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6/18/2020 0:49:46   
Primate Murder
Member

And something to go with all that cake we've been getting recently:


Vanilla Milkshake
Ice misc with qc damage boost.

Effect: Click on the misc to get Ice Empowerment (+15% damage) for one round. This does not cost a turn, but you have a 10% chance of being Frozen upon each use.

Appearance: A vanilla milkshake, with a straw and everything.
Description: This delicious milkshake will give you an extra burst of energy with every sip - just make sure you don't get a brain freeze!
AQ DF  Post #: 201
6/22/2020 2:11:39   
Primate Murder
Member

Inspired by both the Paladin revamp and the new boss in DF's main story.


Pala-dean

Light element monster
MRM fairly low (both thematically and to pay for effects), with a focus on Magic.

Stats: High Int and End.

Effects:

- Pala-dean starts the battle with Divine Shield effect (element shield: -100% damage from all elements).

- At the starts of each turn, Pala-dean's Divine Shield status is lowered by 20%, and it gains/enhances Divine Blessing status (+8.5 bth, +10% damage).* Pala-dean needs to be able to act for this effect to occur.

- If Pala-dean has enough sp, it pays that much to reset Divine Shield back to 100%.**

- If Pala-dean has enough mp, it pays that much to inflict a powerful light Burn. If you have vampire, werepyre or dracopyre subrace, the Burn also deals damage to sp and has a chance to paralyze you.***

- If Pala-dean does not have enough mp, it makes a light magic attack.

*Pala-dean channels some of the light from his shield to enhance his attack!
**Pala-dean prays to the Lady of Light to renew his Divine Shield!
***Pala-dean's spiritual power applies a detructive interference to your anima!


Appearance: A really old man with a cane in paladin armor. Mp spell animation is similar to resplendent surge and non-mp attack has Pala-dean grow in size and smack you with an oversized cane.
Description: The dean of a remote mountain monastery, this old geezer came all the way to Battleon to express his displeasure regarding the rupturing of the ley lines.
AQ DF  Post #: 202
6/22/2020 14:58:50   
Primate Murder
Member

Also, weeum's new weapon suggie gave me ideas, so...


Deadslayer Halberd

Melee/Ranged light spear/axe.
0-proc / 33% proc (see effect for details)
-3 bth lean.

Effects:

- Click on the haft to toggle between Melee axe and Ranged spear.

- Click on the head to toggle between Attack Mode and Blast Mode. In Blast mode, all your weapon attacks deal -25% damage, but you gain Kinetic Charge status equal to 33% damage dealt. When the weapon's special procs, it consumes the Kinetic Charge and deals bonus damage equal to Charge's power.

MC: When fighting undead, you gain either +6 MRM (Ranged Attack Mode), +10% damage (Melee Attack Mode) or *1.4 Kinetic Charge (Blast Mode).

Appearance: A generic halberd. When in Blast Mode, has softly glowing runes and unleashes a magical blast on proc.
Description: With the paladin order all but gone, the cities and villages needed a way to protect themselves from the restless dead. The Deadslayer is a fairly basic halberd, able to keep your foe at bay as a polearm or hack them to pieces as an axe, but it has a additional enchantment that can store the kinetic energy of your strikes to unleash a powerful (if somewhat unpredictable) blast of magical energy against your foes!
AQ DF  Post #: 203
6/23/2020 4:22:06   
Primate Murder
Member

A huge thanks to Ironborn for the idea!


The Faithful

Fluff: Not everybody approves of the new Paladin Order's methods. Some of the former members of the Order see drawing upon spirits as little better than necromancy - and Artix's attempts to mend bridges with the necromancers do little to persuade them otherwise. Using their combat skills and the magic remaining in holy relics, these paladins united into a new order, one following old tenets and traditions - the Faithful!


The Preacher

Light element monster
Low MRM with a focus on Magic

Stats: Int, Cha and Luck.

Effects:

- Fanatic. Renamed Mental Immunity - the monster can't be affected by Mental status effects (Berserk, Control, Fear, Panic, Sleep and The Cold).

