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8/14/2020 12:07:17   
Primate Murder
Member

Plot Armor
Qc buff spell, not MC.

Effect: Quickcast, 1/battle. Grants you the following statuses:

- Lucky (+50 Luck) for 2 rounds.

- Status Resistance (+15) for 2 rounds.

- Defiance. The first time you die, you remain at 1 hp. Lasts until the end of the battle or until used.

Cost: 124.3% melee sp. (calc: (33+30+50) * 1.1 for non-elemental)

Appearance: A brief appearance of ghostly armor.
Description: Lore would not be what it is without the Chosen.
AQ DF  Post #: 226
8/14/2020 13:30:22   
Primate Murder
Member

Ranger's Bow

Ranged 100-proc earth tome-bow
1 hit at -6 bth lean
no special, so *1.1 damage.

Effect: Click on the bow to toggle between two modes. Point Blank Shot autohits and makes you take +25/1.4% damage from monster attacks for one round. Hit and Run deals -40% damage and gives you DefBoost (+24 MRM) for one round.

Select from five attacks:

- Ranger's Shot. Standard bow attack.

- Barbed Arrow. Perform a normal attack. If it connects, the monster starts Bleeding (power 0.5), and until it saves it is also Dazed (50% chance of inaction)*. Monster can resist (Dex/Luck vs End/Luck) with +4 bonus to save. Costs 100% melee sp.

- Deadly Nightshade. Perform a normal attack. If it connects, the monster becomes Poisoned (earth element, power 1) and gains Status Weakness (-15) for 4 rounds.** Monster can resist (Dex/Luck vs Dex/Luck) with +0 bonus to save. Costs 50% melee sp.

- Hunter's Respite. Heals 60% melee sp and gives you Hypercritical (+40% LS rate) for your next attack.***

*The blood loss leaves your enemy too weak to attack!
**The poisoned arrow leaves (MonsterName) hallucinating and vulnerable!
***You take a moment to restore your energy and line up your next shot!


Appearance: A simple wooden shortbow.
Description: A sturdy wooden bow that can be used for a variety of hunting techniques!
AQ DF  Post #: 227
8/15/2020 16:31:05   
Question Mark?
Member

Oooh, I really like the spellcaster armors, especially Arachnomancer! We need more friendly spiders! So cute... <3 <3 <3

EDIT: I went back to read some of your earlier suggestions and I LOVE the human subrace armor and the Alchemist misc! They go beyond normal suggestions and open up entirely new or old but neglected design spaces like spending potions and using up pet turns! You're super creative and smart, and I always look forward to your ideas. ^_^

< Message edited by Question Mark? -- 8/18/2020 14:48:05 >
AQ DF AQW  Post #: 228
8/25/2020 13:35:46   
Primate Murder
Member

And I love that you love my ideas! Thanks for the support!

Now that the revamped Paladin class is out and exceeding all expectations, I think it's time for me to rework my Necromancer suggestion.


Stygian Cloak
Necromancer class armor.

FD darkness armor with earth and ice secondaries
Weak to light, fire and lightning
Melee > Ranged > Magic defences
2 hit attack, first at -5 bth lean, second at +5 bth lean.

Appearance: Just brush up the original to modern standards. For lich form, DF has some nice art - and even has male and female variants.
Description: A cloak of the new Order of Necromancers! The enchantments woven into it can vastly enhance your new necromantic abilities.


Level 0: Adept of the Necromantic Arts - Toggle
Harvest the subtle, but potent energies of life from fallen enemies to fuel a variety of useful enchantments. Make haste, for the energies of life fade swiftly.

You gain another energy source - Prana. You gain 150 Prana at the beginning of each battle, but loose 10 at the start of each turn. This caps at 0 Prana and resets at the end of the battle.

If you have 0 Prana, you're inflicted with Weakened Anima (-10% damage with all weapon attacks, specials and spells).

Click on the skill to toggle on Empower Undead, paying 22 Prana each turn to double the damage and effects of your Raised guests.


Level 1: Raise Undead: Paladin - Active
Peace between the Paladin and Necromancer Orders is still new and fragile. As a sign of trust, a dying paladin willed his body to continue doing good by your side even after he already passed to the other side.

Summon Undead Paladin guest. Deals light damage and toggles between Harmonic* and Assault** forms.

In Harmonic form, Undead Paladin deals no damage, but gives you Harmony status: +(21 + 21*Cha/VStat)% damage from Heal element for one round. (basically a heal elevuln).

In Assault form, Undead Paladin deals 50% damage and inflicts the monster with EleVuln (+50% damage from light attacks) for one round. Monster can resist (Cha/Luck vs Cha/Luck) with +7 bonus to save.

You can choose between sp and mp upkeep.

*The similar powers of paladins and necromancers resonate through your shared bond, enhancing the efficiency of your healing!
**Undead paladin overwhelms (MonsterName)'s aura, leaving them Vulnerable to your attacks!



Level 2: Raise Undead: Ghost - Active
You have helped this spirit conclude his unfinished business, so he decided to repay the help by aiding you in your adventures!

Summon Ghost guest. Toggles between dealing wind damage at +10 bth lean and Haunting the monster** (monster looses 18*WindRes*(1 + Cha/VStat) MRM while the guest is present and active).

You can choose between sp and mp upkeep.

*The ghost returns to physically attacking your foe!
**The ghost starts haunting (MonsterName)!



Level 3: Raise Undead: Infernal Moglin - Active
Your aid has helped Twilly's friend finally find peace - and as payment, his corpse is now completely in your service!

Summon Infernal Undead Moglin guest. Toggles between dealing fire damage* and healing mp.**

You can choose between sp and mp upkeep.

*Your undead moglin assaults your foe with infernal magics!
**Your infernal undead moglin will now use the signature moglin healing magic to restore your mp!



Level 4: Raise Undead: Ghost in the Machine - Active
With Hollow's help, you have managed to reconstruct a part of an ancient giant mecha (that seems surprisingly compatible with necromantic powers) so that it now serves you! ...most of the time.

Summon Shadowscythe Cannon guest. It deals energy damage and toggles between harming hp and sp. The guest has 20% chance of hitting you instead of the monster, and deals 55/34 damage to compensate.

You can choose between sp and mp upkeep.


Level 5: Raise Undead: Braken - Active
After the battle, Captain Rhubarb was more than willing to accept your help in getting that braken corpse off his ship.

Summon Undead Braken guest. It deals water damage and toggles between harming hp and mp.

You can choose between sp and mp upkeep.


Level 6: Raise Undead: Frost Wraith - Active
You have managed to seize control of this undead minion mid-battle and, well... waste not, want not?

Summon Frost Wraith guest. It toggles between dealing ice damage* and creating an Ice Backlash effect** (ice copy of Dread Fiend of Nulgath).

