sure. At least, if the spell does damage of the right element.

Actually, it already works in a way - I'm farming Hybee with D-Burst in Generalist robes on one character and Tenebromancer on the other, and Tenebromancer takes longer to run out of sp (since it was before hp costs).

< Message edited by Primate Murder -- 5/13/2019 9:29:19 >
AQ DF  Post #: 133
5/19/2019 5:48:50   
Primate Murder
Member

Loved the week's quest, and figured I might as well make a slight tibute.


Umazen Miners

Energy monster with light and earth secondaries.
MRM focuses on Melee.

5-monster mob, has very high End and high Str. At top level should cap out max hp.

When has enough sp, uses an Earth skill for increased damage.

Umazen Teamwork: The monster deals increased damage and takes reduced damage based on the number of Miners remaining (more Miners - more damage dealt and less taken).

Appearance: Exactly as in the quest. Attack with pickaxes, sp skill is a minecart crashing into you.
Description: You got caught in the middle of a riot! Seems like you'll get first hand experience in some of that hardiness and teamwork that the Miners were boasting about. Yay...


Umazen Scholars

Energy monster with light secondary.
MRM focuses on Magic.

5-monster mob, has high End and Int.

Umazen Teamwork: The monster has a (20*#ofScholarsRemaining)% chance to imbue all your attacks with energy element for one turn.* You can resist (Int/Luck vs Int/Luck) with +0 bonus to save.

*Umazen Scholars use their skill in enchanting to attune all your weapons to energy!

Appearance: Just as they look in the quest. Attack by summoning magical weapons.
Description: You got caught in the middle of a riot! These scholars are not afraid to use their synchronized enchanting skills to fight for the freedoms they historically had!

< Message edited by Primate Murder -- 4/26/2020 5:26:31 >
AQ DF  Post #: 134
5/24/2019 2:48:22   
Primate Murder
Member

It's surprisingly difficult to make the armor both basic and interesting. I've repeatedly found myself nerfing some skills to make warrior slightly inferior to berserker, rogue to ninja and mage to wizard, yet keep the classes balanced and viable by themselves.

On that note, I took into account the complaints some players had about the warrior lacking a resource pool for nukes, so here you go - a pool that you can use for short-term increased damage or two 'free' nukes.


Fighter Armor
Fighter class armor.

Neutral lean, neutral element armor
MRM has a heavy focus on melee, a slight on ranged and pretty weak to magic
Standard attack at -3 bth, #ofHits depends on the weapon.

Appearance: Something more similar to Blackhawke might be preferred. Also, if possible, I suggest different animations for attacks with different weapons - a 1-hit overhead smash with hammers/maces, 3 fast stabs with a spear, 2-hit slashes with swords or axes.
Description: Master the basic craft of the warrior! Train yourself in combat and the use of weapons to learn skills such as Agression, Armsmaster and Peak Performance!


Level 0: Starting Class - Passive
A tier 1 class, intended for lower levels.

All your weapon attacks deal +(7.5 – level/20)% damage.


Level 1: Fighting Styles - Toggle
The field of battle has taught you that there's time to conserve your strength and time to go all out.

Toggle between 3 modes:

- Conservative. Deal -25% damage with all weapon attacks.

- Basic. Deal 100% damage with all weapon attacks, and spend one Adrenaline. If you lack Adrenaline, you automatically switch to Conservative mode.

- Brutal. Deal an additional +25% damage with all weapon attacks, and spend two Adrenaline. If you lack Adrenaline, you automatically switch to Conservative mode.

Either way, you start out with 10 points of Adrenaline at the beginning of every battle. The points do not tranfer between battles - you always start at 10.


Level 2: Weapon Proficiency - Toggle
Your training in the use of weaponry allows you to wield any weapon as if it were melee!

All your weapon attacks are converted to melee. No cost, since MRM shifting is a free effect.


Level 3: Agression - Toggle
Sometimes you need careful positioning, calculated strikes and fancy footwork to pull you thorugh the battle. And sometimes you need to throw all that stuff away, and just charge the monster to kill it dead. LEEEROY JEEENKINS!

