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3/29/2020 21:04:44   
Zennistrad
Member

quote:

Dealing -50% damage. After each hit the monster is inflicted with Bleed (power: 0.25 * ExpMonsterDamage/DamageTaken). It can resist (Str/Cha vs End/Luck) with +0 bonus to save.


Shouldn't this be power 0.5? Last I checked a power 0.25 bleed would be worth a 25% melee damage reduction.
AQ  Post #: 176
3/29/2020 23:45:37   
Primate Murder
Member

quote:

After each hit the monster is inflicted with Bleed

As there are two hits total, the resulting power ends up being 0.5.
AQ DF  Post #: 177
4/3/2020 5:18:38   
Primate Murder
Member

Taurisian Scripture

Sp-costing misc.

Stats: Max boost to Int and End, *0.9 effect and *1.1 cost due to being nonelemental.

MC: Disrupt Anima skill. Quickcast, usable 1/turn, costs 20% melee sp. Monster is inflicted with Anima Disrupted* effect (-25 End, -15 bth and +25% damage) for one round. It can resist (Int/Luck vs Int/Luck) with +0 bonus to save.

*The Scripture is interfering with this minion's manipulation, making it lash out desperately!

Appearance: A stone tablet with Taurisian writing on it.
Description: This stone tablet, found in the Taurisian fortress, describes their techniques and practices for manipulating the anima of things both living and dead.
AQ DF  Post #: 178
4/3/2020 5:32:27   
Zennistrad
Member

Well, that was fast.
AQ  Post #: 179
4/3/2020 5:44:43   
Primate Murder
Member

Undead Sneak Stave

Magic darkness wand
100-proc, so *1.1 damage or *1.2 Poison Power, depending on the mode.

MC: Uses Cha as MainStat.

Click to switch between:

- 2-hit attack at +10 bth lean. If the monster is Poisoned, the poison is consumed (up to Power 11.9) for a (PoisonPower*10/1.19)% chance of inflicting Paralysis for (DarkRes) turns. No save, but doesn't work on monsters that can't be stunned.

- 1-hit attack at +10 bth lean. Deals -50% damage, but the monster is inflicted with darkness Poison (Power 2) for 5 turns. Monster can resist (Cha/Luck vs End/Luck) at +0 bonus to save.

Appearance: An uncoiled Undead Sneak used as a short staff. The attacks are the same as those for the monster.
Description: With a little necromantic know-how you can now get an Undead Sneak of your own!
AQ DF  Post #: 180
4/9/2020 11:09:30   
Primate Murder
Member

After updating the Shadowslayer class suggestion, I found a few ideas left over.


Mantle of Unforgiving Light

Sp-costing light misc.

Stats: Max boost to Cha and Luck. All normal player attacks, weapon specials, spells, pets guests and monster attacks gain +5 BTH.

Effect: Gain Backlash status. Whenever you take damage, the monster takes damage equal to 28.6% of the damage taken. Effect can be resisted (Cha/Luck vs Cha/Luck) with +10 bonus, or -20 penalty if the monster is a vampire, a werewolf or undead.

MC: Click on the misc to activate a toggle. Costs 20% melee sp and doubles your Backlash damage.

Appearance: A short cloak of woven sunlight.
Description: Call forth a mantle of searing light that will uncover any hidden secrets and grant swift retribution to any foe that attacks you!

< Message edited by Primate Murder -- 8/3/2020 2:51:16 >
AQ DF  Post #: 181
4/9/2020 11:12:26   
Primate Murder
Member

And its darker counterpart for Nighthunter...


Cloak of Bloodthirsty Darkness

Sp-costing darkness misc.

Stats: Max boost to Dex, Luck and blocking. All normal player attacks, weapon specials, spells, pets guests and monster attacks loose 5 BTH.

Effect: After each darkness hit of your weapon attack or spell hits that connect, the monster Bleeds (power: 0.1) and you heal hp equal to damage dealt by Bleed. Monster can resist the effect (MainStat/Luck vs End/Luck) with +0 bonus to save.

MC: When the monster is Bleeding, gain +6 MRM.

Appearance: A shroud of liquid shadow.
Description: Summon a cloak of concealing darkness to keep your skeletons hidden and use the blood of your foe to fuel your vitality and swiftness.

< Message edited by Primate Murder -- 8/3/2020 2:56:13 >
AQ DF  Post #: 182
4/10/2020 22:17:30   
zfloydz
Member

I would use this Cloak of Bloodthirsty Darkness! The boost to DEX, and MRM boost is worth it! BTW, thank you Primate Murder for your build help. I was able to beat the Wicked King (Challenge Battle)!

< Message edited by zfloydz -- 4/10/2020 22:21:00 >
AQ AQW  Post #: 183
4/11/2020 12:35:19   
Primate Murder
Member

@ above: Glad I could help!

