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8/17/2019 4:29:26   
Primate Murder
Member

I wanted to keep true to the original theme, making it a phenomenon rather than a spell, hence the 'type other' attack.


Powerword Red Fog (revamp)

8 hits of alternating fire and wind element at +10 bth lean (try dodging fog). Deals 1.5x damage of a standard spell, with 33% chance of each hit targeting the player and 67% chance of targeting the monster. Has no other cost.

This is treated as a type 'Other' attack, similar to Guardian Dragon or Ally Assist.

Appearance: A thick red fog.
Description: Some places in the world hold their own magic, which can be called forth using the words of power. Be wary, though - the Fog does not discriminate between anybody caught within its area of effect!
AQ DF  Post #: 151
9/7/2019 1:48:12   
Primate Murder
Member

Call Xerxes

Calls an sp-costing ice guest.

Effect (free): Xerxes deals +100% damage, but the player has 43.75% chance of being Paralysed for one turn.* The player can resist (Cha/Luck vs VStat) with +0 bonus to save.

Effect (MC): When the monster has hp<50%, Xerxes has 20% chance to gain celerity.** Monster can resist (Cha/Luck vs End/Luck) with +0 bonus to save.

*Don't get in my way!
**Oh? You're not dead yet?


Appearance: Xerxes.
Description: The avatar of destruction was bored enough that he agreed to tag along on your adventures. His power is overwhelming - but he has a tendency to forget that he's not fighting by himself!

< Message edited by Primate Murder -- 1/11/2020 0:10:29 >
AQ DF  Post #: 152
9/7/2019 2:07:26   
Primate Murder
Member

Dragonhunter Bow

Ranged earth bow
100-proc, so *1.1 damage
2 hits at +10 bth lean.

MC:
- When fighting non-wind Drakel/Dragonkin, the player has 10% chance to gain celerity at the end of each turn.
- When fighting wind element Drakel/Dragonkin, or a non-wind Dragon, the player has 15% chance to gain celerity at the end of each turn.
- When fighting a wind Dragon, the player has 30% chance to gain celerity.

Either way, the celerity only affects the player (not pet/guest), and can be resisted by the monster (Dex/Luck vs Int/Luck) with +0 bonus to save.

Appearance: A huge wooden bow as long as the player is tall.
Description: This heavy-duty bow was wielded by dragonhunters of old, requiring immense strength and skill. Its arrows can pierce even the toughest dragonhide and can be shot from a long way off, allowing the archer to relocate and shoot again while the dragon figures out where the shot came from.

< Message edited by Primate Murder -- 9/7/2019 2:27:12 >
AQ DF  Post #: 153
9/7/2019 2:26:26   
Primate Murder
Member

Dragonguard's Serendipity

Magic energy wand
4 hits at +5 bth lean
20% special, but instead of extra damage, you gain +37.5% LS rate on your next spell.

MC:
- When fighting non-water Drakel/Dragonkin, the player gains +9.375% LS rate on all energy spells.
- When fighting water element Drakel/Dragonkin, or a non-water Dragon, the player gains +14% LS rate on all energy spells.
- When fighting a water element Dragon, the player gains +28.125% LS rate on all energy spells.

Appearance: An ornate wand topped with a dragonsbane orb. The attack summons a series of lightning strikes down on the enemy.
Description: This relic of the past dragon wars remains unceasingly vigilant, blessing all spells flung at draconic foes with good fortune.

< Message edited by Primate Murder -- 4/19/2020 4:56:48 >
AQ DF  Post #: 154
9/7/2019 3:32:58   
Primate Murder
Member

Thermostabiliser

Compression ice/fire shield (MC)
Average MRM, looses 3 for the effect.

Effect: The player takes -50% damage from all Burns and Prismatic Burns.

Appearance: A quicksilver disk with a thermometer in the middle.
Description: A magical shield that can protect you from temperature-based attacks and leech off the heat from your wounds, soothing any burns you might suffer.

< Message edited by Primate Murder -- 4/25/2020 6:40:50 >
AQ DF  Post #: 155
9/7/2019 3:42:03   
Primate Murder
Member

Lucky Shield

Earth shield with a focus on MRM.

MC: The player is inflicted with Lucky whenever you block a hit (+214.44*[hits blocked]/[hits attempted] Luck, 1 round). Monster can resist (VStat/Luck vs Cha/Luck) with +0 bonus to save.

Appearance: A green shield in the form of the four-leaf clover.
Description: Left behind by the retreating leprechaun army, this shield grants extra luck to those bold and agile enough to seize it!
AQ DF  Post #: 156
10/2/2019 5:31:01   
Primate Murder
Member

Bard of Medrovia

FD ice armor
MRM average, with a slight focus on melee
2 hit attack at -5 bth lean.