You are inflicted with Berserk (-15 bth lean).

In addition, you loose 9 MRM and deal +15% damage with all weapon attacks.


Level 4: Martial Training - Passive
Your training, determination and skill allow you to continue fighting when others would tire or falter.

You start each battle with 12 Adrenaline instead of 10.


Level 5: Call Friend - Active
Call a friend from the training to help you out in battle! He'll flank your foe, forcing it to split its attention.

Calls an sp-costing earth guest that deals -25% damage, but lowers monster MRM by (4.5 + 4.5*Cha/VStat) when present and active.


Level 6: Second Wind - Active
Draw upon your inner reserves of endurance and conviction to find an extra burst of vitality.

Standard sp-costing heal, using End for stats. If your hp is below 50%, you also gain 4 Adrenaline.

Costs sp of a standard skill; usable once per battle.


Level 7: Armsmaster - Passive
More than any other class, fighters focus on the use of various weapons. Use that training to get the most out of your (WeaponType)!

Get a passive bonus based on the weapon you wield:

- Swords. +4.25 bth on all weapon attacks.

- Daggers and Axes. All your weapon attacks inflict Bleed (Power 0.05). Monster can resist (Str/Luck vs End/Luck) with +0 bonus to save.

- Hammers and Maces. +5% damage on all weapon attacks.

- Spears and Lances. 1.5x LS damage on all weapon attacks.

- Fists and Claws. All weapon attacks have a HitsConnected*10% chance to give you 1 Adrenaline.

- Other. -(5/1.4)% damage taken from all monster attacks.


Level 8: Strength of a Warrior - Toggle
Fighters prize strength and power beyond all else. Your long hours of practice allow you to raise your Strength for a slight sp cost!

Sp-costing Str toggle.


Level 9: Peak Performance - Passive
You have become the master of combat, dealing increased damage as adrenaline surges through your veins.

Deal +5% damage per each point of Adrenaline that you use on an attack.


Level 10: Power Attack - Active
Use a burst of adrenaline to unleash a devastating attack on the monster!

2-hit attack at -5 bth lean. A standard weapon-based skill that follows the element of your weapon.

Costs 5 Adrenaline.

< Message edited by Primate Murder -- 4/22/2021 2:17:18 >
AQ DF  Post #: 135
5/27/2019 22:59:39   
Primate Murder
Member

Rogue Outfit
Rogue class armor.

Neutral lean, neutral element armor
MRM fairly high, with a slight focus on ranged, then melee, and the weakest to magic
90% chance of 2-hit attack dealing 90% damage at +3 bth lean
10% chance of 1-hit attack dealing 190% damage at -3 bth lean.

Appearance: The original is a good base, though I would suggest making the attack something more... agile. Maybe a roll, with a slash at the legs or a stab in the back?
Description: Rogues rely on agility, cunning and daring strikes to deal with their enemies. Use this armor to master skills like Sneak Attack, Guild Training and Steal!


Level 0: Starting Class - Passive
A tier 1 class, intended for lower levels.

All your weapon attacks gain +(6.375 – level*0.0425) bth.


Level 1: Guild Training - Toggle
A wide variety of criminals call the Thieves' Guild their home. You have learned from all of them.

Toggle between 3 modes:

- Shoplifter. +4.25 bth on all weapon attacks.

- Cat Burglar. Deal -25% damage with weapon attacks and gain 15 MRM.

- Cutthroat. Deal -25% damage, but gain *3.5 LS rate.


Level 2: Weapon Finesse - Toggle
Wield your weapons with finesse and skill, handling them as if they're ranged!

All your weapon attacks are converted to ranged. No cost, since MRM shifting is a free effect.


Level 3: Bandit's Dodge - Toggle
Some rogues prefer stalking in the shadows and calculating every strike. You lack the patience for such subtlety, and prefer to get in your foe's face, letting steel and skill decide who's more deserving to live another day.

You take +(15/1.4)% damage from all monster attacks, and gain +9 MRM.