You can choose between sp and mp upkeep.

*The wraith will now assault your foe with icy claws!
**The wraith will now enact terrible retribution upon your foe!



Level 7: Raise Undead: Ninja - Active
Elizabeth is both pragmatic and unscrupulous. She's more than willing to sell you the bodies of her fallen ninja for the right price.

Summon Undead Ninja guest. It deals earth damage and toggles between an autohit attack* and sacrificing 50% damage to inflict earth Poison** (power: 3) for 2 rounds. Monster can resist poison (Cha/Luck vs End/Luck) with +0 bonus to save.

You can choose between sp and mp upkeep.

*Your undead ninja's attack will now catch (MonsterName) off guard!
**Your undead ninja will now attack (MonsterName) with envenomed needles!



Level 8: Raise Undead: Doom Dragon - Active
This dragon was strangely easy to reanimate for a creature of such might. There is no spirit to coerce or commune with, only residual power to control and a corrupting breath that can leave your foe Panicking!

Summon Doom Dragon guest. It deals darkness damage and toggles between Claw* and Breath attacks.**

Claw attack deals +100% damage and inflicts you with Doomed (renamed Unlucky): -60 Luck for one round.

Breath attack deals normal damage, inflicts you with Doomed (-60 Luck) for one round, and makes the monster Panicked (-33% damage). Monster can shake it off (Cha/Luck vs Cha/Luck) with -15 penalty to save.

You can choose between sp and mp upkeep.

*Doom dragon will now assault (MonsterName) with a vicious claw attack!
**Doom dragon will now attack (MonsterName) with a corrupting breath!



Level 9: Raise Undead: Void Dragon - Active
Raise the body of a fallen Void Dragon! It is capable of assaulting your foe with non-elemental attacks or allowing you to draw unstable mana from the Void to overcharge your spells!

Summon Undead Void Dragon guest. It deals Void damage (with *0.9 penalty) and can be toggled to Destabilize all your spells. A Destabilized spell pays an extra 60% melee hp, gains a -10 bth lean and deals +30% damage.

You can choose between sp and mp upkeep.


Level 10: Phylactery - Passive
You have taken the first step on the journey to immortality. A well-hidden phylactery stores a small piece of your soul, tethering you to the mortal realm and preventing you from something so base and time-consuming as death.

When you die, you are instead reduced to 1 hp.

The first time per battle is free, each subsequent time costs 50 Prana.


Level 11: Master of the Dead - Passive
You have little to fear from all things undead.

If fighting an Undead mob, their attacks are forcibly converted to Darkness and you gain +15 Mental Potence. (taken from Zombie Hunter's Garb)


Level 12: Valley of the Shadow of Death - Active
You bring your darkness with you.

5 hits of (weapon element) at +10 bth lean, does 25% damage of a standard spell. Afterwards, the background is physically changed (like Absolute Darkness) to a dark valley, filled with broken skeletons and restless spirits. Until the end of the battle:

- You gain Feels Like Home status (all spells cost 20% less mp and you gain 5 Prana each turn)

- Monster is inflited with Dispirited (-3 MRM and -5 Status Weakness). No save.

Costs sp of a standard spell. Usable once per battle.


Level 13: Witchcraft - Active
Waste-not, want-not. Craft the remains of your foes into trinkets of bone, to be burned for a momentary surge of power.

Make a 50/50 save (Cha/Int vs Cha/Luck) at the end of the battle. If you succeed, you gain a Bone Trinket.* This only works if the mob is ItemLvl-10 or higher.

You can burn a Bone Trinket to gain one of the following quickcast effects:

- Lord of Ruin. Gain +25 Status Potence for 4 turns.

- Thane of Bones. Restore 100% melee mp.

- Burning at Both Ends. The next spell you cast pays an additional 138% melee hp and paralyzes the monster for 1, 2 or 3 rounds. No save.

You can do this up to two times per battle.

*You successfully capture the essence of your foe!


Level 14: Leech Anima - Active
Rip out a piece of your foe's anima, using it to replenish your health, mana or prana reserves!

Choose between 3 different spells: Body, Mind and Soul. All follow the element of your equipped weapon, deal 5% damage of a standard spell and inflict Anima Disrupted (-40 End and -15 bth lean Berserk) for 1 round. Monster can resist the disruption (MainStat/Luck vs Cha/Luck) with +0 bonus.

- Body. Heal hp worth 15x damage dealt.

- Mind. Heal mp worth 22.5x damage dealt.

- Soul. Gain 150 Prana.

Costs sp of a standard skill.


Level 15: Bone Spear - Active
Summon 1, 2 or 3 spears of bone to skewer your foe!

Choose between launching 1, 2 or 3 Bone Spears. All deal darkness damage and gain elecomp bonus to damage.

- One Spear. One hit at no bh lean. Costs 25% melee and does 50% damage of a standard spell.

- Two Spears. Two hits at -3 bth lean. Has the costs and damage of a standard spell.

- Three Spears. Three hits at -5 bth lean. Costs 225% melee and does 1.5x damage of a standard spell.

You can choose between paying sp, mp or hp.


Level 16: Resilience of Undeath - Passive
Your body is nothing but a vessel used to transport your soul.

Gain Physical Resistance (+10). You gain +10 bonus to saves against physical status effects (Burn, Bleed, Poison, Daze, Blind and Choke).


Level 17: Sapience - Toggle
Bind a human soul to your skeleton, giving it the ability to act independently!

Changes your armor attack to alternate between a 1-hit beam for 75% damage and 5-hit undead mutant summons for 125% damage.

Your Skeleton takes the place of your pet (this dismisses any pets you have out) and follows the element of your equipped weapon. You can choose between 3 different souls to summon for your Skeleton.

- Skeleton Cleric.* Heals hp, with the 'always useful' and 'autohit' penalties paid via 10 Prana upkeep.

- Skeleton Knight.** Does no damage, but attempts to give you celerity. Monster can resist (Cha/Luck vs Str/Luck) with -10 penalty to save. 20 Prana upkeep.

- Skeleton Mage.*** 1 hit at -3 bth lean, follows your weapon element. Does +100% damage. 40 Prana upkeep.

*Summon the soul of a cleric to heal your hp!
**Summon the soul of a knight to keep your enemies at bay while you prepare your spells!
***Summon the soul of a mage to assault your foe with a powerful magic attack!



Level 18: Regency - Active
Seal your foe's mind in a nightmare and take over their body, leaving them unable to attack or defend themselves!

A spell that does no damage.

Inflicts the monster with Sleep. Monster can wake up (MainStat/Luck vs Cha/Luck) with +0 bonus to save.

While Sleeping, the monster's MRM is lowered by 12 and they take +(20/1.4)% damage from all attacks.