3 skills:

- Inspire Pet. Toggle. The player takes *1 damage instead of *0.8, and the pet gains celerity. Monster can resist (Cha/Luck vs Cha/Luck) with +10 bonus to save, or -20 penalty if the pet has a dragon tag.

- Inspire Guest. Toggle. The guest gains celerity (paying upkeep for both turns). Monster can resist (Cha/Luck vs Cha/Luck) with +10 bonus to save, or -20 penalty if the guest has a dragon tag.

- Fiddle Hero. 3-hit spell-type ice skill, using Cha as MainStat and gaining elecomp bonus to damage. Deals 95% damage normally, but deals 107.5% damage instead if your pet or guest has a dragon tag, and 115% damage if both do.

Appearance: Slightly buffer then the usual BoW armors, with a blue fur cloak of a style resembling Cyrus'. The handle of the fiddle is decorated with a carved dragon's head.
Description: Proof that the fiddle is mightier than the sword! This bard hails from the northern reaches of the Dragonspine mountains, bringing with them stories and songs about draconic heroes!

< Message edited by Primate Murder -- 10/13/2019 4:22:53 >
AQ DF  Post #: 157
10/2/2019 5:43:48   
Primate Murder
Member

Based on DF Sepulchure's reaction to seeing his dragon.


Sepulchure's Gift

Effect: For the next 5 rounds, your pet's attacks are locked to Darkness and inflict dark element Burn (power: 4, duration: 1 round). Monster can resist (Cha/Luck vs End/Luck) with +0 bonus to save.

Costs mp of a standard spell.

Appearance: A dark crimson flash, coloring your pet into shades of black and grey.
Description: A truly evil spell for those who cannot tolerate small, digustingly cute cuddly creatures.
AQ DF  Post #: 158
10/2/2019 6:59:48   
Primate Murder
Member

Inspired by the artifacts from DF. As AQ doesn't have any up-to-date classes, I've made one for a subrace.


Blood of the Nosferatu

Str drive
Dex drive
+20% damage bonus to weapon attacks.
Modifies the last 5 skills of the Vamp subrace armor:

- Level 6: Blood Wraith. Active. Heals the player for 75% hp of a standard healing spell, using Str+End for stats. Afterwards, the player deals +50% damage for one round (/0.75 for magical weapons; /2 for spells). Costs sp of a standard skill. Decription: Temporarily transform into a spectre of blood and death, regenerating damage and lending your strikes the power of undeath.

- Level 7: Monster in the Dark. Passive. The player gains +105 Initiative. Description: You remain unseen and unheard, becoming one with the shadows around you until it is time to feast.

- Level 8: Inhuman Strength. Toggle. Hp-costing Str drive. Description: As an undead, you don't have to worry about pulling a muscle or straining a ligament. Draw upon the full power of the human body to gain increased Strength!

- Level 9: Blade of the Night. Active. Quickcast, 1/turn. For one round, your weapon attacks are changed to Darkness, and you gain Hypercritical (100% chance of LS). The monster can resist the later effect (MainStat/Luck vs Dex/Luck) with -10 penalty to save. Description: Vampires are immortal, barring any mistakes. That old age allows you to bring your swordsmanship to another level, imbuing your blade with the power of the night itself!

- Level 10: Evolve. Toggle. Pays hp instead of mp (everything else stays the same).

MC: Vampire armor level 2 Passive: Drink doubles in power.

Costs sp.

Appearance: A small vial of blood.
Description: In your veins runs the blood of your ancestors, feral and wild and powerful. You have little use for magic and wisdom and subtlety, relying instead on your claws and instincts to rip apart your foe and feast upon their lifeblood.

< Message edited by Primate Murder -- 10/15/2019 3:00:22 >
AQ DF  Post #: 159
10/20/2019 13:37:19   
Primate Murder
Member

MageKnight
Energy set for warriors with Int.


Runic Wardarmor

Energy shield with a secondary to light.
MRM slightly lowered to max out resists.

MC: Click to spend 35% melee in mp to reduce the damage you receive from monster attacks by 25%. If the monster doesn't attack, then you keep the damage reduction until it does attack. This can be stacked twice for a max of -50% damage. Basically, an energy copy of Radiant Aegis. (calc: 25*1.4)

Appearance: Invisible, but when you block a hit, shows a blue runic sphere surrounding the player.
Description: A mobile wardstone that protects you from the attacks of your enemies. When infused with arcane energy, the protection becomes even stronger, reducing damage from enemy assault up to 50%!


Runesaber

Energy melee sword
+5 bth lean
No special, so *1.08 damage.