Level 4: Sneak Attack - Passive
Use surprise, careful timing and surgical precision to strike your foe whenever they blunder!

Make a save (Dex/Luck vs Dex/Luck) with -17 penalty whenever you block a monster's hit.

On success, perform an attack against the monster. The attack's damage is equal to (HitsBlocked/HitsAttempted)% damage of your normal attack, applies all weapon-based effects and can miss.


Level 5: Call Black Cat - Active
Calls a black cat to reduce your enemies' chance to hit. Only a rogue could be so snarky as to keep a black cat purely to cross their enemies' paths.

Calls an sp-costing guest. Deals no damage, but the monster looses bth worth (18 + 18*Cha/VStat). No save.


Level 6: Steal - Active
Pickpocketing remains the staple of any rogue.

Make a save (Dex/Luck vs Dex/Luck) with +0 bonus.

On success, you steal a health potion from your enemy and immediately drink it. (Basically, a chance to drink a potion without spending it)

On fail, your turn ends.


Level 7: Scoundrel's Tricks - Toggle
Use dirty and effective tactics of streets and back alleys to achieve a variety of effects on your Lucky Strikes!

Toggle between three modes:

- Invigorating. Your Lucky Strikes heal hp worth 50% LS damage.

- Eviscerating. Inflict Bleed (Power 0.25; Power 0.5 on 190% damage attack) when you land an LS. Monster can resist (Dex/Luck vs End/Luck) with +0 to save.

- Rattling. When you land an LS, monster makes a save (Dex/Luck vs Cha/Luck) with +0 bonus. If it fails, it's inflicted with Rattled (-7.5 bth; -15 bth on 190% damage attack) until it succeeds on a save, (similar to bleed). This is treated as a fear effect.


Level 8: Agility of a Thief - Toggle
Dexterous fingers, agile body and swift wit are all necessities for a true rogue. Use your extensive experience to increase your Dex for an sp cost!

Sp-costing Dex drive.


Level 9: Marauder's Instinct - Passive
Like a wild beast, you sense your wounded enemy's weakness and pounce on it with renewed strength!

Your Lucky Strikes deal double damage against monsters with hp below 50%.


Level 10: Poisoned Blade - Active
Spend a turn to coat your blade in a virulent toxin, capable of poisoning your foe whenever you land a hit.

For the next 5 rounds, your weapon attacks inflict a 2-turn weapon-element Poison (Power equal to HitsConnected; equal to HitsConnected*2 on 190% damage attack). Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.

Has no cost except for your turn.

< Message edited by Primate Murder -- 2/18/2020 3:23:39 >
AQ DF  Post #: 136
5/28/2019 15:05:57   
Primate Murder
Member

Mage Robes
Mage class armor.

Neutral lean, neutral element armor
MRM has a heavy focus on magic
2 hit attack

Appearance: A more dignified version of the original. Has a staff on the back, and minimizes the shield, holding an open book instead. The attack is a magical blast followed by a smash of the levitating weapon.
Description: These robes signify you as a student of the arcane. Study under Warlic to learn a variety of elemental spells, as well as some spell-altering metamagic!


Level 0: Starting Class - Passive
A tier 1 class, intended for lower levels.

All your weapon attacks heal mp equal to (11.25 – level*0.075)% damage dealt.


Level 1: Firebolt - Active
Weave together the volative energies of fire and lightning to strike down your foe!

Standard 1-hit spell, seeks between fire and energy.

Costs mp of a standard spell + 10% melee in sp (for compression).


Level 2: Weapon Enchanting - Toggle
Coat your weapon in arcane energies, allowing you to wield blades that you normally wouldn't even be able to lift!

All your weapon attacks are converted to magic, with *0.75 modifier. No cost, since MRM shifting is a free effect.


Level 3: Shape Magic - Toggle
Alter the arithmantic framework of your spell to stabilize it or drive it wild for a chance to deal high damage!

Click to toggle on one of the two modes. Click again to disable the effect.

- Focus Spell. All your spells gain +10 bth lean. Additionally, all their Random damage is converted to Base.

- Empower Spell. All your spells gain -10 bth lean. Additionally, all their Base damage is converted to Random.