Costs 84% melee sp.


Level 19: Mors Vincit Omnia - Active
The divide between life and death is the domain of the necromancer. Draw upon your authority to push your enemy a little whenever it straddles the line.

Monster takes damage equal to its current hp.

Requires monster to be below 20% MaxHP.

Costs sp of a standard skill + 30 Prana. Only usable once per battle


Level 20: The Final Mystery - Active
Channel vast amounts of spiritual energy through your body, inversing your anima to become an undead master of dead - a Lich!

You transform into a lich until the end of the battle.

- Your armor lean changes to spellcaster (*1.25 damage taken, *0.8 damage dealt, elecomp bonus to all darkness spells). You cannot change armors.

- Attunement. The mp/sp/hp cost of your spells is reduced by 40%.

- Dark Radiance. You gain +100 Cha.

- Aura of Terror. Monster becomes Afraid at the end of your turn (100% chance of inaction; 1 round). It can resist (Int/Cha vs Cha/Luck) with +0 bonus to save.

- Aura of Decay. Both you and the monster have your HealRes set to 0.

- Negative Anima. You have 2 round grace period, then begin loosing 130% melee hp at the end of each turn. This can kill you.

The skill is quickcast and costs 260% melee sp during the initial casting.

< Message edited by Primate Murder -- 6/26/2021 13:04:00 >
AQ DF  Post #: 229
8/29/2020 9:08:17   
Primate Murder
Member

Doom Binder

Darkness armor
Has good overall defences
Mounted: 2 hit attack at -3 bth lean
Dismounted: 1 hit attack at -5 bth lean.

Effect: Click to toggle between Mounted and Dismounted state. When Mounted, the armor has FO lean. When Dismounted, the armor has Ghost lean (take *1.25 damage, deal *1 damage and gain +21 blocking).

MC goes into a skill that has different effects in Mounted and Dismounted states.

Bind Doom (Mounted)*

3-hit attack at +5 bth lean. This is treated as a weapon-based skill and follows your weapon element. Does *1.5 damage of a standard skill.

Afterwards, you're inflicted with Bound to Doom for 3 rounds. While Bound, you take an elecomp's worth of Burn damage, if you don't deal darkness damage with a weapon, special or spell attack.

Costs 200% melee (225% if Int>Str), reduced because elecomp and divided equally between sp and hp.


Dark Conduit (Dismounted)**

10-hit spell, follows your weapon element. Does 50% damage of a standard spell.

Afterwards, the monster is inflicted with Corrupted for (HitsConnected) turns. While Corrupted, the monster is Berserk (-20 bth lean), Burning (power: 1, weapon element) and gains Status Impotence (-10). The effect stacks.*** Monster can resist being Corrupted (Cha/Luck vs Cha/Luck) with -20 penalty to save.

Has the costs of an overcharged spell, divided equally between hp and sp.


*Bind the darkness of Shadowscythe to your will, using it to empower your attack!
**Radiate an otherworldly darkness into your foe, corrupting their mind and body!
***The energy coursing through (MonsterName)'s body is getting more destructive!


Appearance: While Mounted, you're a cloaked figure atop a doom-powered undead dragon. Regular attack is claw + weapon strike, skill is dragon's breath. When Dismounted, you dismiss the dragon, turning it into a cloud of darkness that surrounds you. Regular attack is throwing a ball of doom energies, skill has the shadows creep across the ground to your foe.
Description: Strike a pact with the ShadowScythe, using their own power to fight against their plans! ...This is a practical and clever idea that has absolutely no chances of backfiring.

< Message edited by Primate Murder -- 10/13/2020 23:11:36 >
AQ DF  Post #: 230
9/3/2020 9:18:48   
Primate Murder
Member

As another tier 3 class, Assassin deserves an updated suggestion with a full 20 skills.


Whispering Raiment
Assassin class armor.

FO light/dark armor
Other resistances are weak to max out defenses
MRM is fairly high, with a weakness to Magic
2-hit attack at +5 bth lean.

Appearance: The original, but with a cloak of shadows.
Description: Brush up on your cloak and dagger skills! Assassins use a combination of weapons and Shadow magic to take down their foes!


Level 0: Cloak - Active
Open a small portal to the Shadow Universe, offering your shadow self a reprieve from its home in return for some of its power. It is a barbed, hungry thing – but the varienty of abilities it unlocks makes one's shadow self a prized partner for any Assassin.

You loose 15% melee hp at the start of every turn, and begin each battle with 2 Shadows.

Click on the skill to consume one Shadow and gain +60 MRM for one round. Qc, 1/turn.


Level 1: Dagger - Toggle
Wield a second weapon in your off-hand to stab, slash or parry!

Choose between 3 options:

- Stab.* Make a save (Int/Luck vs Dex/Luck) with +0 bonus at the end of every turn. On success, deal an additional strike worth 50% melee. This is treated as a weapon attack.

- Slash.** Make a save (Str/Luck vs End/Luck) with +0 bonus at the end of every turn. On success, the monster is inflicted with Bleed (power: .5 * DamDealt/ExpectedMeleeDamage).

- Parry.*** Make a save (Dex/Luck vs Int/Luck) with +0 bonus at the end of every turn. On success, gain DefBoost (+37.5 MRM) for one round.

Either way, you take +(25/1.4)% damage from all monster attacks while the toggle is active.

*Calculate the proper moment to slip a blade past your foe's defences!
**Brutally slash at your foe's arteries, leaving them Bleeding!
***Trust your reflexes to counter the monster's assault!



Level 2: Backstab - Active
Pass through the Shadow Universe to get a jump on your opponent, possibly slaying them outright!

Perform a normal attack with 20% chance of dealing damage equal to monster's curent hp.

Costs 1 Shadow.

After level 10: If the monster is Seen, they are inflicted with Flinching at Shadows (+12 bth, -20 Status Weakness) for 3 rounds. The can resist (MainStat/Luck vs Cha/Luck) with +0 bonus.


Level 3: Veiled Spell - Toggle
Offload the gestures and incantations of the spell onto your shadow-self. It may take a bit longer then usual – but when you finally make your move, it will catch the monster completely off-guard!

Pay 23% melee mp each turn to gain 1 charge. If you have 3 charges, your next spell consumes that much and autohits.

Resets at the end of the battle.


Level 4: Invisible Blade - Passive
One cannot defend from that which they do not see.

When you consume a Shadow, monster takes +(25/1.4)% damage for one round.


Level 5: Expert Poisoner - Active
Oftentimes, the difference between a cure and a poison is in the dosage

Perform a normal attack. Afterwards, the monster is inflicted with Poison (power: 4 * DamDealt/ExpectedMeleeDamage) for 5 rounds. Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus.