Effect (passive): By paying 15% melee in mp, all normal player attacks deal +15% damage. If you lack mp necessary, the sword unequips and you re-equip your no-drop weapon.

MC: Click on the blade to do a double damage attack. This is treated as a weapon-based melee skill, does 6 hits of damage, first one dealing 50% skill damage and the other 5 dealing 10% each. Costs 100% melee in mp (80% mp of a standard spell).

Appearance: A black metal hilt with a swirling blue stone in the pommel. When equipped, a dark-blue blade resembling a bastard sword materializes. When not enough mp, the blade vanishes. The skill summons a giant glowing sword that falls on the monster and dicharges electric energy as it vanishes.
Description: An elegant weapon from a more civilized age, this runic rod can shape the wielder's mana into a solid construct. When imbued with enough energy, the Runesaber can summon an even larger version of the blade to destroy your foe!


MageKnight

Energy armor with a light secondary
MRM slightly lowered to enhance the resists
2-hit attack at +5 bth lean.

Effect (passive): At the end of your turn, you pay mp worth 15% melee and the monster makes a save (MainStat/Luck vs Int/Luck) with +0 bonus to save.** If it fails, the monster is inflicted with Runic Blight* for one turn, dealing -(15/1.4)% damage and taking +(15/1.4)% damage. If you lack mp necessary, the effect is disabled.

MC: Once per battle,**** you can click on the bracer to use Runeblast.*** It's a ranged energy spell that deals 10 hits at +10 bth lean, costs 100% melee in mp and gains elecomp bonus to damage. It also gains extra damage based on the number of set pieces you have equipped: +25% damage with armor alone, +50% with armor and weapon/shield, and +75% with all three. (1/battle compensation + FSB)

*The monster is enveloped in arcane energy, lowering the power of its strikes and increasing the damage it takes from your attacks!
**(MonsterName) uses its arcane knowledge to deflect the waves of arcane energy.
***Use the Runestone imbedded into your bracer to unleash a powerful blast of arcane energy! The spell grows even stronger when fortified with runes from Runesaber and Runic Wardarmor.
****Your Runestone needs time to recharge its arcane energy!


Appearance: Based on Sir Leon. Dark leather overlaid with armor plates, blue mana stones, and a togglable cape. Also has a Runestone imbedded in the right arm bracer.
Description: Armor of a MageKnight, one of the few that remain in these times. MageKnights complement thair martial skill with magical energies and employ a variety of arcane tools to both attack and defend.
AQ DF  Post #: 160
11/27/2019 10:12:25   
Primate Murder
Member

Phantasmal Puppeteer

FO wind armor with a focus on MRM
3 hit basic attack with +5 bth lean.

MC: Click to toggle on Phantasmal Marionette, which costs the sp upkeeep of a standard guest each turn. While toggled, you gain the following effects:

- your normal attack changes to a single hit with +10 bth lean,

- your attacks are locked to wind and gain elecomp bonus to damage,

- you deal *2 damage with all weapon attacks and specials, using Cha as MainStat,

- your pet and guest do not act.

Appearance: An old-style puppeteer, with a black suit and a togglable tophat. Basic attack summons three possessed wooden puppets. Toggle summons a ghost of a beautiful woman in a red dress, controlled via barely perceptible spiritual strings from the puppet master's fingers. Death animation has the puppeteer being torn apart by his puppets.
Description: You might have slight control issues...

< Message edited by Primate Murder -- 11/27/2019 10:18:42 >
AQ DF  Post #: 161
11/27/2019 10:47:13   
Primate Murder
Member

Neko Ranger's Bow

Ranged earth bow
no extra special, so *1.1 damage
1 hit at -3 bth lean.

MC: Click on the bow to activate Full Draw. This skips your turn, and you use the skill attack (301% melee damage) next turn. Costs 40 Neko Charges.

Effect (subrace): Like all other neko weapons, the Bow passively gains Neko charges each turn.

Appearance: A wooden longbow with no particular adornments.
Description: The weapon of neko rangers, the main archery force of the neko military.
AQ DF  Post #: 162
11/27/2019 11:01:11   
Primate Murder
Member

Neko Scout's Bow

Ranged earth bow
20% special, but instead of dealing extra damage gives +50% damage to your pets and guests for one round
3 hits at +3 bth lean.

MC: Click on the bow to perform a Scouting Shot. This costs 14 Neko Charges and makes all your pet and guest attacks autohit for one round.

Effect (subrace): Like all other neko weapons, the Bow passively gains Neko charges each turn.

Appearance: A short wooden bow with no particular adornments.
Description: The main weapon of the neko vanguard, designed to scout out the enemy forces.