- Holy Presence. You, your pet and your guest make a Cha/Luck vs Cha/Luck save at the starts of the battle. If anyone fails, it's Paralyzed for one round.*

- Holy Shroud. The Preacher ignores the first hit taken during each round. Has a chance to ignore two hits if your subrace is vampire, werepyre or dracopyre, or your class title is Necromancer.

- If The Preacher has enough mp, it pays that much to paralyze you for one round** (Cha/Luck vs Cha/Luck save). If you succeessfully resist paralysis, you gain Irreconcilable Theological Differences status until the end of the battle (*1.5 LS damage dealt and taken), which increases in power with every successful save.

- If the monster has enough sp, it pays that much to gain Hypercritical status (100% LS chance) for one round.

*You can't hit a man of the cloth!
**The Preacher's words make a surprising amount of sense...


Appearance: A balding man in robes of white and gold. Attacks with beams of light.
Description: A member of the Order of Faithful! A charismatic priest who leads the local recruitment drive. You may have to take this guy down if you don't want the Order's influence to spread.


Guardian of the Faith

Light element monster
Average MRM with a focus on Melee.

Stats: Str, Int and End.

Effects:

- Fanatic. Renamed Mental Immunity - the monster can't be affected by Mental status effects (Berserk, Control, Fear, Panic, Sleep and The Cold).

- Armor of Faith. Renamed Mana Shield equal to the monster's remaining mp. The shield's efficiency is increased if your subrace is vampire, werepyre or dracopyre, or your class title is Necromancer.

- Pacify. You make a save (Cha/Luck vs Str/Luck) after each monster attack. If you fail, you gain a lean (*.9 outgoing and incoming damage). The effect lasts until the end of the battle and stacks up to *0.1 modifier.

- Ressurection. Upon its first death, the monster stays at 1 HP and resurrects itself* to ~1/4 of the HP it started with.

- If the monster has enough sp, it spends that much to cast a spell, regaining mp.

*No... Faith... does not die!

Appearance: A blonde armored woman, with a shield and a maul.
Description: A member of the Order of Faithful! This young woman is willing to stand to the death to defend that which she believes in.


The Renegade

Light element monster
High MRM with a focus on Melee.

Stats: Str, Dex and Luck. Has negative Cha.

Effects:

- Fanatic. Renamed Mental Immunity - the monster can't be affected by Mental status effects (Berserk, Control, Fear, Panic, Sleep and The Cold).

- Ambush Tactics. Has bonus initiative.

- Holy Symbol. All monster attacks inflict stacking Blind (Dex/Luck vs Dex/Luck) for 3 rounds. You get a penalty to save if your subrace is vampire, werepyre or dracopyre.

- Dirty Tricks. All monster attacks pay a single turn's worth of sp to inflict EleVuln (Dex/Luck vs Dex/Luck) for 1 round. You get a penalty to save if your class title is Paladin or you're Blind.

- Each time you successfully resist Blind or EleVuln, you gain a stacking Berserk status (-3 bth lean per each successful save).* The effect lasts until the end of the battle.

*You're starting to get seriously annoyed at this guy's underhanded tactics!

Appearance: A skulking figure in dirty paladin armor with a pair of short swords.
Description: A member of the Order of Faithful! He joined the Order of Paladins for glory, power and respect. They left him jobless, distrusted and with mere memories of power. And now, he'll make them pay.
AQ DF  Post #: 204
6/25/2020 4:59:51   
Primate Murder
Member

Spiritual Reinforcement
An aura-type buff for hybrids.

Quickcast, you loose 75% melee mp (cost of an efficient spell) 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 Augmented status. You gain a toggle's worth of both Str and Dex (+50 at lvl 150), per-hit damage reduction (worth 10% melee) and deal +14.5% damage (/2 for spells; /.75 for magical weapons).

Appearance: A slight purple glow around the player.
Description: Crafted by the knight of Granemor, this technique allows you to augment your body with mana, increasing your power and agility!
AQ DF  Post #: 205
6/25/2020 5:15:23   
Primate Murder
Member

Bloodtheft Ancestry
An aura-type spell with a vampire theme.