With the much anticipated Dragonlorn Saga coming up, I thought some dragon equipment might be in order, from a revamp of the Dracomancer suggestion to a brand new dragon set!


Dragonsgrasp Relics
A defensive energy set.

Stormward

Energy shield
High MRM with a focus on Magic.

MC: Click on the shield to use the Absorb Storm skill. It costs your turn and 40% melee sp, and the next energy hit you take deals Heal element damage (heals you instead of harming).

Appearance: A large shield, like the one carried by Dragonfable's Dragonlords, with the image of a castle floating in the sky.
Description: An ancient shield, using long-forgotten magical arts to heal using the power of a storm.


Rising Storm

Magic energy dagger
5 hits at +10 bth lean
100-proc, as no-special bonus gains +5% damage each time you cast a spell; resets at the end of the battle.

MC: The first spell you cast each battle with the dagger equipped deals -10.625% damage. The second spell deals +9.375% damage. The third (and every further spell) deals +29.375% damage. (based on Tenacious Dracolich spell)

Appearance: A silver athame with dragon's wings as a guard and dragon's head as a pommel. Summons a storm to attack the monster with 5 hits of lightning.
Description: A storm gathers, growing ever stronger with each spell cast using this enchanted dagger.


Stormswift Blade

Ranged energy sword
+5 bth lean.
0-proc, so *1.08 damage.

Effect: You take +(15/1.4)% damage and gain +9 MRM.

MC: Click the blade to activate a toggle. At the end of your turn you pay 42.5% melee sp and gain Lightning Reflexes status for one round (power = damage dealt; only affects weapon attacks). Each time the monster hits you, it makes a save (Dex/Luck vs Dex/Luck) with +0 bonus. On fail, it takes damage equal to the effect's Power.

Appearance: A slender blade, starts cracklnig with lightning when toggle is active.
Description: This sword is as light as a cloud and as swift as a lightning flash, allowing you to both parry and strike back at your foe with preternatural swiftness.


Stormbinder Orb

Sp-costing energy misc.

Stats: Max boost to Int and Luck.

Effect: The misc's damage bonus + MC are funneled into gaining 1 Storm charge at the end of each turn. Once per battle you can click on the misc and spend 10 Storm Charges to cast Storm Unbound. The spell is quickcast and makes 5 hits of energy at +10 bth lean, with each hit worth 25% damage of a standard spell.

Appearance: A misty glass sphere with a storm swirling within.
Description: An artifact from the days of the Dragonlords, used to protect their flying keep against bad weather. With enough patience, one could bind a storm within the depths of the sphere - then let it loose in the face of their unsuspecting foe!


Stormsgrasp Helm

Sp-costing energy misc.

Stats: Max boost to Str, Dex, End and bth.

Effect: Each time the monster land an energy element hit, it has 21% chance of being Paralyzed for 1 round. Effect can be resisted (MainStat/Luck vs Cha/Luck) with +10 bonus to save.

MC: Quickcast skill. Once per turn, you can click on the misc to spend 63% melee and make a save (MainStat/Luck vs End/Luck) with +10 bonus to save. On success, the next 3 energy hits the monster lands on you randomly have their damage reduced by 25%, 50% or 75%.

Appearance: A sky-blue helm resembling the head of a dragon.
Description: A relic from the olden times, this helmet invokes the ancient authority of the Dragonlords and can even summon a violent summer storm to reduce the power of your opponent's attacks!


Dragon Scout

Energy dragon pet.

Click to toggle between:

- Assault Mode. A normal 1-hit attack at +5 bth lean.

- Distraction Mode. 3-hit attack at +10 bth lean. Deals -50% damage, and you gain +(8.5*Cha/VStat) bth and +(10*Cha/VStat) Lucky Strike rate.

MC: Gain +40 Initiative.

Appearance: A small blue dragon, similar to the Underwyrmling.
Description: This dragon hatched from the egg you found within the Dragonkeep ruins! It's too small to be a proper threat to your foes, but it can scout the path ahead and distract the monster while you calculate your strikes.
AQ DF  Post #: 184
4/20/2020 9:58:59   
Primate Murder
Member

Void Dragon War is coming up, so I think some Void-inspired equipment may be appropriate.


Fluff: At the peak of their might, the Guardians grew ambitions and attempted to create an outpost in the Void itself, hoping to get a first line of defense against any extra-dimensional threats. These armaments are all that could be recovered from that expedition. It's almost as though someone wanted you to find them...

Void-Twisted Armaments
A multi-elemental weapon set with uncontrollable effects.

Void-Forged Blade

Melee harm claw, deals *0.9 damage
+5 bth lean
20% proc, deals no damage, but gives you Perfect Counter status for one turn. While affected, you make a save (Cha/Luck vs Dex/Luck) with +3 bonus each time the monster hits you. On success, you take no damage from the attack and monster takes damage as though it hit itself (converted to harm).