< Message edited by Primate Murder -- 4/26/2020 3:20:31 >
AQ DF  Post #: 163
1/10/2020 19:15:55   
Question Mark?
Member

I love your ideas! ^_^ I really appreciate the love you show to beastmaster, status effect, and other support type builds. I can only hope necromancer class ends up being as fantastic as your suggestion. <3
AQ DF AQW  Post #: 164
1/13/2020 7:30:42   
Primate Murder
Member

Thank you for your support!

And here's a new set, based on my favorite part of the year's Frostval quests.


Shock Trooper
Energy warrior set with blow-deflecting enchantments, high damage offensive and retaliation tactics.

Mettle

Energy shield with a focus on MRM
Ranged > Melee > Magic defenses.

Effect (passive): Monster gains the Charging status (renamed berserk).

MC: Hold the Line toggle. You are inflicted with the Phalanx* effect:

- You gain double the sp at the beginning of the turn (50% melee total).

- You gain +18 MRM.

- You gain a damage boost +(100 * HitsBlocked/HitsAttempted)% for one round whenever you block a hit, with usual modifiers for magical weapons and spells.

- Monster makes a 50/50 save at the end of each turn, using Str/Luck vs player's Str/Luck. If it succeeds, it gains celerity for one round.

*You form a cohesive formation with your allies, regaining your spirit, increasing defenses and punishing failed monster strikes at the expense of ceding the offensive to the enemy!

Appearance: A heater shield with a crest of storm clouds swirling around the Thunder Mountain.
Description: A shield from the ancient kingdom atop the Thunder Mountain. The hidden message reminds you that only by showing great courage in the face of danger will you have the resilience to maintain a steady, inexorable advance.


Vigor

Energy melee sword
No special, so *1.08 damage
+3 bth lean.

Effect (passive): You gain the Feint and Flank status. If you block at least one hit, you gain +(100 * HitsBlocked/HitsAttempted)% damage bonus for one round, with usual modifiers for magical weapons and spells. If the monster blocks at least one hit, it gains +(100/1.4 * HitsBlocked/HitsAttempted)% damage bonus for one round instead.

MC: No More Games toggle. You gain the No More Games* effect:

- You make a 50/50 save at the end of each turn to gain celerity (Str/Luck vs Str/Luck).

- Weapon's bth lean changes from +3 to -3.

- You have a 20% chance of taking +75/1.4% damage from enemy attacks.

- You pay 35% melee sp each turn.

*You charge the enemy forces, taking a great personal risk for a chance to destroy the enemy forces!

Appearance: Based on the Frost Trooper's sword, but brushed up to modern standards and colored a stormy grey. Attacks with it leave a brief stormy afterimage.
Description: A weapon from the ancient kingdom atop the Thunder Mountain. The inscription on the blade claims only those with the spirit and boldness to charge into the ranks of their enemies may wield this sword!


Shock Trooper

Energy armor with ice and wind secondaries
High MRM with a slight weakness to magic
2 hits - first at +3 bth lean, second at -3 bth lean

Effect (passive): You gain On the Move status. All weapon attacks, specials, spells, pet, guest and monster attacks loose 10 bth. (reverse Goggernaut Helm)

MC: Click on the helm to toggle on the Champion* status effect:

- All your weapon attacks deal +50*(1 + HitsBlocked)% damage, with /0.75 modifier for magical weapons.

- You gain +15 MRM.

- Monster gains the Desperation status effect, getting a bonus to Str or Int (whichever is its main damage stat) worth 15% melee. (Should be ~42 bonus stats, based on BBB.)

- You pay 75% melee sp each turn.

FSB: Maintain the Offensive skill. Quickcast, 1/turn, costs 50% melee sp. Monster does not make a save against the Shock and Awe status this round.

*Remove your helm, revealing yourself to be a true champion rather than a rank and file mook! Be warned though – upon realizing how outmatched it is, your foe may pull upon untapped reserves, striking with all the desperation of a cornered rat!

Appearance: Uses Frost Trooper as base, brushed up to modern standards and colored a stormy grey. Removes the helm on Champion toggle, replaces it when the toggle is turned off. The first hit of the attack throws a lightning bolt from the weapon, the second is rushing forward and stabbing the monster.
Description: Armor of the elite forces of the ancient kingdom atop the Thunder Mountain. As swift as the storm and as willful as lightning, the storm troopers possessed the bravery to rush first into the breach and the skill to hold it until reinforcements arrived. Their mettle and vigor allowed them to employ blitzkrieg tactics that left their foes unable to attack or defend.