Quickcast, you loose 58.3% melee sp 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 sp, you gain Vampiric Scion status. You gain a toggle's worth of both Int and Cha (+50 at lvl 150) and heal hp worth 20% damage dealt.

Mini-FSB: If your subrace is Vampire, you also gain +10 Bleed and Control potency.

Appearance: A cloud of darkness briefly surrounds the player before dispersing.
Description: It seems one of your distant ancestors was actually a vampire - and by focusing some of your spiritual energy, you can draw out the vampiric characteristics inherent in your blood!
AQ DF  Post #: 206
6/26/2020 2:20:16   
Primate Murder
Member

Thematic component based on the paladin quests, with the mechanics inspired by Chaotic's weapon idea.


Necrotic Artifact

Darkness misc.

Stats: Max boost to Cha and Luck. Lowers monster MRM by (max misc bth boost / 1.4).

Effect: After each attack you gain Anima Stored status equal to 30% damage dealt. The status stacks with itself and lasts until consumed or until the end of the battle.

MC: Click on the misc to use a qc Darkness spell. Deals 9 hits of darkness at +10 bth lean, and uses Cha as MainStat. Has no set cost or damage - instead it consumes the Anima Stored status, dealing (100*AnimaStored/StandardSpellMPCost – 37.5)% damage of a standard spell. (so if you stored 653 Anima at lvl 150, you'd deal damage of a regular qc spell; if you stored 1306 Anima, you'd deal double that and so on)

Appearance: A skull with a purple amethyst set into the forehead. The spell summons several ghosts to assault your foe.
Description: There must be a reason those guys were carrying around these things even though it makes them vulnerable. With Warlic's help, you managed to reverse-engineer the enchantment to find out that it acts like a magical battery, leeching the enemy's anima to power a vicious necromantic spell.
AQ DF  Post #: 207
6/26/2020 3:14:53   
Primate Murder
Member

Call Zombie Paladin

Calls a guest.

Click on the Zombie Paladin's chest to toggle between:

- A light element guest that costs 1.5x hp upkeep of a standard guest.* Does 1.5x damage of a standard guest, with all Base converted to Random.

- A dark element guest, has sp upkeep of a standard guest.** Does 50% damage of a standard guest and inflicts the monster with Vitality Drain (renamed Panic; -25% damage). Monster can resist (Cha/Luck vs Int/Luck) with +0 bonus to save.

*You sacrifice your own life force to sate Zombie Paladin's hunger.
**Zombie Paladin sates his hunger upon your enemies' life force!


Appearance: A zombie-like paladin axe master. In light mode, attacks with his axe. In dark mode, uses zombie's draining animation.
Description: This paladin was in the middle of Ressurection when the ley lines burst. The initial surge of energy mutated his light powers beyond his ability to control - then the subsequent draining left him stuck between life and death, unable to survive without the life force of others.

< Message edited by Primate Murder -- 6/26/2020 3:16:58 >
AQ DF  Post #: 208
6/29/2020 2:47:26   
Primate Murder
Member

Summon Sentry

Summons an energy guest with an mp upkeep.

The guest does no damage, but has the following three effects:

- You gain +(6 * MonsterEnergyResist * (1 + Cha/VStat)) blocking.

- Whenever you cast an energy spell, you gain +(10 * MonsterEnergyResist * (1 + Cha/VStat)) MRM for 3 rounds.*

- Each time the monster misses you with an attack, it takes energy damage worth (HitsMissed/Attempted * 67 * (1 + Cha/VStat))% melee.

*Your spell resonates with the crystal, boosting its defense matrix for the next three rounds!

Appearance: A floating purple crystal.
Description: Summon a magical sentry. Its magical barrier protects you from enemy blows, strikes back whenever the monster hits it and can even resonate with your spells to enhance itself!
AQ DF  Post #: 209
6/29/2020 3:11:25   
Primate Murder
Member

Shepherd's Arc-Cane

Magic energy staff
Toggles between a 20-proc and 100-proc (with a 20% special-special)
Instead of bonus damage, the special treats your attack as a spell
-3 bth lean.

