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RE: Primate Murder's Suggestion Thread

 
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4/29/2021 8:47:29   
Primate Murder
Member

With May the 4th coming up, I figured something properly futuristic was appropriate.


Superbia Pistol

Ranged darkness gun
+5 bth lean
100-proc, no special so *1.1 damage.

Effect: Both you and the monster are inflicted with Radiation Poisoning (poison, harm, power: 2.5) for 1 round at the end of each turn. Inflicts with VStat, you and monster each resist with End/Luck at +0 bonus.

Attack toggles between 3 modes:

- Sapper.* Does no damage, but you gain 1 charge and Caltrops status for 1 round. Each time the monster hits you, it receives 75% darkness damage in return. Monster can resist (Dex/Luck vs Int/Luck) with +10 bonus to save.

- Stun shot.** Does no damage, but you gain 1 charge and inflict the monster with Daze (100% chance of inaction) for 1 round. Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.

- Particle Beam.*** Does 4 hits of darkness damage. Consumes all charges to inflict the monster with Fragile (-35 End per charge) for 1 round. Monster can resist (Dex/Luck vs Dex/Luck) with -20 penalty to save.

MC: Once per battle, if you have at least 1 charge, you consume it to recover from death.**** This locks your HP at 1 until the start of your next turn, and disables all turn-skipping effects for one turn. All charges reset at the end of the battle.

*Summon mobile invisible mines in an area around you, forcing the monster to tiptoe through the minefield each time it tries to attack! (Gives 1 charge.)
**Switch the pistol's setting to stun shots! (Gives 1 charge.)
***Unleash a particle beam to rip your foe apart at a molecular level! (Consumes all charges.)
****You drain some of the pistol's energy to remain standing!


Appearance: A futuristic pistol. Sapper summons several miniature insectile robots that scatter around you and turn invisible. Stun shot launches a sphere of semi-transparent purple energy. Particle beam emits a black and purple beam of energy.
Description: A weapon from a galaxy far, far away! Powered by a combination of nuclear fusion and the souls of the damned, this versatile sidearm was designed to cover every contingency!
AQ DF  Post #: 276
4/30/2021 2:03:09   
Primate Murder
Member

Luxuria Las-stave

Ranged light staff
100-proc, no special so *1.1 damage.

Attack toggles between 3 modes:

- Stand Back.* Does no damage, but you gain 42 MRM, while your pet and guest get Frenzy status (-15 bth Berserk and celerity). Both effects last for one round.

- Mind Strike.** 3 hits of light at +10 bth lean. Does -50% damage, but inflicts the monster with Control (50% chance of striking self) for 2 rounds. Monster can resist (Dex/Luck vs Cha/Luck) with +7 bonus to save.

- Binding.*** 6 hits of light at -3 bth lean. Afterwards, the monster makes a save (Cha/Luck vs Cha/Luck) with +0 bonus. If it fails, make 3 more hits, for 1.5x total damage. If it succeeds, you take 3 hits of harm damage for a total of 50% melee.****

MC: Bacchanalia. If the monster's inflicted with a mental effect (Berserk, Control, Fear, Panic, Sleep or The Cold), it takes and deals +25% damage.

*Summon a force field to shield you from attacks, while your minions make short work of your enemy!
**Assault your foe's mind and body with psychically-charged lasers!
***Summon a slew of lesser daemons to assault your foe!
****You loose control of your daemons!


Appearance: A decorated metal staff. Stand Back creates a force field in front of you. Mind Strike shoots 3 lasers from the top of the staff. Binding emits several laser beams that carve a pentagram on the ground, which subsequently summons 9 demonic entities.
Description: A ceremonial weapon from a galaxy far, far away! While the staff's function was mostly decorative, it still retains a few features that the students of neuromancy and demonology may find useful!

< Message edited by Primate Murder -- 5/5/2021 4:57:39 >
AQ DF  Post #: 277
5/2/2021 2:14:38   
Primate Murder
Member

Ira Control Module

Ranged fire/earth gun
100-proc, no special so *1.1 damage.

Attack toggles between 2 modes:

- Lasers.* 4 hits of fire at +10 bth lean. Takes -21% damage penalty to inflict the monster with EleVuln (+25% damage from fire/earth) for 1 round. Monster can resist (Dex/Luck vs End/Luck) with -10 penalty to save.

- Kinetic Bombardment.** Grants you Preparation status (1)*** for 3 turns. Using the attack again before the duration runs out increases the Preparation level by 1 to a max of 3. If you have at least level 1, you take +(16/1.4)% damage from monster attacks. If you have at least level 2,**** both you and the monster loose 10 MRM. If you have level 3,***** both your side and the monster have 10% chance to gain celerity. When Preparation's duration is reduced to 0, you automatically spend your turn to use the following attack: 7 hits of earth damage for a total of 350% melee, at -10 bth lean. You take Harm damage equal to 57% damage dealt, halved if your Preparation level is 2 and negated if it's 3. (basically, you activate a delayed attack and spend the next 2 turns mitigating its damage to you or doing something else and dealing with the consequences)

MC goes into elemental compression.