FSB: At the beginning of battle, inflict Shock and Awe on your opponent that lasts until a save (MainStat/Luck vs Cha/Luck) with +10 bonus if it won the initiative and -20 if it didn't. While under the effect, monster is Blind (-15 bth) and EleVulned (takes +25/1.4% damage).
AQ DF  Post #: 165
1/15/2020 3:41:00   
Primate Murder
Member

Swinging O'Teeny

Melee earth flail
20% proc
-5 bth lean.

Effect (+MC): You randomly pay 0-30% melee hp and gain double LS rate and damage.

Appearance: Holding O'Teeny by his leg and swinging him around. On proc, you accidentally let him fly, he hits the monster and bounces back at you. May or may not be accompanied by various amounts of threats, swearing and screaming.
Description: An improvised weapon for those in a hurry! O'Teeny will kick, scratch and bite, but with a good swing, you may shake out some of that famous leprechaun luck!
AQ DF  Post #: 166
2/3/2020 0:38:52   
Zennistrad
Member

I really like the Shock Trooper set, but the shield strikes me as being slightly overpowered. I'm interested in seeing how you got the calculations for that one, at the least.
AQ  Post #: 167
2/3/2020 1:28:22   
Primate Murder
Member

Glad you like it!

As for the calculations, they're fairly simple: The berserk infliction is free, since it only shifts some things around, without adding anyting. 50/50 monster celerity is worth 70% melee. I use 25% of those for sp regen; 15% for the damage boost (15/0.15); and put the rest into MRM (30*0.85/1.4).

Now, for the actual suggestion:


Heir to the Night

Effect: A passive spell. Clicking on it does not activate anything, but if it's located in your active inventory (the first 8 slots), all your Melee and Magic weapon attacks and specials use INT/16 + STR/16 for damage and STR*3/40 + INT*3/40 + LUK/40 for accuracy. Magic attacks also get +1/3 damage (LS damage not affected) to bring them up to Melee standard. This doesn't affect Ranged attacks and doesn't affects attacks that already have their stat damages changed by another source.

Effect (subrace): If you're using a werepyre armor, the spell gives +10% damage to weapon attacks and specials instead.

Appearance: none.
Description: Draw upon your werepyric ancestry, combining vampires' magical mastery and werewolves' physical dominance to strike down your foes!

< Message edited by Primate Murder -- 2/3/2020 22:49:40 >
AQ DF  Post #: 168
2/15/2020 13:28:48   
Primate Murder
Member

Adept of the Deeps Set
A sacrifice-based water set for mages.

The Book of Dagon

Water shield with a darkness secondary
MRM mostly focuses on Magic defense
Pays 3 MRM for the second spell (you're trying to protect the book).

MC: Click on the cover of the book* to cast Revelations of Father Dagon. Quickcast (because talking is free action), usable once per turn. Pay around 55% melee sp to inflict Giggling Madness (-100 Cha) for 3 rounds. Monster can resist (Int/Luck vs Int/Luck) with +0 bonus to save.

Click on the pages** to cast Shadow Over Sea. A harm spell that deals 35.5% damage and attempts to randomly inflict Control on the monster for 1, 2 or 3 turns. Monster can resist (Int/Luck vs Int/Luck) with +10 bonus, or -20 penalty if it has Cha below 0. Costs mp of a standard spell.

*Share the knowledge found in the Book of Dagon with your opponent!
**Summon the deep sea to draw your opponent into a fathomless nightmare!


Appearance: A large tome with faded pages and an image of Dagon on the cover.
Description: The unholy book of ancient things. Many have been drawn into madness trying to decipher it.


The Staff of Kathool

Water staff, click on the handle to toggle between 0-proc and 100-proc
No special, so deals either *1.08 or *1.1 damage depending on the mode
0-proc has a -3 bth lean; 100-proc has 4 hits at +3 bth lean.

Effect (passive): Pay 45 Luck to deal +28.125% damage with all water spells.

MC: Click on the head of the staff to summon Spawn of the Stars guest. It has an mp upkeep and boosts the Staff's damage by an equivalent amount (around +22%, then /0.75 since magic weapon). Spawn of the Stars doesn't have a regualr guest attack, but at the end of its turn both player and monster loose hp worth 2% of their MaxHP. Damage is doubled if the target has Cha below 0.

Appearance: A gnarled staff of coral and wood. From the top third up, tentacles start to grow, clinging to the staff like vines until they form a figure resembling an eye at the top of it. 100-proc animation summons up a well of dark water, and the monster is attacked by tentacles hiding in it. The guest resembles an asymmetric portal glowing with eldritch light.
Description: A relic from an ancient cult worshiping the Deep Ones. This twisted staff will enhance the power of any spell calling upon the Abyss and can summon an eldritch monstrosity from beyond the stars to drive the sane into madness!