MC: Uses Cha as MainStat.

Effect: All normal player attacks and weapon specials deal -10% damage. In return, whenever you cast an energy spell, make a Cha/Luck vs Cha/Luck save with -3 penalty. On success, your pet and guest gain celerity for 2 rounds.

Appearance: Similar to Shepherd's Crook, but with ball lightning in the crook.
Description: A shepherd's tool, used to herd animals with particularly tough hides. Can double as a wizard's staff when defending your flock from predators and thieves.
AQ DF  Post #: 210
6/29/2020 10:28:55   
Primate Murder
Member

A while ago I made a DF-style artifact for the vampire subrace, modifying the last 5 skills of the armor to make it usable by warriors. With the current spellcaster Renaissance, I think it's time I made a partner artifact - altering the Werewolf subrace for those who use spells!


Adept of the Waning Moon

Neutral element misc
Mp upkeep; increased to pay for non-elemental effects.

Stats: Max boost to Int, Luck and bth.

Modifies the last 5 skills of the Werewolf subrace armor:

- Level 6: Howl at the Moon. Active.
...And hear it howl back.
Heals mp worth 75% of a standard healing spell, using Int for stats, then inflict EleVuln (+100% damage from all elements) for one round. Monster can resist (MainStat/Luck vs Cha/Luck) with +14 bonus. Costs sp of a standard skill.

- Level 7: The Moonlit Hunt. Passive.
Weave the light of the moon into your spells, gaining a surge of energy each time they draw blood.
Whenever you cast a spell, heal sp equal to 14% damage dealt.

- Level 8: Moon Madness. Toggle.
Few have chosen to delve deep into the moon's secrets – and fewer still managed to escape with their sanity intact.
Sp-costing Int drive that inflicts the player with Berserk (-15 bth lean).

- Level 9: Lunar Luminescence. Active.
The light of the moon is soft, it neither burns nor blinds. It is the light of guidance, shining upon the path and revealing all the things that people wanted to hide in the dark of the night.
Inflicts DefLoss (-20 MRM to all elements) for 3 rounds. Monster can resist (MainStat/Luck vs Cha/Luck) with +0 bonus. Quickcast, 1/turn, costs 55% melee mp.

- Level 10: Moonspeaker. Toggle.
Borrow the power of the moon to shatter your opponent's will - but be prepared to pay back what you owe, for the moon takes no excuses.
All your spells deal +50% damage and inflict Fragile (-75 End) for 1 round. Monster can resist the Fragile effect (MainStat/Luck vs Cha/Luck) with -15 penalty to save. To pay for the effect, you loose 103% melee hp and become paralyzed for a single round 3 turns later.

MC: +20 Fear potence.

Appearance: A darksteel medallion with a silver engraving of the crescent moon.
Description: Foresake the brutish and savage ways of your feral kin - your path is one of intelligence and learning, using your connection to the moon to enhance and empower your spellwork.

< Message edited by Primate Murder -- 8/19/2020 3:28:18 >
AQ DF  Post #: 211
7/4/2020 8:15:22   
Primate Murder
Member

Tactician's Choice
Qc buff spell.

Effect: Quickcast, 1/turn. Monster is inflicted with Overwhelmed* (33% chance of inaction, -15 bth, +50% damage and +15 MRM) for 2 rounds. It can resist (MainStat/Luck vs Cha/Luck) with +0 bonus. This is treated as a Fear effect.

MC: Click ouside the circle during the first two seconds of casting time to Disengage** instead of overwhelming the monster. Disengaging gives you (not pet or guest) Celerity for one round, and On the Move status (-8.5 bth, loose 23% melee sp) for 3 rounds. Monster can prevent your disengagement (Dex/Luck vs Dex/Luck) with +0 bonus.

*(MonsterName) is pushed on the defensive, overwhelmed and unable to attack how they wanted!
**You're not sticking around to let (MonsterName) dictate the pace of the battle!