After lvl 10: If the monster is Seen, pay an extra 10% melee sp to inflict the monster with Disease (power=PoisonDamage). Same save as above.


Level 6: Hire Hitokiri - Active
Competent help is so hard to find.

Summon a Hitokiri guest with a gold upkeep. It deals darkness damage and you can click on the arm to toggle between an autohit blade attack (with -35% penalty) and a poisoned needle attack that sacrifices 75% damage to inflict Poison (darkness element, power: 3) for 3 rounds. monster can resist (Cha/Luck vs End/Luck) with +0 bonus.

You can click on Hitokiri's shadow to turn it into Shadow Hitokiri. In this form it has an additional sp upkeep of a standard guest and randomly deals light or dark element damage with *1.2 compensation. Additionally, depending on the mode, it either doubles the damage, or doubles both the damage and the poison's power.


Level 7: Partial Possession - Toggle
Allow the shadow to spread throughout your limbs, increasing your Dexterity and dagger skills past the physical limits of your body!

Dex drive that also gives +20 bonus to Dagger skill saves.

Costs hp.


Level 8: Assassin Shade - Active
Your shadow has learned some new tricks...

Your shadow copies your form and attacks the monster.

2 hits at +10 bth lean, seeks between light and dark elements. Does damage of a standard spell with a minor elecomp bonus. Afterwards, you become Dazed (25% chance of inaction)* for 2 rounds if Melee/Ranged and 3 rounds if Magic.

Usable once per battle.

*Your shadow self attempts to seize control over your body!


Level 9: Hidden Threat - Passive
Your disappearance unnerves your foe, leaving them twitchy and revealing their weaknesses.

Gain +25% Lucky Strike rate when you consume a Shadow.


Level 10: Assassin's Eye - Active
Observe your foe. Learn how they move, how they think – and how you can use it to kill them.

Quickcast, 1/turn. Costs 50% melee sp.

Monster makes 2 saves (MainStat/Luck vs Int) and (MainStat/Luck vs Dex) with +0 bonus. For each failed save, it's inflicted with Seen (power: 1) until the end of the battle. While Seen, monster has (SeenPower)% chance of taking damage equal to its current hp at the start of its turn.


Level 11: Assassin's Mark - Passive
Use the observations to bypass your mark's defenses, watching the realization slowly dawn in their eyes that only one of you will leave this place alive.

Seen monsters gain the following two effects:

- They loose 6 MRM. (no save)

- All your weapon attacks, specials and spells inflict the monster with a stacking 'lean' (*1.1 incoming and outgoing damage). Monster can resist (Cha/Luck vs Cha/Luck) with -20 penalty to save.


Level 12: Cunning Initiative - Passive/Toggle
Whether you patiently wait in ambush or pretend to be a harmless civilian, you can eliminate chance entirely, relying on your Endurance or Charisma for assassinations. You can utilize magic or shadows whenever you wish to stack the odds even more in your favor.

Passive: Use the highest of your End, Cha and Luck for initiative.

You can click on the skill to toggle on one of the bonus effects:

- Illusions. Pay 50% melee mp at the starts of the battle and gain +105 Initiative.

- Shadow. You start the battle with only one Shadow, but gain +210 Initiative.


Level 13: Crossbow - Active
Add a concealed crossbow to the list of your weapons. It takes a bit of time to load, but shooting is the work of a moment.

If you don't have any Bolts, you spend a turn and sp of a standard skill to gain 4 Bolts.

If you have at least one Bolt, the skill becomes quickcast (1/turn) and deals 50% melee damage, following your weapon element. Costs 1 Bolt.


Level 14: Sharpshooter - Active
Sharpen your shooting skills!

Choose between 3 different skills:

- Foot Shot.* Deals damage of a standard attack and inflicts the monster with Pinned (renamed Entangled, -150 Dex). Monster can break free (MainStat/Luck vs Str/Luck) with +0 bonus to save. Costs 1 Bolt.

- Gut Shot.** Deals damage of a standard attack and the monster starts Bleeding (power: 1). Monster can resists (MainStat/Luck vs End/Luck) with +0 bonus to save. Costs 2 Bolts.

- Scattershot.*** Deals damage of a standard attack and you gain Hypercritical (+50% LS rate) for 3 rounds. Costs 3 Bolts.

If the monster is Seen, your guest gains celerity.**** Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus.

*Shoot your foe in the foot, pinning them to the ground and reducing their mobility.
**If it bleeds, you can kill it. If it doesn't bleed... well, it's never too late to start.
***Every monster has a weakness. Test your foe's defenses to find where it will hurt the most.
*****(MonsterName) reels from your assault, allowing your guest to strike again!



Level 15: The Great Equalizer - Active
It doesn't matter if they're rich or poor, good or evil, human or monster. All are equal before death.

4 hits of Harm damage at +6 bth lean. Does 1.5x damage of a standard skill with *.9 penalty for harm damage.

Costs 4 Bolts.

If the monster is Seen, it's inflicted with Desperation* (+20% damage, -17 MRM). Monster can resist (MainStat/Luck vs Cha/Luck) with +0 bonus to save.

*Your foe finally recognizes that there's no escaping you and starts fighting with all the desperation of a cornered rat.


Level 16: Backstab Opening - Passive
Why start when you can end?

If you won initiative, you can use Backstab as your first attack during the battle without consuming a Shadow.


Level 17: Extended Possession - Toggle
Allow the shadow-self further command over your body! While it is the one in control, your ability to cooperate becomes more important than strength or intellect - though disagreements and misunderstandings are inevitable.

While the toggle is active, you gain the following effects:

- All your weapon attacks use Cha as MainStat.

- All your weapon attacks randomly use light or darkness element for damage. (compensation goes into daze reduction)

- You become Dazed (5% chance of inaction).*

*Your right arm goes... wait, not that right! The other right!


Level 18: Hungry Shadows - Active
Widen the rip between the Shadow Universe and this one, releasing several uncontrollable shadows that assault both you and your foe! Uses End, Dex and Luck for stat bonuses.

12 hits at +5 bth lean, seeks between light and dark elements. Does damage of a standard spell, with a minor elecomp bonus. Uses End as MainStat.

Costs hp of a standard spell.

If the monster is Seen, pay an additional 30% melee and make a save (End/Luck vs Cha/Luck) with -20 penalty. If you succeed, gain a Shadow.


Level 19: Unfair Advantage - Active
Werewolfs, vampires, werepyres - all of them have preternatural gifts that lend themselves well to assassination. Whether or not you belong to one of the Darkovian subraces, you can use their experience to put down Controlled, Fearful or Panicking enemies with extreme prejudice!