Level 4: Acid Arrow - Active
With a wave of your hand and a sharp syllable, you send out an arrow of corrosive acid!

Standard 1-hit spell, seeks between water and earth.

Costs mp of a standard spell + 10% melee in sp (for compression).


Level 5: Call Familiar - Active
Call forth a Flying Eyeball to attack your foes and restore your mp!

Calls an sp-costing darkness guest. Deals 50% damage and heals your mp for 1.5x damage dealt.


Level 6: Arcane Rejuvenation - Active
When in a pinch, snap your fingers and magically restore hp!

Standard healing spell, employs Int for stats. If your hp is below 50%, this does not take a turn.

Costs mp of a standard spell; usable once per battle.


Level 7: Phantom Bolt - Active
Craft an illusionary projectile of finely woven light, and fill it with compressed air to provide substance.

Standard 1-hit spell, seeks between light and wind.

Costs mp of a standard spell + 10% melee in sp (for compression).


Level 8: Knowledge of a Mage - Toggle
Mage's powers require constant study, excellent memory and on-the-spot improvisation. Focus on reciting your spells and increase your Int for an sp cost!

Sp-costing Int drive.


Level 9: Mana Manipulation - Toggle
Channel excessive amounts of mana through your spell to increase its power, or lower the spell's damage output to conserve your mp!

Click to toggle on one of the two modes. Click again to disable the effect.

- Efficient Spell. Your spells cost 60% mp, and deal 75% spell damage.

- Overcharged Spell. Your spells cost 4/3 mp, and deal 29/24 spell damage.


Level 10: Necrotic Orb - Active
Send out a sphere of necrotic energies to assault your foe with the chill and darkness of the grave!

Standard 1-hit spell, seeks between ice and darkness.

Costs mp of a standard spell + 10% melee in sp (for compression).



< Message edited by Primate Murder -- 2/18/2020 3:40:11 >
AQ DF  Post #: 137
6/24/2019 23:29:36   
Primate Murder
Member

Wisdom Stat

A seventh stat. At Wis=VStat, provides the following benefits:

- Sp regeneration is doubled (to 50% melee per turn),

- DoT (Bleed, Burn and Poison) damage is doubled,

- 7.5% chance to gain celerity whenever monster takes damage from DoTs.*

*(MonsterName) is crippled by the pain of its wounds!


Calc: An average stat is worth around 50% melee (not counting extra bth). 25% goes into sp regen; 20% into DoT damage increase (according to Neko's 5% melee = +25% DoT damage); 5% into a trigger-based celerity.

Notes: An idea for the upcoming stat revamp. Mostly, I see it as an alternative to Luck for sustained damage builds, especially beastmaster ones. Increased sp regen allows you to run both a guest and a misc, and DoT enhancement is mostly because we don't currently have anything than affects DoT damage.

< Message edited by Primate Murder -- 4/22/2021 2:11:45 >
AQ DF  Post #: 138
6/24/2019 23:45:35   
Primate Murder
Member

Gogg's Claw

Melee energy claw
no bth lean
0-proc, so *1.08 damage.

Effect: You start the battle with 25% LS rate (instead of 10%), and loose 2% LS rate at the end of each turn. Caps at 5% LS rate. Resets at the end of the battle. (calc: 20-0 as flavor effect, like Tongue of Stragath, with +5% LS rate as MC).

Appearance: Similar to Katars, but using a Gogg's claw that's crackling with energy.
Description: A set of vicious claws firmly attached to an insulated glove. These claws still retain the propensity of a Gogg to ambush their prey, which makes them perfect for surprising your foes!
AQ DF  Post #: 139
6/24/2019 23:57:17   
Primate Murder
Member

Summon Werepyre

Summons an earth guest, with the upkeep cost divided evenly between sp and mp.

Effect (free): Savagery. The player takes +(15/1.4)% damage from enemy attacks, and the Werepyre guest deals +25% damage. (calc: 15/0.6)

Effect (MC): Werepyre. Uses Str+Int in place of Dex for stats.