Has no cost.

Appearance: A scroll unrolls, showing a map, where your icon is surrounded by red x's. Two seconds later, a pair of swords clash above your icon, and the scroll fades. To use the alternate spell, click outside the circle of x's; in that case the scroll fades without the swords icon.
Description: You're surrounded and outnumbered. You have seconds to make you decision. Do you get some distance, then re-engage on your own terms? Or do you rush your foes and put them on the defensive?
AQ DF  Post #: 212
7/6/2020 12:35:11   
Primate Murder
Member

Doomseeker

Ranged darkness crossbow
100-proc, 1 hit at +10 bth lean
Special: 20% chance to make a save (Cha/Luck vs Cha/Luck; +0 bonus) on each attack. On success, the proc deals 305% melee. On fail, it deals no damage and you become Shadow-Claimed* (renamed control) until the start of next round.

Effect: At the end of your turn, inflict the monster with Corrupted** (darkness power 2 Burn, +20/1.4% outgoing damage, -20 bth lean) for two rounds. Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save. Gains -20 save penalty if the toggle is active.

MC: Click*** the weapon to toggle its effect. Pay 30% melee sp per turn to make the monster take -9 MRM and -9 bth.

*The shadows rise, attempting to subsume you!
**The weapon's sinister power spreads a corrupting conflagration to (MonsterName)'s body!
***Release the Darkness inside the Doomseeker, protecting yourself from the monster's eyes and leaving it unable to either pinpoint your position or see where you're shooting!


Appearance: A crossbow of darkened wood. On special, summons five shadows to attack the monster. On failed special, the player themselves look like a shadow. The toggle releases a cloud of darkness.
Description: The Calamity has torn apart friends and families, leaving countless people missing. Out of honor, obligation or greed, many traveled to the Far West seeking survivors, but most never came back - and those that did were irrevocably changed, inside and out. This weapon belonged to one such adventurer, having grown dark and foreboding after the expedition. It feels alive (or at least not-dead) in your hands, seems to retain some of the Far West's Darkness and attempts to corrupt all living things. Are you sure it's wise to use it?
AQ DF  Post #: 213
7/7/2020 15:47:20   
Primate Murder
Member

Wasteland Wanderer

FD fire armor with a wind secondary
Good MRM with a slight weakness to Ranged
1 hit attack at -3 bth lean.

Effect: Take +(15/1.4)% damage from monster attacks. At the beginning of the battle, the monster gains -210 Initiative penalty and power 5 weapon element Burn for 4 rounds. It can resist (MainStat/Luck vs End/Luck) with +0 bonus to save.

MC: Sudden Cold skill. Consumes 1 turn of Burn to inflict 1 turn of Sudden Cold* (-3*Power bth and +3.57*Power incoming damage). Quickcast, 1/turn, requires the monster to be Burned.

*The heat (MonsterName) suffered through makes the biting cold hit its body that much harder!

Appearance: A robed man atop a white horse, with a sand storm howling around them. Attack is a simple charge and slash.
Description: In equal parts explorers and bandits, the desert nomads of the western wastes have long since learned to use the local environment to their advantage.

< Message edited by Primate Murder -- 7/7/2020 15:49:42 >
AQ DF  Post #: 214
7/11/2020 1:36:40   
Primate Murder
Member

A small tribute to DF's new questline.


Phobeist's Gift

Melee/magic darkness claw
+5 bth lean
10% special:
- Does damage of a standard skill, with an armor's elecomp bonus to damage. Afterwards, you equip a temporary darkness-locked Feargeist armor.*
- Click on the weapon during the first two seconds of the special to disrupt the transformation. This costs 25% melee mp (75% in magic mode), does 50% skill damage and inflicts the monster with Terrified (50% chance of inaction, *.5 outgoing damage). Monster can shake off the effect at the beginning of each turn (Cha/Luck vs Cha/Luck) with -20 penalty to save. This is treated as a Fear effect.