Adept of the Deeps

FD water armor with a darkness secondary and a light tertiary
MRM focuses mainly on Magic
3 hit attack at -5 bth lean.

Effect: Pay 50 Cha to gain +20 Mental Potency. (calc: 250 Cha gives +50% melee via pet+guest, so 10% melee = 50 Cha)

MC goes into the following two skills:

Whispers of Madness.* An sp-costing skill that does no damage, changes monster's next attack to random element and removes any damage-reducing debuffs from it (such as stuns, choke, blind, etc).

Nameless Things.** Requires Whispers of Madness to have been cast during this battle. Mp-costing spell that follows the element of your weapon. Deals *2 *132/109 damage of a standard spell and is unaffected by any damage reducing statuses like blind, choke, panic or cold. (calc: 2 turns + 2 skill costs = 400% melee, and 132/109 compensates for random element monster attack)

*Grant your opponent the forbidden knowledge of the Great Old One!
**...then exact the heavy price for it.


Appearance: Black and deep sea green hooded robes with the symbol of an eye on the chest. Keeps dripping water. Whispers of Madness has no animation, but Nameless Things summons hideous underwater monsters to assault your foe.
Description: Don the robes of a cultist of the Deeps and wield the power of the Great Old Ones to drive your foes into madness!


FSB: Nameless Things spell deals +20% damage against monsters with Cha below 0.
*That is not dead which can eternal lie. And with strange aeons even death may die.

< Message edited by Primate Murder -- 2/15/2020 13:36:19 >
AQ DF  Post #: 169
2/23/2020 4:31:43   
Primate Murder
Member

After reworking my knight suggestion, I found that I still had a few ideas left over. Hence, the followng two sets.


The Fallen Phoenix Set
Offensive fire set, featuring burn and celerity effects.

Phoenix Daemon

FO fire armor
MRM focuses on Ranged, then Melee and Magic
3 hit attack at +3 bth lean.

Effect: Click on the armor's chest to lock the armor's attacks to fire and gain elecomp bonus to damage.

MC goes into skill compression. Costs 100% melee sp. It has different effects based on whether or not you're elelocked:

- Phoenix Fury (unlocked). 10-hit attack at +5 bth lean, inflicts the monster with Burn (weapon element, power: 17) for 2 rounds. Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save. Either way, you take +20% damage for the next 2 rounds.

- Phoenix Fall (elelocked). Perform a 1-hit attack at -5 bth lean with *1.5 damage and gain celerity. Monster can resist (MainStat/Luck vs Dex/Luck) with +10 bonus to save, or -20 penalty if it's Burning.

Appearance: Based off the Demonic/Devilish armor, but instead of black plate, uses armor similar to the Greek hoplites. Bronze cuirass over red cloth, bronze greaves and a togglable helmet. Normal attack has the player holding the shield in front and stabbing the enemy from behind it; Phoenix Fall leaps into the air on burning wings and skewers the monster from above; Phoenix Fury launches a torret of fire.
Description: Light infantry of the demonic realm, relying on mobility and overwhelming firepower to take down their enemies.


Soaring Phoenix

Fire shield
MRM focuses on Ranged, then Melee and Magic.

Effect (passive): You take +(15/1.4)% damage from monster attacks. At the beginning of your turn, you have a 30% chance to gain celerity for one round. Monster can resist the effect (MainStat/Luck vs Dex/Luck) with +0 bonus to save.

MC: When your opponent takes damage from burning, you heal sp equal to 56.25% of the damage.

Appearance: A bronze aspis shield depicting a flying phoenix.
Description: A lightweight shield for the phoenix infantry. While it lacks the sheer protecting power of a legionery shield, its lack of mass grants the wielder unmatched battlefield mobility.


Searing Phoenix

Ranged fire spear
20% proc, inflicts fire Burn (power: 5) for 2 rounds. Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.
+3 bth lean.

MC: You take +(20/1.4)% damage, deal -25% damage and have 50% chance to gain celerity.

Appearance: A wooden spear with a leather handhold and a bronze head. When the skill is successfully activated, an image of a burning phoenix briefly overlays the monster.
Description: A lightweight spear of daemon bronze, great for both stabbing your enemies and killing them with fire.


FSB: Increases the damage of all Burn statuses by 50%.


Phoenix Dive

8-hit fire SPell at +5 bth lean. Does 50% spell damage and inflicts the monster with EleVuln (+10% damage from fire) until the end of the battle.Monster can resist (MainStat/Luck vs End/Luck) with -20 penalty to save.

MC: Gain Burn Potence (+20) for 2 rounds.

Effect (set-based passive): When used in Phoenix Daemon armor, both spell damage and elevuln gain a bonus equal to the armor's elecomp.