Choose between 3 different skills:

- Execution. Requires the monster to be Controlled. Perform a normal attack, replacing 1 round of Control with Fragile (1 round, (InactionChance*1.29/2) End loss).

- The Mind Killer. Requires the monster to be Afraid. Perform a normal attack, replacing 1 round of Fear with EleVuln (1 round, + (InactionChance)% damage from all elements).

- Slaying Mooks. Requires the monster to be Panicked. Perform a normal attack, consuming Panic and dealing + (DamageLoss*2*1.19)% damage.


Level 20: Finishing Blow - Active
Your target was dead the moment you took the job.

Requires the monster to be under 50% MaxHP.

Has (10 + 10*SeenPower)% chance of dealing 4 hits of damage equal to monster's current hp.

Otherwise, the monster is inflicted with Countdown (renamed Burn, weapon element, power: 5) that lasts until the end of the battle. No save.

Either way, the Seen effect is removed from the monster.

Costs sp of a standard skill. Can only be used once per battle.

< Message edited by Primate Murder -- 9/3/2020 9:22:02 >
AQ DF  Post #: 231
9/4/2020 14:12:03   
Primate Murder
Member

The Lost Tablet
A darkness tome with Cha-based SPells.

MC goes into using Cha in place of Int for stat bonuses.

Effect: When attacking, you can choose one of the following options.


Alchemist's Gambit.* Make a save (Cha/Luck vs Dex/Luck) with +0 bonus.

If you save, deal 1 hit of darkness damage worth 2x damage of a standard spell, using Cha as MainStat.

If you fail, both you and the monster take harm damage worth 100% melee.

Costs 25% melee sp and one hp potion.


Anima Pulse.** 6 hits of darkness damage, using Cha as MainStat. Does 37.5% damage of a standard spell and inflicts the monster with Discordant Anima (-20 bth lean Berserk and +50/1.4% damage from darkness attacks) for 3 rounds. Monster can resist (Cha/Luck vs Cha/Luck). It gets +20 bonus to save the first time you cast the spell per battle, +0 the second time, and -20 penalty the third (and every further) time.

Whenever you fail the infliction save, both of you take harm damage = 75% melee.

Costs 75% melee sp.


Life Link.*** Make a save (Cha/Luck vs Cha/Luck) with +0 bonus.

If you save, monster is inflicted with Life Link, and you heal hp equal to (75/1.4*DarkRes)% damage taken by the monster. It can shake off the effect at the end of each turn with the same save.

If you fail, or when the monster shakes off the effect, both of you take harm damage = 50% melee.

Costs nothing but your turn.


Fleshcraft.**** Summon an Undead Mutant guest. Has an sp upkeep and does 5 hits of darkness at -5 bth lean. You can click on the Mutant to activate either one, two or all three effects:

- Click on the hands to graft on Claws. This costs an additional 50% guest upkeep, changes the guest's lean to +5 bth and inflicts the monster with Bleed (power: .3). Monster can resist (Cha/Luck vs End/Luck) with +0 bonus.

- Click on the chest to Gigantify the mutant. This costs an additional 50% guest upkeep and inflicts the monster with Fear (50*DarkResist)% chance of inaction for one round. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus.

- Click on the head to activate Spectral Wrath. This changes the upkeep costs to hp, has an additional 50% guest upkeep and heals your sp equal to 56.25% of guest's damage.


Spiritual Assault.***** This is treated as a standard wand attack, available when spells are disabled. 5 hits of darkness damage at +10 bth lean, using Cha as MainStat. Does 50% damage of a wand attack and heals your sp equal to 1.125x damage dealt.


*Stuff your undead servant with an alchemical explosive! If the monster doesn't shoot it down, it will blow up for high damage!
**Resonate your anima at your foe's frequency, driving them into a wild frenzy!
***Establish a connection to your foe's life force, turning their pain into healing!
****Summon an undead mutant to fight by your side! Click on the mutant's arms, chest or head to customize it to your liking!
*****Summon ghosts of the fallen to attack your enemy and restore your energy reserves!


Appearance: A stone tablet with symbols from Raiders of the Lost Yolk quest. The guest is the same one from the old necromancer armor.
Description: One of the tablets recovered by Valencia from the Taurisian ruins, holding spells and tactics of a long lost civilization. Be careful – some of the writing has been lost, so you may have to improvise a little...

< Message edited by Primate Murder -- 9/6/2020 8:40:59 >
AQ DF  Post #: 232
9/7/2020 13:58:25   
Mr. Roguish
Banned


Man, you really spit out ideas like its nothing lol.

As the main rouge/ninja/assassin dude. I approve that the assassin class should be updated.
While I have always fantasized about the subraces having skills and effects in tandem with classes, especially vampire and ninja or assassin, I doubt A is ready to start doing that considering you can be a paladin as a vampire/werewolf/werepyre/dracopyre as a part of the nocturu clan without any penalties. I guess it's still possible since there are undead paladins, but I don't think that's the exact same.
As for the shadow part; it is my head cannon that assassin's spied on Lord Barrius's order to learn their secrets to truly become one with the shadows. Since they are stolen secrets, the art is not fully realized and assassin's work as partners with their shadow instead of completely dominating them.

And with the whole Archmage coming out relatively soon, I decided to take a shot at what I would like the assassin class to be. lol but there's two skills I haven't been able to fully flesh out yet. Can you take a look at mine on my thread and see if you can come up with anything based off of the direction I went with it?

Skills 9 and 19

< Message edited by Mr. Popo -- 9/7/2020 15:07:23 >
Post #: 233
9/8/2020 13:30:25   
Primate Murder
Member

Drums of War

Wind pet
4-hit attack at +10 bth lean (you can't dodge sound).

Flavor effect: All pet attacks inflict the monster with a "lean" (*1.1 outgoing and incoming damage).* The monster can resist (Cha/Luck vs Cha/Luck) with -20 penalty to save. These are permanent changes that stack additively and last for the duration of the battle.

MC is a Fog of War toggle.** It gives -10 bth to every attack on the field.

*The drumbeat clouds (MonsterName)'s mind with the haze of war!
**Summon the Fog of War to cloud your foe's sight!


Appearance: Tribal drums.
Description: The beat of these drums can inspire the downtrodden and escalate any conflict into an outright war. Strangely fitting for your new role...
AQ DF  Post #: 234
9/11/2020 5:06:13   
Primate Murder
Member

Requested by Kool Cait Icy (can you tell? ;)


Icy's Journal
Ice tome with a beastmaster focus.

MC: Your pets and guests deal +10% damage and seek between ice and fire against Frozen monsters.

Effect: When attacking, you can choose one of the following options.

Hail, Stranger!* 1 hit of ice damage at -5 bth lean. Does 1.5x damage of a standard spell.

Costs mp of a standard spell + 50% melee sp.