Effect: 30% chance of inflicting the monster with Fear** (100% chance of inaction) for one round. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save, and if it saves the player is the one who becomes Afraid.***

MC: Gain +10 Status Potence if the monster is Afraid.

*You draw too far upon the weapon's power and become... a feargeist!
**(MonsterName) is confronted by their worst fear!
***You're confronted by your worst fears!


Appearance: A black claw, with purple fangs and blue eyes. 1st special turns you into a Feargeist. 2nd special shoots four purple wisps at the target.
Description: You have nothing to fear but fear itself.

< Message edited by Primate Murder -- 7/11/2020 8:38:17 >
AQ DF  Post #: 215
7/18/2020 4:19:56   
Primate Murder
Member

As the staff are now working on an Aracknight revamp, I decided to replace my old aracknight suggestion with an altered set.


Arachnomancer Set
Spellcaster set with spider themes.


Reclusive Arachnomancer

Spellcaster lean water armor with good resists to wind, dark and earth
MRM somewhat low to pay for resists, has a weakness to Melee (because spiders are squishy)
2-hit attack at -5 bth lean.

Spellcaster lean: You take *1.25 damage from monster attacks and deal *.8 damage with all armor attacks. All your spells inflict the monster with Poison (Power: 10, Duration: 2, element follows spell). Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save.

Effect: Pays MC and takes +5/1.4% damage from monster attacks to pay for the following two skills:

- Endless Swarm. Qc, 1/turn. Pay 55% melee to inflict the monster with Poison (Power: 5, Duration: 2, harm element). Monster can resist (Cha/Luck vs End/Luck) with +0 bonus to save.

- Gossamer Thread. Qc, 1/turn. Pay 55% melee to inflict the monster with Entangled (-150 Dex). Monster can break free (Int/Luck vs Str/Luck) with +0 bonus to save.

Appearance: A slender figure in spidersilk robes; weapon goes on the back and shield is minimized. The attack summons a giant spider to bite the monster. Endless Swarm summons a swarm of smaller spiders. Gossamer Thread weaves a web around the monster.
Description: Study the secret and subtle art of Arachnomancy. You'll be able to summon swarms of spiders to poison your foe, weave resilient spider webs with your mind and even infuse spider venom into your spells - but only at the expense of your physical power and toughness.


Widow's Fang

Magic water dagger
-3 bth lean
0-proc, so *1.08 damage

MC: Your water spells deal +14% damage againt Poisoned monsters and +14% damage against Entangled ones. Against monsters who are both Poisoned and Entangled, the bonuses stack to give +28% damage.

Effect: Take +5/1.4% damage from monster attacks. At the end of your turn, inflict -20 Entagle and Poison Weakness on the monster for one round. Monster can resist (Int/Luck vs Cha/Luck) with +0 bonus to save.

Appearance: A curved athame resembling a spider fang.
Description: Signature athame of the Arachnomancers, this curved dagger assaults the minds of your foes with visions of countless arachnids, rendering them arachnophobic and vulnerable to spider-based statuses.


Wandering Buckler

Water shield with a bit of resistance to dark, wind and earth elements
MRM is weak to pay for resists, with a further weakness to Melee.

MC effect has three modes:

- Free mode has no cost and makes all your pet attacks inflict Poison (power: 1, duration: 1, element follows beast).

- Second mode pays 15% melee mp to make all your pet attacks inflict Poison (power: 2, duration: 2, element follows beast).

- Final mode pays 25% melee mp to make all your pet and guest attacks inflict Poison (power: 1.5, duration: 2, element follows beast).

Regardless of the mode, the monster can resist the effect (Cha/Luck vs End/Luck) with +0 bonus to save.

Appearance: The shield resembles a large brown spider with the legs connected to player's forearm. Occasionally twitches and moves up and down the player's arm.
Description: This spider simulacrum holds the souls of countless arachnids, enhancing the toxicity of your minions.


Giant Arachnid

Water element pet
2 hits of ranged damage at -3 bth lean

Effect: Sacrifices 50% damage to inflict a stacking Entangled (-60*WaterRes Dex). Monster can resist (Cha/Luck vs Str/Luck) with +0 bonus to save.