Effect (passive). Pay 15% melee hp to randomly gain one of the following 4 effects after each weapon attack:

- Gain Backlash for one round, with the Power of (0.32 * DamDealt/ExpDamage). When you take damage from a monster attack, the monster takes damage equal to (damage inflicted*BacklashPower), converted to harm. Effect can be resisted (Cha/Luck vs Cha/Luck) with +0 bonus to save.

- Gain (around 67 * DamageDealt/ExpDamage) Strength for one round.

- Gain Fury status for one round. When you take damage from a monster attack, heal sp equal to 20% of damage taken.

- Monster gains a single round EleShield -(25/1.4 * DamDealt/ExpDamage)% damage from all elements.

MC. Click on the blade to activate a toggle,* paying another 30% melee hp and tripling the effects of your passive.

*The blade responds to your actions so fluently, it almost seems to be alive. I wonder what would happen if you feed it some of your blood...

Appearance: Broken shards of a Guardian Blade, glued together into a katar-like blade.
Description: This weapon was shattered into a dozen pieces, then reforged into a crude imitation of itself - almost as if the smiths didn't know what a sword looks like...


Void-Tainted Staff

Magic staff, attacks with a random element among the 8 standard ones, deals *132/109 damage as compensation
+3 bth lean
10% special deals Void element damage.

Effect (passive). You loose 15% melee mp each turn and gain 1 Charge. When you cast a spell and have at least 14 Charges, you consume them to inflict the monster with Will of the Void status for an equal chance of 1, 2 or 3 turns (no save). While affected, the monster's Controlled, but you take damage equal to the damage it takes.* You can resist (Int/Luck vs Cha/Luck) with +16 bonus to save.

MC. At the start of the battle, you randomly gain one of the following temporary spells:**

- Entropy. Does no damage, but inflicts the monster with EleVuln (+20% damage) to a random element until the end of the battle. Monster can resist (Int/Luck vs End/Luck) with -15 penalty to save. An efficient spell, so costs 60% mp of a standard one.

- Invasion. Summons a Sentient Spell guest. It's upkeep is 1.25x sp of a standard guest + 125% melee mp. It attacks with a random element among 8 standard ones (so *132/109 damage) and is treated as a spell rather than a guest. If you lask sp ormp necessary, the guest is dismissed.

- Decay. 11 hits of magic harm, each deals damage worth 2% of monster's MaxHP. This is an overcharged spell, so costs 4/3 mp of a standard one, and you fall Unconscious afterwards. You can wake up (Int/Luck vs Int/Luck) with +0 bonus to save.

*(MonsterName)'s pain echoes through the mind link!
**The Void grants you (SpellName)!


Appearance: A Guardian Staff with cracks that glow dark purple (similar to the color of the Void), has a crackling sphere of void-colored energy at the top. Entropy unleashes a ray of dark power, Sentient Spell is a storm of magic, Decay summons a Void Dragon that does a breath attack against the monster (similar to guardian dragon).
Description: The only recovered weapon that was not broken or damaged in any way - as a matter of fact, it seems to be stronger than ever. I'm sure it's perfectly safe to use.


Voidborn Hunters

Ranged crossbow, attacks with a random element among the 8 standard ones, deals *132/109 damage as compensation
7 hits at +10 bth lean
20% special, instead of extra damage gives you gain Caltrops (2 turns, random element, 25*132/109% melee damage).* Monster can avoid the damage with a 50/50 save (Cha/Luck vs Dex/Luck).

Effect (passive). Randomly gain one of the following 3 effects each turn:

- Make a 50/50 save (Cha/Luck vs Cha/Luck) after each hit. On success, you gain 1% MaxHP. On fail, you loose 1% MaxHP.

- Both you and the monster make a 50/50 save (Cha/Luck vs Cha/Luck). The ones who fail are inflicted with Bleed (power 0.15).

- Monster pays 15% melee hp and deals +(15/1.4)% damage for one round.

MC. Click on the daggers to activate a Voidspawn toggle.** You loose 6 MRM and your pet does not act, but the monster's inflicted with Void Burn (power: 2.5) for 2 rounds. It can resist (Cha/Luck vs End/Luck) with +0 bonus to save.

*The Hunters position themselves around you, prepared to strike at (MonsterName) the moment it comes close!
**The Hunters call their fellow Voidspawn to assault your foe!


Appearance: Flying dagger fragments. They attack by shooting forward, then slipping through portals to stab the monster in the back.
Description: Their time in the Void has granted these fragments a life of their own, alongside a malevolent intelligence and an agenda that you have yet to fully understand.


< Message edited by Primate Murder -- 4/28/2021 2:17:59 >
AQ DF  Post #: 185
5/12/2020 5:41:44   
Primate Murder
Member

The Cycle of Change

Multi-elemental 100-proc magic sickle
4 hits at -3 bth lean
Instead of a regular special, has 30% chance of doubling the sickle's effect this turn.