Effect (Subrace): Pack. If the player has werepyre subrace or is using werepyre armors, the guest deals +10% damage.

Appearance: A standard werepyre monster.
Description: Summon a vicious werepyre to fight by your side!
AQ DF  Post #: 140
7/9/2019 2:16:21   
Primate Murder
Member

Signature Spell

2 hits of energy damage at +5 bth lean. Deals +5% damage for every empty (active) spell slot.*

*By focusing your mind on mastering a single spell, you deal +x damage!

Costs mp of a standard spell.

Appearance: Currents of magic swirl around you, forming into a single sphere that launches at the monster.
Description: This is your signature spell! Focus on mastering it, and your efforts will be repayed with increased damage!
AQ DF  Post #: 141
7/9/2019 2:42:19   
Primate Murder
Member

Moglin War Party

Ice monster mob
MRM average, with a focus on Magic
High Int, Cha and Luck.

Mob composed of three monsters - Chilly, Twilly and Poelala.

- Chilly attacks with powerful ice damage, dealing more damage if Twilly or Poelala are killed.

- Twilly does no damage, but heals Chilly. If Chilly dies before Twilly, Twilly revives Chilly with hp worth a single turn's healing.

- Poelala does no damage, but increases Chilly's damage. If Chilly dies before Poelala, Poelala instead increases Twilly's revival healing. If both Chilly and Twilly die before Poelala, Poe does one hit of Magic harm damage.

Appearance: Chilly, Twilly and Poelala, no frills.
Description: These moglins are on a warpath!
AQ DF  Post #: 142
7/9/2019 2:59:43   
Primate Murder
Member

Loco's Mallet

Melee/Magic energy hammer
Randomly uses either +3 or -3 bth lean
0-proc, so *1.08 damage.

Effect: All player weapon attacks deal *132/109 damage, but the player's elemental resists are scrambled for one turn after each hit of the Mallet.

Appearance: A large clown mallet with Loco's face on the side.
Description: A large hammer imbued with Loco's power. It hits harder than normal, but wielding the implements of the chaos lord always comes at a cost!

< Message edited by Primate Murder -- 7/9/2019 3:00:18 >
AQ DF  Post #: 143
7/9/2019 4:07:35   
CH4OT1C!
Member

I get where you've got the cost for Black crossbow, but autohit penalties usually assume that the player has min accuracy.
AQ  Post #: 144
7/9/2019 4:24:25   
Primate Murder
Member

It's a ranged weapon, so it already has an inbuild penalty if you have no Dex.
AQ DF  Post #: 145
7/16/2019 1:21:05   
Primate Murder
Member

Heavily inspired by the Heart of Cryohem monster from Dragonfable.


Ancient Runed Golem (Challenge)

Multi-element 5-monster mob
MRM slightly above average, has a focus on Magic
High Str and End, Dex secondary.

The Runed Golem has around 60% of the mob's total hp, the other four monsters are Ancient Runes, with about 10% total hp each.

- The Runed Golem deals a low amount of earth damage, and inflicts a long-lasting Prismatic Burn.* Takes 25% less damage per each rune present (so no damage when all four are).

- The Ancient Runes deal damage of a random element. Have equal chance of a high-damage attack and a paralysing attack.

- When the mob has enough sp and less than 4 Runes present, it uses a skill which brings the number of Runes back to 4. The skill is disabled once the Runed Golem dies.

- Has the Freedom status (because you can't Mesmerize or paralyze a hunk of stone - or floating runes, for that matter).

*The Golem summons an ancient Rune that assaults you with corrosive elemental magic!

Appearance: A large, crudely carved golem of black stone, with engraved shimmering runes. When entering the battle, the runes glow and manifest around the golem.
Description: Archeology is a dangerous business.

< Message edited by Primate Murder -- 7/16/2019 1:23:39 >
AQ DF  Post #: 146
8/2/2019 8:06:04   
Primate Murder
Member

Ever since Zhilo was pretty much confirmed to be the guy who stole Mayhem's power, I've been plagued with all these axe puns. I figured I should share the joy.