MC goes into giving the pet +20 Entangle potency for one round if it fails to inflict. Otherwise it defaults to +5% damage.

Appearance: A giant spider as tall as the player. Weaves a web around the monster.
Description: This intelligent predatory spider considers you its kin. Make sure it stays that way.

< Message edited by Primate Murder -- 7/18/2020 4:25:16 >
AQ DF  Post #: 216
7/20/2020 18:58:24   
Zennistrad
Member

Sadly, it seems the Spellcaster lean is permanently dead at this point, but I do love the concept.

Water is an interesting choice for an elemental Poison, I don't think we've seen that a whole bunch.
AQ  Post #: 217
7/21/2020 9:11:18   
CH4OT1C!
Member

I disagree. With the first part of the recent Dragonlorn quest, we were able to play as a Spellcaster Lean Warlic. The reason the lean was left forgotten was due to it being underpowered compared to other options. Especially with the recent CIT nerf, Spellcaster lean holds much promise.

@Primate Murder how is the spellcaster lean you suggest here meant to work? Is it similar to that of old, or did you have something slightly different in mind?
AQ  Post #: 218
7/21/2020 11:23:46   
Primate Murder
Member

@ Chaotic
quote:

Spellcaster lean: You take *1.25 damage from monster attacks and deal *.8 damage with all armor attacks. All your spells inflict the monster with Poison (Power: 10, Duration: 2, element follows spell). Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save.


I'm using the calculations for Warlic's robes in DLK1, but instead of direct a damage bonus, it's funneled into the Poison effect.

< Message edited by Primate Murder -- 7/21/2020 11:24:19 >
AQ DF  Post #: 219
7/23/2020 5:26:12   
Zennistrad
Member

It's been a while since I played that quest, admittedly.

What were the numbers on Warlic's lean, exactly? The quest seems to be in limbo currently
AQ  Post #: 220
7/23/2020 7:52:24   
Primate Murder
Member

Iirc, it was:

You take *1.25 damage from monster attacks and deal *.8 damage with all armor attacks. All your spells deal +50% damage.
AQ DF  Post #: 221
7/24/2020 11:52:54   
Primate Murder
Member

Beard of War

Ice misc with sp upkeep.

Stats: Max boost to Cha and minor boost to Luck.

Resistance: Ice (the beard protects you from the cold).

Effect: At the end of each turn, your pet and guest gain celerity. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus.

MC: Click on the beard to activate beardserker toggle. This mode gives your pet and guest -15 bth lean.

Appearance: A large bushy beard on your character's face.
Description: Your new beard is so bizarre and out of place, that your enemies will end up ignoring your companions out of sheer shock!


(sorry, I couldn't resist)

< Message edited by Primate Murder -- 7/24/2020 13:40:04 >
AQ DF  Post #: 222
7/31/2020 13:16:48   
Primate Murder
Member

Something to go along with last week's quest.


Weaver of Souls
A wind set for spellcasters.


Soulweaver Garments

Wind armor with light and dark secondaries
Spellcaster lean
Average MRM with a weakness to Ranged
2 hit attack at +5 bth lean.

Spellcaster lean: You take *1.25 damage from monster attacks and deal *.8 damage with all armor attacks. All your spells inflict the monster with Soul Burst (renamed petrified) for 1 round. Monster can resist (MainStat/Luck vs Cha/Luck) with -9 penalty to save.

MC is two interlinked skills (like Pzycho Sabres):

- Summon Soul Ally. Summons an mp-costing wind guest that toggles between damage and healing.

- Soul Synch. Gives you Synchronized status until the end of the battle. Costs mp of a standard spell. Only usable when Soul Ally guest is out. Guest does not attack in the round this skill is used.

- Soul Synch (Synchronized). Consumes Synchronized status to perform a wind spell. It does 2.6x damage of a standard spell, gains elecomp bonus to damage and uses Cha instead of Luck for both bth and Lucky Strikes. Costs mp of a standard spell. Only usable when Soul Ally guest is out. Guest does not attack in the round this skill is used.