Effect: The weapon cycles between four states, shifting to the next season at the end of each turn (Spring > Summer > Fall > Winter). It gains the multi-elemental damage bonus, but looses 33% damage to pay for the effects.

- Spring. Deals earth element damage and you gain Spring's Bounty status for 3 turns, healing sp equal to 18.75% damage dealt with this attack.

- Summer. Deals fire element damage and you inflict Summer Daze on the monster for 3 turns, with 14% chance of inaction. Monster can resist (Int/Luck vs Cha/Luck) with +0 bonus to save.

- Fall. Deals wind element damage and you gain Fall's Stockpile status for 3 turns, which gives per-hit damage reduction equal to 8.3% damage dealt with this attack.

- Winter. Deals ice element damage and you inflict Winter Chill on the monster for 3 turns, making it loose 10 bth. Monster can resist (Int/Luck vs End/Luck) with +0 bonus to save.

MC: Click on the sickle's blade* to immediately move to the next season. Quickcast, 1/turn.

*Hasten the coming of (SeasonName)!

Appearance: A decorated ceremonial sickle of silver and gold.
Description: A ritual tool of an obscure cult worshipping the shifting seasons of nature.
AQ DF  Post #: 186
5/12/2020 6:42:29   
Primate Murder
Member

Dragon's Tail

Fire melee/ranged glaive
+3 bth lean
15% special inflicts fire Burn (power 4) for 3 rounds. Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save.

Effect: Click on the handle to switch between a regular attack and sacrificing 30% damage to inflict a fire Burn (power 2) for 3 rounds. Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save.

MC: Quickcast skill, requires the monster to be Burned. Click on the blade to consume the Burn (up to power 17) for a (BurnPower*100/17)% chance to inflict the monster with single round Thermal Shock. No save.

Appearance: A glaive with a haft of blackened wood and a bronze blade reminiscent of a flame.
Description: A weapon from one of the ancient dracomancer fighting styles, emphasizing wide, sweeping movements.

< Message edited by Primate Murder -- 5/12/2020 9:09:36 >
AQ DF  Post #: 187
5/18/2020 4:36:02   
Primate Murder
Member

Heavily inspired by DF's Inn Challenges.


The Undrawn, Part One
Void challenge gauntlet. Battle the following 8 monsters in random order, with an optional heal after every fight.

Thoralune: The Void encapsulates every possible realization of one's potential. Fight every version of Smittens that could have been!


Smittens Ascended

Wind element monster
Has 0 resists to every element including Harm, but 200 HealRes (instead of -100)
Below average MRM with a further weakness to magic

Stats: Maxed out Int and End, with the remaining stats in Luck.

Has an Empathy status. After every attack, Smittens Ascendant heals itself equal to damage dealt.* (But since it's HealRes is 200, it actually takes damage worth 2x the damage it dealt.)

Defeated when its hp drops below 50%.**

*This hurts me more than it hurts you.
**Smittens Ascended leaves to meditate and regain its zen.


Appearance: Combination of Smittens and a Lightbringer.
Description: This version of Smittens seems to have achieved enlightenment. It can no longer be harmed by mortal hands, but the empathy it achieved leaves it less than prepared for the violence of direct combat.


Avenging Smittens

Ice element monster
Has 0 resists to every element including Harm
Below average MRM with a slight focus on Melee.

Stats: Maxed out Int, Dex and Luck.

Effects:

- At the beginning of its turn, it gains 100% resistance to a random element for one round. This only works if Smittens Avenging is able to act (not stunned).

- Before every attack, the monster makes a save (Int/Luck vs player's Int/Luck) with +0 bonus. On success, it deals +50% damage.* On fail, the player gains Wary** status until the start of the monster's next turn. While Wary, the player deals -50% damage with all weapon attacks, specials and spells, but gains +30 MRM.

- Has a permanent Avenging status (renamed backlash). Whenever Smittens Avenging takes damage, the player makes a save (Int/Luck vs player's Cha/Luck) with -20 penalty to save. On fail, the player takes harm damage equal to 200% damage dealt.

- If Smittens Avenging has enough sp, it spends that much to make a high-damage attack. The attack ele-seeks and is an automatic Lucky Strike. Afterwards, the Avenging status is removed from the monster for one round.

*Smittens' attack takes you by surprise! Bonus damage!
**You can see the attack coming and settle into a defensive stance!


Appearance: Smittens in a dark cowl with glowing red eyes.
Description: This version of Smittens seems to be seeking revenge for some wrong done to it in the past!


Smittens the Hero

Earth element monster
Above average MRM with a focus on Melee.

Stats: Maxed out Int, Dex and Str.