That's So Cool!** 5 hits of ice damage. Does 25% damage of a standard spell and leaves the monster Frozen for one round. Monster can resist (Int/Luck vs End/Luck) with -9 penalty to save.

Costs 60% mp of a standard spell.


Frostval Carol.*** Gain Frostval Cheer status for three rounds. It gives the following effects:

- 30% melee worth of Cha (~100 Cha at lvl 150),

- Your pet and guest attempt to gain celerity at the end of your turn. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.

Costs 60% mp of a standard spell.


Cocoaberry Juice.****

Spend your turn to regain mp.

Inflicts the monster with Shivering (takes 80% damage from all elements, but looses 17 bth) for 1 round. Monster can resist (Cha/Luck vs Cha/Luck) with -20 penalty to save.


*A Frostval classic - snowball fight!
**Don't you love sitting by a warm fireplace while a storm is howling outside?
***Sing a merry Frostval carol to cheer up your friends!
****A warm mug of Cocoaberry juice is sure to warm you up and inspire envy in those less fortunate!


Appearance: A leather-bound travelling journal in warm colors.
Description: One guardian's study into the lore and magic of the mysterious (but friendly!) frost moglins.
AQ DF  Post #: 235
9/29/2020 5:08:03   
Primate Murder
Member

A possible reward for the revamped Sun and Sand quest.


Evocation of the Sun

Light element misc, no upkeep.

Effect: While the misc is equipped, both you and monster are inflicted with light element Burn (power: 2), no save. The Burn deals 1.5x damage to the monster if you have over 50% MaxHP, and 1.5x damage to you otherwise.*

MC is a toggle. Click on the sun** to pay 36% melee sp and turn all light element pet attacks into Lucky Strikes.

*You no longer have the strength to resist the sun's scorching heat!
**Draw out the sun's energies to boost your pet's luck!


Appearance: A small sun burning overhead.
Description: Your journeys have taught you more about the desert sun than you ever wished to know. Summon an artificial sun of your own to make your foes know your suffering!
AQ DF  Post #: 236
9/29/2020 5:34:28   
Primate Murder
Member

Helmbasher

Melee earth warhammer (polearm + hammer)
0-proc
-5 bth lean.

Effect: Click on the shaft to toggle between a standard attack and sacrificing 25% damage to inflict Daze ((25 * DamDealt/ExpectedDamage)% chance of inaction) for 2 rounds. Monster can resist (Str/Luck vs Dex/Luck) with +8 bonus to save.

MC: If the monster is Dazed, you gain Celerity each time you make a Lucky Strike. Monster can resist (Str/Luck vs Dex/Luck) with +12.5 bonus to save.*

*(MonsterName) is too dazed to respond to your attack!

Appearance: A european war hammer.
Description: This warhammer may not have a lot of penetrative power, but it's sure to leave your foe's head ringing, making it the perfect choice against heavily armored knights!
AQ DF  Post #: 237
9/29/2020 6:04:16   
Primate Murder
Member

Dragonrider's Shield

Fire shield
MRM low, but has a focus on Magic.

Effect: You take -(15/1.4)% damage from monster attacks, but are inflicted with Offbalanced (-45 Dex).

MC: Click on the shield to use a skill. It costs 5% (30% for magic) melee sp and gives you the following effects:

- You gain a Chi Shield worth 35% melee.

- You gain an EleShield (take -75% damage from fire attacks) that lasts until you loose the Chi Shield effect.*

*(MonsterName) breaks through your defenses!

Appearance: A heavy-looking triangular shield of darkened metal.
Description: A lost relic from the Dragonlorn Keep! This shield is a little too heavy to lug around without a dragon, but it offers exceptional protection and can even use your spiritual power to enact a powerful defensive enchantment!
AQ DF  Post #: 238
10/6/2020 6:07:51   
Primate Murder
Member

Because why does Dragonfable have a Guardian class, but not AQ?


Guardian
Guardian class armor.

Your guardian armor (plate, leather or robes) gains the following skills if your current class is Guardian. It keeps the same defences, resistances and attacks.

Appearance: Keeps the same look as your guardian armor.
Description: The elite armor of Guardians. Its enchantments allow you to switch between defense and offense at will, as you execute skills learned from decades of protecting the people of Lore.


Level 0: Guardian's Helm - Active
Equip an enchanted relic to augment the offensive or defensive properties of your skills.

Quickcast. Equip one of the following miscs:

Sentinel Helm. Gives max End, Dex and blocking. Guardian armor gains FD lean. Click on the helm to deal *0.75 damage with all player attacks (including specials and spells), but take *0.75 damage from monster attacks (stacks with FD lean to take *0.6 damage).

Lawbringer Helm. Gives max Str, Int and bth. Guardian armor gains FO lean. Click on the helm to loose 6 MRM, take +(10/1.4)% damage from monster attacks, but deal *1.2 damage (stacks with FO lean to deal *1.5 damage).


Level 1: Vanguard - Active
Strike at your foe, assuming a combat stance meant for a frantic and fierce melee! For the next 4 rounds you will attempt to answer each enemy blow with a blow of your own!

Perform a normal attack and gain Vanguard (renamed Caltrops) for 4 rounds. Each time the monster hits you, it takes 25% melee (weapon element) damage. It can resist (MainStat/Luck vs Dex/Luck) with +0 bonus to save.

Costs 100% melee sp.

Sentinel Helm: Your attack deals *0.6 damage, but monster takes -20 penalty on all Vanguard saves.
Lawbringer Helm: Caltrops does *0.6 damage, but each time the monster takes Caltrops damage, you have 10% chance of gaining celerity for one round.


Level 2: Tenacity - Passive
If nothing else, the countless wars have given you the subbornness necessary to hold your shield up even when fatigue clouds your head.

Gain Damage Reduction (like Grakma shield) worth 20% melee when your sp is below 25%.

FSB: The effect is doubled if using Guardian Shield.


Level 3: Bulwark - Toggle
Use magical or spiritual power to reinforce your armor, blunting the force of your enemy's strikes.

Toggle between 3 modes:

- Gain sp shield worth 20% melee.

- Gain mp shield worth 20% melee.

- Gain both of them.


Level 4: Bastion - Active
Set up a defensive position, striking with less force, but vastly increasing your chance to block your foe's next attack!

Gain DefBoost (1 round, 45 MRM) and perform a normal attack with -25% damage penalty.

Costs 50% melee sp. (83% if using a magic weapon)

Sentinel Helm: The damage penalty increases to 75%, but you also gain a Barrier worth 50% melee.
Lawbringer Helm: The DefBoost is reduced to 31.5 MRM. If you block at least one monster hit while the boost is active, your next Bastion attack does double damage.


Level 5: Not So Junior - Active
They grow up so fast...