*Assault your foe with satellite's mounted lasers, softening them up for further bombardment!
**Bombard your foe with debris from the planet's orbit!
***Message Send.
****Coordinates Input.
*****Taking Cover!


Appearance: A high-tech glove. Lasers shoots red lasers from the sky. Kinetic Bombardment drops stones from above, leaving impact craters.
Description: A weapon from a galaxy far, far away! This portative computer controls a satellite high in Lore's orbit, allowing you to show your foes what holding the high ground truly means!
AQ DF  Post #: 278
5/3/2021 3:26:20   
Primate Murder
Member

Acedia Heavy Cannon

Ranged energy gun
100-proc, no special so *1.1 damage.

MC: Equipping this weapon removes your pet and greys out your pet bar. You gain Backlash status (reflects 57% damage dealt as Energy damage). Monster can resist (Cha/Luck vs Int/Luck) with +0 bonus to save.

Attack toggles between 2 modes:

- Assault.* 1 hit of energy at +5 bth lean. Does +60% damage; uses Cha in place of Luck for bth and lucky strikes. Disables Backlash status for 1 round.

- Shields.** 1 hit of energy at +5 bth lean. Does -60% damage; uses Cha in place of Luck for bth and lucky strikes. Triples the damage of your Backlash for 1 round.

Effect: Both attacks have 20% chance to blow up instead.*** You and the monster take a hit of 100% Harm damage (can be dodged) and are inflicted with EleVuln (+25% damage from all elements) for 3 rounds. The latter can be resisted (VStat vs player's and monster's End/Luck) with +0 bonus to save.

*Shift energy to the cannon!
**Shift energy to the shields!
***The plasma becomes destabilized and explodes!


Appearance: A futuristic artillery platform that occupies your pet slot. Both attacks shoot a bolt of overcharged plasma, but the second also creates a soft blue glow around you. When blowing up, the bolt of plasma explodes midway to the target.
Description: A heavy-duty weapon from a galaxy far, far away! This mobile weapons platform comes with a plasma cannon and deterrent-type shielding, but the coding language is so complicated and eldritch that it might as well operate on prayer and sacrifices of sanity.
AQ DF  Post #: 279
5/3/2021 13:01:07   
Primate Murder
Member

Gula Graft

Melee water fist
+10 bth lean
0-proc, so *1.08 damage.

Attack: Standard weapon attack (see effect).

Effect: You can click on the fist to gain the following effects:

- If the monster is not inflicted with Being Strangled or Dying. Gula Graft changes to a 100-proc gun and locks your weapon attacks to Strangulate* until the monster is no longer affected by the status. The attack does no damage, but inflicts the monster with Being Strangled (-33% damage dealt, takes 40% melee water damage each turn). The monster can resist (Dex/Luck vs Str/Luck) with -14 penalty to save. The monster repeats the save at the end of each turn (like entangled). When Being Strangled is inflicted the third time, it's replaced with Dying (Asleep, 100% melee water damage with 4% chance of damage being equal to monster's current hp). Each subsequent infliction boosts water damage by 76% and chance of insta-death by 2%.

- If the monster is inflicted with Being Strangled or Dying, clicking on the fist consumes the status to heal your hp.** This effect is qc. (MC)

*Launch a Strangleweb at your foe!
**Recall your nanites to knit and repair your body with new biological material!


Appearance: The weapon itself is invisible (being a fist and all). Strangulate launches a skin-colored web at the monster. Quickcast effect drains nanites from the monster and back into your hand.
Description: A weapon from a galaxy far, far away! Gula Graft is a concealed subdermal implant that can launch specialized semi-autonomous nanites to concentrate around the target's throat and slowly suffocate them to death. Affectionately nicknamed 'the Strangler', this weapon is greatly favored by assassins for its stealth, silent kills and the ability to clean up after itself.
AQ DF  Post #: 280
5/4/2021 14:32:20   
Primate Murder
Member

Invidia Rifle

Ranged ice gun
100-proc, no special so *1.2 or *1.4 damage depending on the mode.

Attack toggles between 2 modes:

- Assault.* 8 hits of ice at -10 bth lean. Deals -50% damage to inflict Bleed (power:0.5). Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.

- Sniper.** 1 hit of ice at +15 bth lean. Deals -75% damage to inflict Inhibited (power:5). By default, Inhibited status lowers monster's MRM by 6 per power, but you can click on a crystal node to switch between that*** and lowering monster bth by the same amount.**** The status inflicts automatically, but each hit the monster does reduces the power by 1, regardless of whether the hit connects or not, until the monster fully removes the status.***** (basically, works like Soaked)

MC: Against monsters with Freedom or Boss Boost, you loose sp every turn. Starts with 2% and increases by 2% each round, to a max of 20%. You also gain Spite status (+20 Status Potence).

*Switch to Assault mode, unleashing a storm of inaccurate bullets to Bleed your foe!
**Switch to Sniper mode, firing a high precision crystal with a chemical compound that floods the nervous system of your foe with neuroinhibitors!
***Inhibit (MonsterName)'s reflexes.
****Inhibit (MonsterName)'s aim.
*****(MonsterName) fully flushes the neuroinhibitors out of its system!