Effects:

- Smittens the Hero takes 0 damage from all attacks if the player's hp is above 50%.*

- If it has enough sp, Smittens the Hero pays that much to gain a permanent stacking Boss Boost (+20) and Hypercritical (+20% LS rate).** This doesn't take a turn.

- Upon its first death, Smittens the Hero stays at 1 hp and ressurects itself to 1/4 the hp it started with.***

- Smittens the Hero has the following attack rotation:

- - First attack during the battle deals reduced damage and gives Smittens a permanent DefBoost (+40 MRM).

- - Second attack also deals reduced damage and gives Smittens a permanent EleShield (-40% damage from all elements).

- - Third attack deals normal damage, but pays mp to gain a permanent accuracy boost (+40 bth).

- - Fourth attack deals normal damage but also pays mp to gain a permanent damage bonus (+40%).

- - Fifth attack and all the following deal normal damage.

*Boatman seems to have gifted Smittens his cloak, leaving it immune to attacks of those that are not already one foot in the grave!
**Smittens changes its equipment to better suit its current foe!
***Smittens recalls everyone that is depending on it and refuses to go down!


Appearance: Smittens with a sword and shield.
Description: ...yeah. Seems this version of Smittens has taken your place, becoming the hero of Battleon. Not cool, bro.


Smittens the Smitten

Fire element 2-monster mob
Average MRM.

Stats: Very high Cha, followed by End, then Luck.

Effects:

- After each hit taken by Smittens the Smitten, the player makes a save (Cha/Luck vs Cha/Luck) with -20 penalty. On fail, the player is inflicted with 2-turn Choke* (-20*DamageDealt/ExpDamage % damage). (basically, a reverse Mason)

- Has a permanent Aegis of Love status. This is a hard cap with power equal to around 25% expected monster damage.

- Both monsters deal no damage, but inflict the player with fire element Burn** (Cha/Luck vs Cha/Luck, -20 penalty to save) for 2 rounds and heal each other's hp equal to Aegis of Love's power. This works even if one of the monsters died, as long as at least one remained alive.***

*You're choked by emotion!
**Love Burns!
***Not even death would us part.


Appearance: 2 Smittens holding hands.
Description: This version of Smittens seems to have found true love!

< Message edited by Primate Murder -- 5/18/2020 10:17:02 >
AQ DF  Post #: 188
5/18/2020 10:14:49   
Primate Murder
Member

The Undrawn, Part Two

The Smittens of Order

Water element 3-monster mob
All resists are 50%, including Harm.
Average MRM.

Stats: Evenly distributed among Str, Dex and End.

Effects:

- Stun immunity.

- The left Nerfwraith does no damage, but while it's present, the player is inflicted with Defense Nerfed (renamed elevuln, +25% damage from water element).

- The right Nerfwraith does no damage, but while it's present, the player is inflicted with Offense Nerfed (-25% damage dealt with all weapon attacks, specials and spells).

- After each hit taken by The Smittens of Order, it gains Defense Buffed (+3 MRM to hit element) for the rest of the battle.*

- After each hit missed by The Smittens of Order, it gains Offense Buffed (+10 bth) for the rest of the battle.**

- When The Smittens of Order reaches 2/3 base hp, or when it would be stunned, it shifts into its second form,*** regaining any Nerfwraiths it lost and doubling the power of the two Buff effects.

- When The Smittens of Order reaches 1/3 base hp, or when it would be stunned while in second form, it shifts into its third form,**** regaining any Nerfwraiths it lost and doubling the power of their Nerf effects. The player also looses the ability to cast spells and use Miscellaneous Accessories for the rest of the battle.

*Smittens decides that its defenses are too unbalanced and buffs them!
**Smittens decides that its offence is unbalanced and gives it proper buffage!
***Smittens decides that it is still too unbalanced! More buffs are needed!
****Smittens decides that you are still too unbalanced! More nerfs are needed!


Appearance: Smittens and two NerfWraiths.
Description: This version of Smittens seems to have joined the Knights of Order!


Ethereal Smittens

Light element monster
High MRM with a slight weakness to Magic.

Stats: Int, Dex, End.

Effects:

- Ethereal Smittens has a permanent Outsider status. It takes -10 * (10 - EtherealShift)% damage from all sources, capping at 10. So no damage taken at 0 ES and full 100% damage at 10 ES power.

- Ethereal Smittens starts at 50% damage dealt, and increases its attack by 10% for each Ethereal Shift it gains, capping at 10.

- If Ethereal Smittens has enough sp, it pays that much to make a high-damage light attack.

- Ethereal Smittens pays mp to randomly inflict one of the following effects at the end of its turn. The effects last until the end of the battle and can be resisted (Int/Luck vs Int/Luck) with +0 bonus to save. Smittens only gains an Ethereal Shift if the effect is successfully inflicted.