Axe-odus

Melee energy axe
+3 bth lean
no-proc, so *1.08 damage

Effect: Click on the head of the axe to activate the ASP skill. It's quickcast, usable once per turn, and costs 45% melee in sp. For one round, all your weapon attacks become automatic Lucky Strikes. Monster can resist the effect (Str/Luck vs Int/Luck) with +0 bonus to save.

Appearance: A greek battleaxe with a large head and a fairly short haft. Has an asp (serpent) etched into the head.
Description: A weapon left behind by the members of the Axe-celsior Guard who chose to leave the city, rather than partake in the conflict. By attuning yourself to the weapon, you can use ASP (Axe-tra Sensory Perception) to strike at the gaps in your foe's armor!
AQ DF  Post #: 147
8/2/2019 8:51:01   
Primate Murder
Member

Both a tribute to the recent film and an amalgation of ideas I had a while ago.


Jaw-elin

Ranged water spear
Toggles between 0-proc and 100-proc (so *1.08 or *1.1 damage depending on the form)
-3 bth lean

Effect (free): The player looses 9 MRM and deals +15% damage on all weapon attacks.

MC: All normal attacks deal +[SP% / 10]% damage. (so +10% damage at max sp and +0 at no sp)

Appearance: A large wooden spear tipped with a shark's jaw.
Description: A simple, but effective weapon used by the tribal Samoan warriors. Though crude and unwieldy, it packs quite a punch, and will deal even greater damage when you're brimming with spirit!
AQ DF  Post #: 148
8/11/2019 6:27:36   
Primate Murder
Member

Fallen Guardian Set
Wind set with abilities based on BoA.


Fallen Guardian

FO wind armor, has a light secondary
MRM average, has a slight focus on Melee
7 hit attack at -5 bth lean.

MC: Click on the chest to activate the Guardian Spirit Dragon skill.* This is a spell-type wind skill that does damage worth (WindResist*EleComp*20/1.4)% of monster's MaxHP, and costs sp of a standard skill.

*Summon the ghost of an ancient Guardian Dragon to lay waste to your foe!

Appearance: Background of scattered broken and half-burried blades. The attack is the player rushing at the monster and violently hacking at it. The skill animation is the player slashing in front of them, opening a rift, from which the ghost of a guardian dragon attacks. At the beginning of the battle the player shuffles in, notices the monster and screams in rage; when dying, the armor falls down while the spirit rises up. The armor looks like guardian armor, pierced by half a dozen blades, spears and arrows.
Description: The armor of a guardian fallen in some long forgotten war, but unable to find rest.


Shattered Awe

Wind weapon, toggles between a melee sword, a ranged spear and a magic staff
-3 bth lean

20% proc, has three specials:
- 'Health Vampire', deals 1.5x damage of a standard special, but the player looses hp worth 75% melee.
- 'Mana Vampire', (only activates if the player has enough mp) deals 1.5x damage of a standard special, but the player looses mp worth 75% melee.
- 'Soul Vampire' (only activates if the player has enough sp) deals 1.5x damage of a standard special, but the player looses sp worth 75% melee.

MC: Click on the blade to activate the Summon the Boatman skill.* The skill has the standard sp cost; an 80% chance of using attack 1, and 10% chance of using either attack 2 or 3.
- Attack 1. Deals damage of a standard weapon skill.
- Attack 2. PWD.
- Attack 3. PWD against the player.**

*Attempt to summon the Boatman at your own peril!
**YOU DARE!


Appearance: Based on the weapons of Awe. Sword - filled with cracks, dull and with a large part missing, looking more like a scimitar. Spear - gnarled and slightly curved, with a serrated blade where a part has broken off. Staff - dirty and twisted, with a large crack running through the orb.
Description: This legendary artifact, wielded by a guardian slain a long time ago, can grant massive power. An enterprising user can even attempt to subjugate death using this awe inspiring magical blade!


FSB: Guardian Spirit Dragon and Summon the Boatman skills deal +10% damage.
AQ DF  Post #: 149
8/17/2019 4:15:15   
Primate Murder
Member

The Warden Set
Energy set with a focus on dodging and shutting down the monster.