Costs 50% melee sp + 50% melee hp.

Appearance: A black and red phoenix falling from above and bursting into flames.
Description: Summon a simulacrum of the demonic phoenix and their vicious, if self-destructive attack.

< Message edited by Primate Murder -- 4/18/2021 3:25:35 >
AQ DF  Post #: 170
2/23/2020 8:50:22   
Primate Murder
Member

A minor shoutout to A Practical Guide to Evil.


The Black Knight Set
A darkness set with a variety of effects that toggle between defense and offense.

The Black Blade

Melee darkness sword
+5 bth lean
20% proc, but the effect depends on the toggle:
In Reprisal mode, you pay 50% melee hp and deal double proc damage
In Binding mode, you pay 69% melee hp and inflict a guaranteed 1-turn stun.

MC goes into enhancing the toggle effects.

Toggle: Click on the sword's blade to switch between the following effects:

- Binding. Deal -50% damage and paralyze the monster for (DarkResist) rounds. Monster can resist (Cha/Luck vs Cha/Luck) with +4 bonus to save.

- Reprisal. Take +15/1.4% damage from monster attacks. Your weapon attacks deal bonus damage worth (Cha/VStat * 30)% melee.

Appearance: A short double-edged sword akin to a roman gladius. When in Reprisal mode, shadows gather around the blade, extending it to a bastard sword. In Binding mode, when stunning the monster (from regular attack or proc), it's engulfed and becomes black like a shadow. Reprisal proc summons shadowswords to fire at the monster (similar to Zakiya's spear proc).
Description: Primary weapon of the Black Knights, used for both defense and offense.


Oath

Magic darkness dagger
+3 bth lean
0-proc, but instead of extra damage, boosts the damage of your darkness spells by 18.75%.

MC is an effect that switches between modes when you click on the blade:

- Link. When casting dark element spells, heal hp equal to 9.375% damage dealt.

- Sacrifice. When casting dark element spells, loose hp equal to 9.375% damage dealt, but regain mp worth HPLost*3.

Appearence: A long and thin dagger with a hilt wrapped in dark leather.
Description: A secondary weapon of the Black Knights, favored by those of magical inclinations. The Oath is primarily used as a symbol of the office, but still possesses a dark power capable of leeching life – or magical energies – from your foe.


Blackguard

Darkness shield
MRM average, with a slight focus on Magic.

MC effect switches between two states when you click on the shield:

- Dread. When the monster makes a Lucky Strike against you, it makes a save (Cha/Luck vs Cha/Luck) with +8 bonus. On fail, it's inflicted with Fear (1 round, 100% chance of inaction).

- Wrath. When the monster makes a Lucky Strike against you, it makes a save (Cha/Luck vs Cha/Luck) with -20 penalty to save. On fail, it looses hp equal to its own LS damage.

Appearance: A black heater shield with the outline of a tower.
Description: A solid and reliable shield, capable of protecting against all sorts of rogues and assassins.


Black Knight

Darkness armor (see effect for lean)
MRM is average, with a slight focus on Magic
2 hit attack at +5 bth lean.

Effect (passive). Click on the chest to toggle between the following two modes:

- Legion style. Armor lean changes to FD. Additionally, all your attacks take -15% damage (-7.5% for spells, -20% for magical weapons), and you take -(15/1.4)% damage from monster attacks.

- Assassination style. Armor lean changes to FO. Additionally, all your attacks deal +15% damage (+7.5% for spells, +20% for magical weapons), and you take +(15/1.4)% damage from monster attacks.

MC is used to compress a guest. It's called Shadow, costs sp, deals no damage, but inflicts the monster with the Penumbra status while equipped. Its effects change depending on the armor toggle. If you change the Black Knight to another armor, the guest is automatically dismissed.

- Shadow of the Legion. Monster damage is reduced by 25 * (1 + Cha/VStat)%.

- Shadow of the Assassin. Monster takes additional damage from all attacks worth 25 * (1 + Cha/VStat)%.

Appearance: Plate armor of darkened steel with a togglable dark green cloak. The shadow guest is just that - the shadow of the player, moving independently.
Description: The most trusted envoy of the Dread Empire. Black Knight's duties are many and varied, from leading the Legions of Terror into battle to assassination of choice targets, leading them to develop a vast array of diverse skills.


Black Helm

A darkness misc.

Stats: Max boost to Cha and Str.

Effect: When equipping the helm, choose between Commander and Assault modes. In Commander mode, you gain max incoming Darkness damage reduction (*0.5 at lvl 150). In Assault mode, you gain a max damage boost (+20% at lvl 150).

Effect: Pays an additional 5% melee sp to gain a potence effect. In Commander mode you gain +20 Choke Potence. In Assault mode you gain +20 EleVuln potence.