- - The player is inflicted with Choke (-10% damage), and Smittens gains an equal damage bonus. Gives 1 Ethereal Shift.*

- - The player is inflicted with Blind (-10 bth), and Smittens gains an equal amount of bth. Gives 1 Ethereal Shift.*

- - The player is inflicted with DefLoss (-10 MRM), and Smittens gains an equal amount of blocking. Gives 1 Ethereal Shift.*

- - The player is inflicted with light element Poison (Power: 1), and Smittens heals hp equal to the damage dealt by the poison. Gives 1 Ethereal Shift.

- If Ethereal Smitttens does not have enough mp, it spends a turn regaining mp. Doing so reduces Ethereal Shift by 1.

*Smittens grows more solid as it gets a better grip on reality!

Appearance: A more transparent version of Smittens that grows more solid with each Ethereal Shift power.
Description: This version of Smittens seems to be even less corporeal than others!


Doc Smittens

Energy element monster
Above average MRM with a slight focus on Ranged.

Stats: Very high Int, followed by Dex and Luck.

Effects:

- Doc Smittens starts with a Shields Holding (power: 12) status, and while it's active, all attacks against the monster automatically miss. The effect's power is reduced by 1 each time it blocks a hit,* to a min of 0.** This includes all hits by weapon attacks, specials, spells, pets and guests.

- If it has enough sp, Doc Smittens pays that much to return the power of the Shields Holding status back to 12.***

- If Doc Smittens is not inflicted with either of the Warning statuses, it makes a 3x damage attack, gaining 'Warning: Volative Plasma' status for 3 rounds. If Doc Smittens takes damage while Volative, both player and monster take high fire element damage.**** This gives Doc Smittens 'Warning: Repairs in Progress' status for 3 turns.

- If Doc Smittens has enough mp and is inflicted with a Warning status, it pays that much mp to make a drone attack, inflicting the player with a 3-turn energy Burn (Int/Luck vs player's Dex/Luck, -20 penalty to save). If it has the status, but lacks the mp, it does nothing.*****

*Your attack reduces the Plasma Shields' power!
**Your attack breaks the Plasma Shields!
***Doc Smittens recharges the Plasma Shields!
****Your attack blows up the volative plasma!
*****Doc Smittens waits for the Cannon to cool down.


Appearance: Smittens in glasses before a holographic keyboard and screen.
Description: This version seems somewhat smarter than your average Smittens...


Possessed Smittens

Dark element monster
Average MRM with a slight weakness to Magic.

Stats: Str, Dex and Luck.

Effects:

- Possessed Smittens only takes damage from Lucky Strikes. All other forms of damage are reduced to 0.

- Smittens inflicts the player with a stacking Anima Leech effect that lasts until the end of the battle. While affected, the player looses 25 End and gains an appropriate amount of Luck.* The effect can be resisted (Str/Luck vs player's Int/Luck, +0).**

- All monster attacks deal additional damage to player's sp, proportional to the power of the Anima Leech effect.

- If it has enough sp, Possessed Smittens pays that much to make its attack a guaranteed Lucky Strike.

*Smittens leeches some of your soul energies - but in doing so leaves itself vulnerable!
**You use your arcane knowledge to block the attempt at stealing your anima!


Appearance: Smittens with glowing red eyes and an ominous shadow behind it.
Description: This version of Smittens seems to be possessed by some nefarious force.

< Message edited by Primate Murder -- 5/18/2020 10:15:18 >
AQ DF  Post #: 189
5/23/2020 4:32:16   
Primate Murder
Member

Playing as Warlic was an incredibly interesting experience, and the whole quest gave me quite a few ideas for item suggestions.


Sepulchure's Helm

Darkness misc.

Stats: Max boost to Dex and Str.

Effect: Darkness defense, but instead of damage resistance, you gain an appropriate per-hit damage reduction.

MC: Click on the helm to pay 22% melee sp and toggle on the following effect. After each of your weapon attack hits or spell hits that connect, you inflict the monster with EleVuln (+14% damage from all elements) for 1 round. Monster can resist (Str/Luck vs Cha/Luck) with +0 bonus to save.

Upkeep cost: Instead of sp or mp, you're inflicted with Unlucky status, loosing a corresponding amount of Luck.

Appearance: Based on Sepulchure's Helm in the Dragonlorn Keep quest.
Description: A forged replica based on the helm of the famous traitor.
AQ DF  Post #: 190
5/23/2020 4:51:52   
Primate Murder
Member

Infernal's Aura
An aura-type fire spell that combines the properties of Burn and Backlash.

Quickcast, you loose 25% melee mp each turn the effect is active. Cast again to dismiss the effect.

Effect: Until the end of the battle or until you run out of mp, you gain Infernal's Aura status. Each time the monster hits you, it makes a save (Int/Luck vs End/Luck) with +0 bonus. On fail, it's inflicted with 4-turn Infernal's Wrath (burn-type effect) that deals fire damage equal to 5.25% damage dealt by the hit.