Summon Guardian Dragon Junior to make a 6-hit (weapon element) attack. This is treated as a spell, uses Cha in place of Luck for bth and Lucky Strikes; your guest doesn't attack the round this skill is used.

The attack does 60% damage of a standard spell and inflicts the monster with Burn (4 rounds, power: 5). Monster can resist (MainStat/Cha vs End/Luck) with -20 penalty to save.

Costs sp of a standard skill + standard guest upkeep.

Sentinel Helm: The attack does 25% damage of a standard spell, but each time the monster takes Burn damage, you heal hp equal to 50% damage taken.
Lawbringer Helm: Pay an additional 56% melee sp. The Burn only lasts 2 rounds, but the monster takes +50% incoming damage while the Burn is active.


Level 6: Fury - Active
Launch yourself at your foe, striking them with increased power! The assault is wild and random, but it reinvigorates your soul with every strike!

Make a 10-hit attack at -10 bth lean. It uses a random element on each hit, deals *1.5 damage and heals your sp equal to 36% damage dealt (random element compensation).

Costs 50% melee hp, 75% if using a magic weapon.

Sentinel Helm: Afterwards, the monster is inflicted with Hesitant (+30 MRM and -50% damage). It can shake off the effect at the beginning of each turn (MainStat/Luck vs Cha/Luck) with -20 penalty to save.
Lawbringer Helm: Each hit inflicts the monster with Resonating Rage (+5% incoming and outgoing damage) for 4 rounds, up to *1.5. Monster can resist (MainStat/Luck vs Cha/Luck) with -20 penalty to save.


Level 7: Harmony - Passive
You are one with your weapon. When your body is strong, so is your blade.

Deal +20% damage when your hp is above 75%. (/.75 for magical weapons and /2 for spells)

FSB: Effect is doubled if using one of the Guardian weapons (blade, dagger, staff or spear).


Level 8: Desist! - Toggle/Active
You're entrusted with the authority to uphold the law in this land. After warding off no less than three of your foe's blows, you may command them to stop – and they will have no choice but to listen.

Each time you block a hit, you gain 1 charge. If you have at least 3 charges, you can expend 3 to paralyze the monster for one round (qc, 1/turn, no save). The charges reset at the end of the battle.

Costs 12% melee sp.


Level 9: Penitence - Active
Civilization is build on the basis of mutual understanding. Make your foe relive every wound, every injury that they deal to share that understanding.

Perform a normal attack with -19% damage penalty. If it connects, the monster is inflicted with Repentance (takes harm damage equal to the damage it deals). Monster can shake off the effect at the beginning of every turn (MainStat/Luck vs Cha/Luck) with +0 bonus to save.

Costs 100% melee sp.

Sentinel Helm: Repentance only lasts for 1 round, but after taking Repentance damage, monster becomes paralyzed for 1 round.
Lawbringer Helm: All attacks on the field gain +10 bth while Repentance is active.


Level 10: Insightful Strike - Active
A combination of learning, experience and sheer instinct allows you to strike directly at your foe's vulnerability.

Perform a normal attack at +10 bth lean. It eleseeks between the 8 standard elements and deals *1.5 damage (*2 if using a magic weapon).

Costs 110% melee sp, 135% if using a magic weapon.

Sentinel Helm: Instead of dealing *1.5 damage, you take *0.5 damage for one round.
Lawbringer Helm: Pay an extra 70% melee hp to bring the attack to skill level.

< Message edited by Primate Murder -- 4/16/2021 6:39:09 >
AQ DF  Post #: 239
10/6/2020 10:28:02   
Primate Murder
Member

In Shadow of the Scythe
A darkness tome with a corruption theme.

MC: Gain +5 Status Potence for every darkness pet in your active slots.*

When attacking, select one of the following:

Doom.**

- The first time you cast the spell each battle, it does 50% damage of a standard spell and inflicts DefLoss (4 rounds, -18 MRM). Monster can resist (Int/Luck vs Cha/Luck) with +0 bonus to save.

- The second time, it does 60% damage of a standard spell and inflicts EleVuln (4 rounds, +40/1.4% darkness damage taken). Monster can resist (Int/Luck vs Cha/Luck) with +0 bonus to save.

- The third (and every following) time, it does 120% damage of a standard spell.***

Costs mp of a standard spell.


Seed of Darkness.^ Does 25% damage of a standard spell and inflicts Seed of Darkness, an effect with a 3-turn delay (like spiritual seed). At the end of the effect's duration, monster is paralyzed and takes +50% darkness damage for one round.^^ Monster can resist the seed's implanting (Int/Luck vs End/Luck) with -4 penalty to save.

Efficient spell (costs 60% mp of a standard one).


Enveloping Shadow.^^^ Does 25% damage of a standard spell and inflicts the monster with Resonant Shadow until the end of the battle. While affected, the monster gets *1.1 incoming and outgoing damage, and is inflicted with Poison (dark, power: 2). Monster can resist the effect (Int/Luck vs End/Luck) with +0 bonus to save.

Efficient spell (costs 60% mp of a standard one).


Devour.` Make a save (Int/Luck vs Cha/Luck) with +0 bonus.

- On success, you gain 125% melee mp.

- On failure, you gain 75% melee mp and the monster deals +50/1.4% damage for one round.``

No cost except for your turn.


*Creatures of Doom enhance the potency of your effects by x!
**Slowly corrupt your opponent's soul with waves of otherwordly darkness!
***Your foe is already corrupted! Unleash the true power of Doom!
^Implant a seed of an otherworldly being into your foe's body!
^^The being rips out of your foe's body, leaving (MonsterName) paralyzed and vulnerable!
^^^Empower your enemy with an otherworldly darkness that slowly starts to corrode their flesh.
`Consume a portion of your foe's anima to regain mana!
``(MonsterName) steals back its anima, empowering its attack!


Appearance: A tome with the Shadowscythe symbol on the cover.
Description: A book dropped by one of the cultists from the Far West.
AQ DF  Post #: 240
10/7/2020 1:23:45   
Primate Murder
Member

Returning Player Quest

A quest series available from Twilly, somewhat similar to 10th Anniversary. Each quest starts with an opening cutscene of your character sitting next to a fire and telling a story of your travels to young men and women who wish to become adventurers. Afterwards, you play through the quest as one of your listeners - a rogue, a warrior or a mage.

Each quest quickly runs through the events of a single Saga, mentioning key facts, meeting new characters and fighting the easy version of the boss fights. The idea is to establish chronology and help returning players catch up to what's happening in Lore storywise.
AQ DF  Post #: 241
10/11/2020 5:29:22   
Primate Murder
Member

Bone Wall
A defensive buff that turns into an offensive one.