MC: Click on the helm to activate Subjugation skill. It's quickcast, has no cost, and gives the monster a "lean" (*0.9 outgoing and incoming damage). The monster can resist (Cha/Luck vs Cha/Luck) at a -20 penalty to save. These are permanent changes that last for the duration of the battle (unequipping the misc won't remove them). You can activate it multiple times per turn, but every time after the first has a 20% chance of immediately ending your turn. Multiple applications of the "lean" stack additively (so first *0.9, then *0.8, then *0.7, etc). Effect caps at nine applications (*0.1).

Appearance: A full-face helm of blackened steel.
Description: The signature helm of the Black Knight. In ancient times a single sight of this helm was enough to enforce order among boisterous legionaries and belligerent hostiles alike.

< Message edited by Primate Murder -- 3/8/2020 4:01:59 >
AQ DF  Post #: 171
2/24/2020 3:50:18   
Primate Murder
Member

A theme-appropriate misc for my updated Beast Master class.


Pet Whistle (revamp)

Earth element misc.

Stats: Max boost to Cha and Luck.

Effect: Your pet deals +50% damage.

MC: Click on the misc to activate Of One Mind skill. It takes your turn and costs 60% melee sp. Afterwards, your current pet's attacks follow the element of your equipped weapon for the rest of the battle. (calc: 40% eleseek * 0.4 pet damage *10 turns).

Appearance: The same.
Description: A well made whistle of primal power, capable of attuning your pet's attacks to your own!
AQ DF  Post #: 172
3/1/2020 0:56:38   
Primate Murder
Member

A matching weapon for my updated ExTerminator class.


Warp Lance

Energy ranged/magic lance
0-proc, so*1.08 damage
-3 bth lean.

MC goes into having 3 toggles that do the same thing, but using different resources (similar to the Hyperalphean Barbarian):

- Mechashift. Pay 10% melee in gold to deal +10% damage.

- Steam Engine. Deal +10% damage, but gain Overheating (power 1 harm burn).

- Nuclear Reactor. Deal +10% damage, but gain Radiation Poisoning (power 1 harm poison).

Appearance: A mechanical lance. Shifts into a larger lance in Mechashift, starts puffing steam in Steam Engine and gains cracks glowing with ominous green light in Nuclear Reactor.
Description: A powerful futuristic lance made from a combination of drakel and leprechaun tech. It has a variety of ways to enhance your damage - if you can take the heat.


FSB: When used with the ExTerminator armor, you make a save (MainStat/Luck vs Int/Luck) with -17 penalty at the end of each turn. on success, you gain one Generetor Charge.
AQ DF  Post #: 173
3/27/2020 3:17:37   
Primate Murder
Member

Caduceus of Transmutation

Melee/Magic earth axe
-3 bth lean
14.5% proc, deals no damage but inflicts a guaranteed Petrify on the monster for (EarthResist) rounds.

MC: Click on the handle to switch between:

- Regular attack with a trigger against petrified monsters (wind element and +2.5% damage).

- Dealing -25% damage. After each hit, the monster has (35.5 * Damage/ExpDamage)% chance to become petrified for (EarthResist) rounds. Monster can resist (MainStat/Luck vs Dex/Luck) with +0 bonus to save.

Appearance: A short staff entwined by two serpents that hold the axe's blade.
Description: Created with a combination of human and leprechaun alchemy, this weapon was another attempt at making a tool that transformed lesser metals into gold. While it failed at its intended purpose, the resultant instrument possessed exceptional transmutational properties, capable of turning its targets into lead!

< Message edited by Primate Murder -- 4/30/2020 13:04:10 >
AQ DF  Post #: 174
3/28/2020 9:22:39   
Primate Murder
Member

An effect weapon for FD builds, taking advantage of increased proctection rather than increased damage for statuses.


Lernaean Rod

Melee water 'wand'
2 hit attack at +5 bth lean
100-proc, so *1.1 damage or *1.2 Bleed Power depending on the mode.

MC: Uses Cha in place of Luck for stat bonuses.

Click to switch between:

- Regular wand attack.

- Dealing -50% damage. After each hit the monster is inflicted with Bleed (power: 0.25 * ExpMonsterDamage/DamageTaken). If your foe missed or didn't attack, the modifier is presumed to be 1. The monster can resist (Str/Cha vs End/Luck) with +0 bonus to save.

Appearance: A sturdy short wooden staff with teeth marks. The attack summons two hydra heads to bite the monster.
Description: An instrument used to direct trained battle hydras.

< Message edited by Primate Murder -- 4/25/2020 6:43:24 >
AQ DF  Post #: 175
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