Appearance: A reddish haze around the player.
Description: With Warlic's help, you've managed to imitate the natural defences of the infernals without the usual setback of setting yourself on fire!
AQ DF  Post #: 191
5/23/2020 8:51:43   
Primate Murder
Member

Mana Purifier

Harm spell, costs 4/3 mp of a standard one.

Does 12 hits at -10 bth lean, dealing 90% damage of a standard spell (as harm penalty). Afterwards, you're inflicted with the following two status effects for 4 turns:

- Lack of Focus. All your weapon attacks, specials and spells loose 8 bth.

- Intensity. You gain bonus Int worth 20% melee. (around 55 Int at lvl 150)

MC: You have 8% chance of gaining Regain Mana status.

Appearance: A glowing sphere coalescing in front of you that lashes out with blast of raw mana.
Description: A training spell for budding archmages, filtering out all elemental influences and leaving behind only raw magical energy.
AQ DF  Post #: 192
5/23/2020 9:25:23   
Primate Murder
Member

Warlic's Prototype Orb

Energy magic 'wand'
No special, so *1.1 damage
2 hits at +3 bth lean.

Effect: All your weapon and spell attacks inflict the monster with Mana-Wrecked (power 0.7 Void Burn) for one round. At the beginning of its turn, the monster makes a save (Int/Luck vs Int/Luck) at +0 bonus. If it succeeds, it consumes the status to gain Elemental Resonance (+10% outgoing damage) for one round.*

MC: Click on the Orb to inflict the monster with Thrice Bound. Cannot be used if the monster is already Bound. While the status is active:

- The monster looses accuracy (-12 bth), defenses (-12 MRM) and takes increased energy damage (+14%).

- You're inflicted with Mana Burn (Power:3, damages mp).

- Monster makes a save (Int/Luck vs Int/Luck) with +0 bonus to shake off the effect at the beginning of every turn. If it successfully saves** or you run out of mp,*** the status is removed, dealing harm damage to both player and monster.

*(MonsterName) converts unaligned mana to (MonsterElement), empowering its attack!
**(MonsterName) destabilizes the spell matrix!
***You lack the mp necessary to keep the matrix stabilized!


Appearance: Warlic's Orb, nothing unusual.
Description: After his old orb was broken, Warlic had to make himself a new one. It took him a few tries until he was fully satisfied with the result – but even the failures of an archmage hold power.

< Message edited by Primate Murder -- 5/23/2020 10:14:01 >
AQ DF  Post #: 193
5/30/2020 5:42:59   
Primate Murder
Member

Ethereal Pact
A Cha-based light SPell with a compressed armor.

Effect: Both you* (Cha/Luck vs VStat) and the monster** (VStat vs Cha/Luck) make a save with +0 bonus. The one that fails (or both if both fail)*** is inflicted with Fragile (-50 End) for one round.

Attack: 7 hits of light at +10 bth lean, deals 1.5x damage of a standard light spell and gains elecomp bonus to damage. Uses Cha in place of Int for stats.

Effect (MC): Afterwards you gain and equip a temporary Ethereal Bloodhunter armor. It has FO lean and all its weapon attacks are locked to light, with elecomp bonus to damage. It also has the following 3 status effects:

- Light Empowerment (+20% damage), with usual modifiers for spells and magical weapons.

- Price of the Pact, loosing 10% melee sp at the end of every turn.

- Paid in Blood, loosing (67 * Hits/Misses)% melee hp each time you miss with a hit.****

Cost: Sp cost of a standard spell + 100% melee hp.

*You are unable to withstand the majesty of the ethereal entity!
**(MonsterName) is unable to withstand the majesty of the ethereal entity!
***Both you and the monster are unable to withstand the majesty of the ethereal entity!
****You failed to provide enough blood - and so the entity takes some of yours!


Appearance: The screen grows dark and several glowing yellow eyes open up (fragile infliction). Then the screen returns to normal, except the player is floating and surrounded by bright light which unleashes 7 ethereal blades against the monster. Afterwards, the glow fades, revealing the player in Ethereal Bloodhunter armor.
Description: Ancient magical entities slumber deep within the Ethereal Realm. During your travels, you stumbled upon one of them and managed to forge a bargain, allowing you to draw upon a portion of their power for a sacrifice of blood and spirit.
AQ DF  Post #: 194
6/10/2020 0:01:32   
Primate Murder
Member

Zorbak the Pallythrope

Light pet
Has three attacks:

- 2 hits of light at +3 bth lean. Standard pet attack. Rate: [Your current HP]/[Your max HP]*67%.

- Heals the player. Rate: (0.67 - [Your current HP]/[Your max HP])*100%.

- Zorbak consumes 40% melee sp and does nothing.* On next turn, unleashes Holy Might, growing in size and dealing 3x damage. Rate: 33%.