You gain a Barrier worth 140% melee. While the Barrier is active, you also gain DefBoost (+30 MRM). After the Barrier runs out, you gain Elemental Empowerment (+50% darkness damage) for one round.*

This is an overcharged spell, so costs *4/3 mp of a standard one.

*Consume the leftover necromantic energies from broken bones to empower your next attack!

Appearance: Skeletons briefly form a barrier between you and the monster.
Description: While only a pale imitation of the spell the Order's Ringleader used against you, it's still an efficient tactic to delay your foe's response while you prepare a counteroffensive.
AQ DF  Post #: 242
10/11/2020 13:51:57   
Primate Murder
Member

I was slightly disappointed Paladin didn't have a hybrid stat variant. Werepyre builds deserve more love!


Spectral Howl
Hybrid spell with trigger-based celerity.


MC: Uses Str, Int and Luck for stats (not Dex).

3 hits of wind damage at +10 bth lean; does 80% damage of a standard spell.

- If the monster is Bleeding* or Panicked,** you gain celerity for 1 round. Monster can resist ((max Str/Int)/Luck vs Cha/Luck) with +0 bonus to save.

- If the monster is both Bleeding and Panicked, you automatically succeed on the save.***

Costs 50% melee sp + 50% melee mp.

*(MonsterName)'s body is too weak to defy your will! Act again!
**(MonsterName)'s mind is too weak to defy your will! Act again!
***(MonsterName) is too weak to even think about defying you! Act again!


Appearance: A spectral wolf head howls at the monster.
Description: A fusion of will and vigor. Assault your foe's mind and body with unearthly sound, even gaining the chance to act again if your opponent is weak enough!
AQ DF  Post #: 243
10/15/2020 14:19:02   
Primate Murder
Member

The Whistler

Melee wind axe
Toggles between 0-proc and 100-proc
-3 bth lean, changes to +5 bth lean if the monster is Bleeding.

MC: Uses Str, Int and Luck for stats. If used in werepyre armors, does +10% damage instead.

Effect: All your wind spells autohit against Bleeding monsters.

Downtrigger: -6 bth against non-bleeding mobs. (calc: 35% *2 for spell damage, *2 for spell number, /10 for rounds, /2 for trigger, *.85 for accuracy)

Appearance: Tomahawk axe with the shaft decorated by feathers.
Description: An axe of the nomadic werepyre tribes. Draw upon the experience of their hunters to faultlessly track your foe with but a whiff of their blood!

< Message edited by Primate Murder -- 10/15/2020 14:27:42 >
AQ DF  Post #: 244
10/15/2020 14:37:54   
Primate Murder
Member

Spirit Breaker

Melee/magic light maul
0-proc
-5 bth lean.

MC: Uses Str, Int and Luck for stats. If used in werepyre armors, does +10% damage instead.

Effect: All your light element spells deal +50% damage against Panicking monsters.

Downtrigger: -6 MRM against non-panicked mobs.

Appearance: A maul of wood and darkened steel.
Description: A weapon of cunning and savagery, used to crush any thought of resistance from other denizens of Darkovia. While not the best choice for parrying enemy blows, Spirit Breaker unleashes its true power against those whose mind has already been weakened by panic.
AQ DF  Post #: 245
10/16/2020 4:06:18   
Primate Murder
Member

Champion's Guard

Light shield
High MRM with a slight weakness to Ranged.

Effect (class): If your class title is Knight or Paladin, all monster attacks gain -10 bth lean.

MC effect is a toggle with three modes:

- Pay 20% melee sp. Each time you block a hit, the monster becomes Afraid* (100% chance of inaction) for 1 round. Monster can resist (Cha/Luck vs Cha/Luck) with -6 penalty to save.

- Pay 20% melee sp. Each time you block a hit, your pet and guest gain celerity.** Monster can resist (Cha/Luck vs Cha/Luck) with -17 penalty to save.

- Pay 40% melee sp and gain both effects.***

*Your impregnable defence terrifies your foe into inaction!
**Your impregnable defence inspires your allies onto greater heights!
***Your impregnable defence inspires your allies and terrifies your foes!


Appearance: A triangular shield with golden filigree.
Description: No Paladin stands alone.
AQ DF  Post #: 246
10/16/2020 4:22:50   
Primate Murder
Member

Gourdian shield

Dual fire/water shield
Low MRM to max out resistances.

MC is a toggle:

- Costs 25% melee sp.

- Each time you're hit, inflict the monster with EleVuln +(25 * DamTaken/ExpectedMonsterDamage)% damage from all elements for 2 rounds. Monster can resist (VStat/Luck vs Cha/Luck) with +14 bonus to save. (basically, it's a backlash-type elevuln)

Appearance: A carved pumpkin head.
Description: The carved grin of this shield warns all passerby that its wielder is under the protection of the Grand Pupmpkin. Attack at your own peril.
AQ DF  Post #: 247
10/16/2020 8:55:08   
Zennistrad
Member

That is an awful pun.

I love it.
AQ  Post #: 248
11/7/2020 11:16:04   
Primate Murder
Member

Whispers of the Dream
Wind spell that summons/enhances pet.

A wind spell that does no damage and has one of the following two effects:

- If you have Whisper-Claimed pet out and active, you gain 6 charges.

- If you don't have Whisper-Claimed pet out, you summon it with 6 charges. Whisper-Claimed is a wind pet that toggles between normal damage and sacrificing 50% damage to inflict Haunted (renamed elevuln, +25% wind damage) for 1 round. Monster can resist the effect (Cha/Luck vs Cha/Luck) with +7 bonus to save. If the pet is in damage mode and has at least 2 charges, it consumes that much to deal 3x damage. If the pet is in Haunting mode and has at least 2 charges, it consumes that much to make the status last 3 turns instead of 1.

This is an overcharged spell, so it costs 4/3 mp of a standard one.

Appearance: A gust of wind that summons a Dragon Wraith.
Description: Not all who are lost can be saved - but, at least, you can give them a purpose.
AQ DF  Post #: 249
11/7/2020 11:40:15   
Primate Murder
Member

In Memoriam

Wind shield
MRM focuses on Magic.

MC. Click on the shield to use a skill. It does no damage, costs sp of a standard skill and has the following effects:

- Monster is inflicted with Loss (renamed Daze; 50*WindResist% chance of inaction) for 5 rounds. It can resist (Cha/Luck vs Cha/Luck) with -17 penalty to save.

- You gain Resolve status for two rounds, increasing the damage of your pet and guest by the shield's elecomp.

Appearance: A triangular shield with the image of Dragonsgrasp proudly flying through the sky.
Description: All who look at this shield are struck with a profound sense of loss - and the resolve to never let the tragedy repeat itself.
AQ DF  Post #: 250
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