Appearance: Identical to Soulweaver, but uses the colors of your guardian armor.
Description: In the ruins of southern Falconreach you found a glowing portal that transported you to a mysterious subterranean city. The skittering in the shadows made you beat a hasty retreat, but not before you found this set of enchanted garments. Though ancient and battered, the cloth is like nothing you have seen before – it never gets dirty, cannot be destroyed by force, and can change color depending on the user’s moods.


Sorrowguard

Wind shield with light and dark secondaries
MRM is weaker to pay for resists, and has a weakness to Ranged.

MC: Click on the shield to gain mp of a standard spell. Quickcast, usable once per battle and inflicts you with Distracted (+25/1.4% damage from monster attacks) for 3 rounds.

Appearance: A spirit resembling a will-o-wisp. (like the ones from paladin soul-searching)
Description: It seems like you got a tag-along...


Soul Loom

Magic wind claw
+5 bth lean
0-proc, so *1.08 damage.

Effect: All normal player attacks and weapon specials deal -10% damage.

MC: Click to toggle between the following effects, applied when you cast a wind spell. Monster can resist (Int/Luck vs Cha/Luck) with +0 bonus to save.

- Overwhelmed (renamed EleVuln). +20% incoming wind damage for 4 rounds.

- Soul Lock (renamed Choke). -20% damage dealt for 4 rounds.

- Repentance (renamed Burn). Wind, power: 2.8, lasts 4 rounds.

- Essence Steal. Heal hp equal to 56.25% damage dealt.

Appearance: Similar to Danyel's Soul Claws.
Description: A peculiar arcane tool from the city underneath Fanconreach. Its exact use and effects are a mystery, but you have found that the loom's design allows you to weave a variety of effects into the fabric of your spells.

< Message edited by Primate Murder -- 8/10/2020 5:42:27 >
AQ DF  Post #: 223
8/13/2020 3:58:50   
Primate Murder
Member

Bloodhunter

Ranged 100-proc darkness spear
5 hits at +10 bth lean, first does 50% damage and the others 12.5%
no special, so *1.1 damage.

Effect: By paying 20% melee hp, all your weapon attacks and darkness spells gain +40% LS rate against Bleeding monsters (to a total of 50%).

MC: If the monster is Bleeding, you can click on the spear to consume up to power: 0.5 Bleed. Doing so grants you (BleedPower * 200)% chance of celerity for one round. Quickcast, usable once per turn.

Appearance: A wooden spear. Gets thrown at the monster on first hit, and the other 4 are root attacks from the ground.
Description: A living spear made from Deathwood and blood magics. Bloodhunter's roots sip the blood of its wielder, but the spear's ability to strike deep against bleeding foes and even consume their ichor to enhance one's swiftness makes it the favored weapon of Safiria's headhunters.
AQ DF  Post #: 224
8/14/2020 4:28:46   
Primate Murder
Member

With the current discussion in the Paladin Cavalry thread, I just couldn't resist.


Artillerist

FO earth armor
Defences focus on Ranged, loosing 3 MRM for the second skill
1 hit at -10 bth lean.

Ballista Throw
Single hit weapon-based skill. Follows weapon element and does damage of a normal attack. If it connects, the monster becomes Dazed (50% chance of inaction) for 4 rounds. Monster can resist (MainStat/Luck vs End/Luck) with +8 bonus to save.
Costs sp of a standard skill.

Brute Force
Single hit spell-type skill. Earth, does 1.5x damage of a standard spell and gains elecomp bonus to damage. Afterwards, the player becomes Dazed (25% chance of inaction) for 4 rounds.
Costs sp of a standard skill.

Appearance: Player in light armor, standing beside a scorpio-type ballista that uses their equipped weapon as an arrow. First skill has the player pick up the ballista (physically or via telekinesis based on stats) and throw it at the monster. Second skill summons a Battle Troll, which looks at the ballista, looks at the player, then picks up the player and throws them at the monster.
Description: A true master at using siege weaponry!
AQ DF  Post #: 225
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