MC: Click on Zorbak to activate a toggle.** It costs 20% melee sp and gives you Blessed Weapon status, granting +8.5 * (1+Cha/VStat) bth to all light element weapon atttacks.

*Zorbak gathers his energy for a powerful attack!
**Click on Zorbak to have him bless your weapon, increasing your chances to hit!


Appearance: Zorbak in paladin armor, similar to Paladin Chilly. When using Holy Might, grows in size and makes a large smash attack.
Description: Zorbak has been infected with a terrible curse – each time the full moon rises, he's transformed into a paladin, a warrior of light with the singleminded desire to protect the innocent and slay evil undead!

< Message edited by Primate Murder -- 6/10/2020 0:09:21 >
AQ DF  Post #: 195
6/10/2020 0:42:37   
Zennistrad
Member

Well, now I wanna know the story behind that one, lmao
AQ  Post #: 196
6/14/2020 13:29:39   
Primate Murder
Member

Knight Commander

FD armor, element folows your knight order (fire for Stormfallen, dark for Granemor, light for Pria and earth for Deren or unaffiliated)
MRM focuses on Melee; looses 3 for the second skill
3 hit attack at +5 bth lean.

MC: Call Squire. Calls one of the 8 basic elemental guests. Has sp upkeep of a standard guest + 24% melee gold for omnielemental compression.

Skill: Full Frontal Assault! Only usable when Squire guest is out. Your Squire guest deals +167% damage for one round (+125% if Int>Str).

Skill: Hold the Line! Toggle. Only usable when Squire guest is out. Your Squire guest does no damage, but the monster makes a (Cha/Luck vs Str/Luck) save at +0 bonus before every hit. If it fails, the hit does 0 damage.

Appearance: Steel plate with the tabard of your knight order. When attacking, cautiously approaches behind the shield, makes 3 quick stabs and retreats.
Description: A position of power and honor, cautiously entrusted to you by the leaders of the four knight orders. When wearing this armor, you can call upon knight trainees of any affiliation - though your coffers will have to field their training and equipment expenses.
AQ DF  Post #: 197
6/15/2020 4:46:05   
Primate Murder
Member

Based on the war's new status effect.


The Standard of Unity
A qc buff/debuff for beastmasters.

Effect: Quickcast, 1/turn. Monster makes a save (Cha/Luck vs Cha/Luck) with -1 penalty. If it fails, it's inflicted with Dispirited* (.9x outgoing damage and -10 status weakness) and you're inflicted with Inspiring (1.1x pet and guest damage and +10 status potency) for 5 turns.

MC: Monster penalty to save increases to -7, if you have a Unity alignment.

Costs sp of a standard SPell.

*Disheartened by the unexpected cooperation of their foes, (MonsterName) can't bring themselves to fight with the same vigor!

Appearance: A banner with the emblems of all four kingdoms.
Description: Made to commemorate the victory in the Far West, this standard can inspire your allies and dishearten your foes!

< Message edited by Primate Murder -- 6/15/2020 4:58:07 >
AQ DF  Post #: 198
6/17/2020 9:17:54   
Primate Murder
Member

Calamity-Born

Darkness pet
1-hit attack at +3 bth lean.

Effect: Deals 50% damage, but monster makes a save (Cha/Luck vs Int/Luck) with +0 bonus. On fail, the monster is inflicted with Immobility Weakness (-10) and Crippling Pain (takes 15% melee darkness damage each time it hits you) for one round.

MC: Click on the dragon's head to activate a toggle. While active, all your attacks deal -40% damage and the pet's effects are tripled.

Appearance: A small dragon, thin and sickly. Regular attack is a claw strike, and toggled attack releases flames of darkness.
Description: This little dragon was wreaked by the waves of Calamity while still in the egg, leaving it frail and sickly. It may not have the raw power of regular dragons, but its claws retain the corruptive properties that devastated its body, and it can even draw some of your power to unleash a ruinous breath attack!
AQ DF  Post #: 199
6/18/2020 0:41:07   
Primate Murder
Member

Terminus Avenger

Melee sword, element folows your knight order (fire for Stormfallen, light for Pria, earth for Deren, dark for Granemor or unaffiliated)
Toggles between 0-proc and 100-proc
-3 bth lean / 1-3 hits at +10 bth lean.

Effect: You loose 7.5% melee hp each time you land a hit on the monster. At the beginning of your turn, you make a save (Cha/Luck vs Cha/Luck) with +0 bonus to gain Avenger status (+15% LS rate) which lasts until you fail a save (similar to Bleed). Each successful save increases the status by 15%.

MC: Use Cha in place of Luck for stats.

Appearance: Identical to the blades of ShadowRisen knights. 100-proc attack summons ghost knights.
Description: A heavy blade, inhabited by the restless spirits of the knights who fell in defense of Terminus.
AQ DF  Post #: 200
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