Si Vis Pacem

Energy shield
High MRM, slightly weak to Melee.

Effect (passive): While the shield is equipped, the monster is inflicted with Sealing of Sight, which gives it -10 bth lean; no save. (renamed Agony's Blood effect)

Effect (MC): Click on the shield* to gain 50% chance of automatically dodging any attack for one round. Quickcast, usable once per turn and costs 59.5% melee in sp.

Concentrate on the Void energy inside the chains to blink away from the attacks of your foe!

Appearance: Chains wrapped around the armor's forearm.
Description: These chains signify both your desire for peace – and the lengths you would go to in order to maintain it.


Delenda Est

Energy melee/magic sword
+5 bth lean
20% proc, but instead of extra damage, both the player and the monster are inflicted with Bound Together (loose hp worth 12.5% of the damage they deal) for the rest of the battle; no save. The effect stacks upto 4 times, and becomes a standard 20-proc special afterwards.

Effect (active): Click on the hilt* of the sword to inflict the monster with Shackled; no save. While the monster is Shackled, it takes and deals *0.8 damage from and with all attacks. (renamed FD lean)

Effect (MC): If the monster has less than 10% of its MaxHP, you can click on the blade** to activate the Banishment skill.*** It costs 40% melee in sp, and deals 5 hits, with each hit equal to the monster's current HP.****

*Shackle your foe with ethereal chains of Void energy, limiting its range of motion.
**Wield the eerie energies of Delenda Est to Banish the monster back to the Void from which it came!
***(MonsterName) is too strong to Banish!
****(MonsterName) no longer has the strength to resist the pull of the Starless Cells!


Appearance: A slender katana of dark-blue steel with veins of purple, similar to the color of the Void; has chains wrapped around the guard. The special shows the blade disintegrate into Void particles, with chains flowing across the screen. Banishment creates a purple-blue pentagram above, into which the monster is sucked.
Description: A razor-sharp blade composed of strange void energies, this katana can create a sympathetic link between you and your foe, hurting one when the other is harmed.


Warden of the Starless Cells

FO energy armor, has a darkness secondary
MRM high, with a slight weakness to Melee
3-hit attack at +5 bth lean.

Effect (passive): The player has 20/1.4% chance to automatically dodge any attack (stacks with Si Vis Pacem's skill). Costs 20% melee in hp.

MC: Click on the arm to toggle between inflicting hp,* mp** and sp*** Disease equal to 25%, 37.5% and 28.125% of damage dealt respectively. No save.

*Seal the restorative ability of (MonsterName) to prevent them from healing!
**Bind the mind of (MonsterName) to prevent them from regaining mp!
***Bind the spirit of (MonsterName) to prevent them from regenerating sp!


Appearance: A slender figure resembling both the Huntress and Soulweavers from Dragonfable. Attack is blinking forward for a slash, blinking behind the monster for a stab, then another blink-slash from the front.
Description: The Starless Cells are a timeless prison located in the deepest reaches of the Void, where criminals who are too dangerous, too powerful, too immortal are kept locked away. As a Warden, it is your duty to watch over the prisoners and, if need be, track down any escapees.


Warden's Cloak

Gives max bonus to Ranged and Magic defences
Gives (max damage bonus)/1.4% chance to automatically dodge any attack.

MC: Passive, breaks you free from the following statuses: daze, fear, freeze, hypersalinate, paralyse, petrify, sleep, thermal shock. This costs SP, except for the first time per battle, which is free. (copy of the werepyre passive)

Appearance: A dark blue and purple camouflage designed to meld with the Void.
Description: This cloak marks you as a Warden of the Starless Court, allowing you blend in with your surroundings and slip through the Void to escape any bindings. When used with full Warden regalia, it can even protect you from the harmful effects of the Void!


FSB (armor+shield+weapon+misc): The player takes -50% damage from Harm and -25% from Void attacks.

< Message edited by Primate Murder -- 8/19/2019 1:57:19 >
AQ DF  Post #: 150
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