Appearance: A military rifle with a small blue crystal above the magazine. Gains a scope when in Sniper mode.
Description: A weapon from a galaxy far, far away! Highly customizable, Invidia Rifle can switch between automatic and sniper fire, while the specialty crystals it uses as ammunition can attach to your foe as an artificial neural node or detonate and leave the monster bleeding.

< Message edited by Primate Murder -- 5/4/2021 14:33:49 >
AQ DF  Post #: 281
5/5/2021 12:37:23   
Primate Murder
Member

Anathema Sphere

Magic wind 'wand'
100-proc with 20% special.

Effect: 20% special inflicts the monster with Possessed.* The infliction is automatic, but monster makes a saving throw at the beginning of each turn (Int/Luck vs Cha/Luck) with +0 bonus to save. While the monster is Possessed, it's Controlled, and you automatically skip your turn and loose 54% melee mp. If you lack the mp, the effect is automatically removed. When the effect is removed (via save or lack of mp), you restore 41% melee mp and become Controlled for 2 rounds (100% chance of harming yourself).**

Regular proc randomly uses one of the four attacks:

- Heal 25% melee mp and gain an hp potion.^ If you maxed out your hp potions, you gain an mp potion instead. Monster can distract you from crafting a potion^^ (Int/Luck vs Cha/Luck) with +0 bonus.

- You loose 15% melee mp (attack disabled if you lack mana). Skips your turn.` Once your next turn starts, if you would normally be able to attack, you automatically use the skill attack.`` First use of this attack per battle deals 110.67% melee damage. Second 166% melee. Third and all subsequent – 221.33% melee.

- Heal 15% melee mp and gain Null Field status for one round.~ When the monster attacks, it makes a save for each hit (Int/Luck vs Int/Luck) with +0 bonus. If it fails the save, the hit's damage is reduced to 0.

- You loose 25% melee mp (attack disabled if you lack mana). Deals 6 hits of wind damage at -15 bth lean," and each time a hit connects, you make a save (Int/Luck vs Int/Luck) with +3 bonus. On success, the hit deals double damage. After the attack, you're inflicted with Mana Poisoning for 3 rounds, loosing 7.5% melee hp each time your mana changes during your turn.

*The spirit of the sphere possesses (MonsterName)!
**The spirit possesses you!
^The spirit grants you the secrets of alchemy!
^^You were too distracted to learn any secrets!
`You start absorbing the Sphere's power for a stronger attack! / You grow more skilled at drawing on the Sphere's power! / You skill at wielding the Sphere's energies reaches its peak!
``You unleash stored energy upon your foe!
~The spirit grants you the secrets of the elements!
"Unfocused magical energy erupts from the sphere!


Appearance: A spherical holocron. Proc summons a ghost that rushes the monster. 1st and 3rd attacks have no animation. 2nd unleashes waves of magical energy. 4th summons a cloud of black and purple magic.
Description: A long time ago in a galaxy far, far away, a wizard uploaded his mind and soul into this sphere to escape his frail, mortal body. Although the orb holds many secrets, it is ill suited for being used as a weapon – but legends claim that with a proper focusing implement it can unleash the fullness of its power.


Hex Pistol

A misc. You need to have Anathema Sphere equipped for this to do anything. Clicking on the Hex Pistol will replace your Anathema Sphere with Relic of Avarita. Doing so automatically dismisses the misc.

Appearance: A flintlock pistol engraved with runes.
Description: This semi-arcane implement was created by an ancient empire during a time of great war, when they did not have the time to provide their mages with comprehensive training. Hex Pistol has hundreds of miniature runes to shape and direct the flow of energy – but without a proper power source the gun is little more than a relic, a rusty remnant of a forgotten past.


Relic of Avarita

Ranged wind gun
100-proc
Special: 8% chance to gain Regain Mana status after each attack.*

Decompression bonus (for requiring a misc): All your weapon attacks and spells inflict the monster with Hexed for one round. While Hexed, the monster receives no extra damage from its Lucky Strikes. Monster can resist (Dex/Int vs Cha/Luck) with +0 bonus to save.

MC: Hoard bonus. Gain +10% damage every turn you did not miss with a hit (to a max of +30%), with bonuses /2 for spells. Each time you miss a hit, Hoard bonus resets to 0 and you loose 50% melee hp.

Attack toggles between 4 modes:

- 4 hits of wind damage.** Gains double the bonus from Hoard passive.

- 2 hits of wind damage.*** Takes -50% damage penalty and gains 1 charge. Your Hoard passive increases by 15% instead of 10%.

- Does no damage.**** You gain 1 charge and inflict Target Lock on the monster. Your next spell consumes Target Lock status to autohit. Monster can resist (Dex/Int vs Dex/Luck) with -20 penalty to save. Does not boost your Hoard bonus.

- 2 hits of wind damage.***** Takes -90% damage penalty and consumes all your charges. Grants you Covet status (universal Empowerment, +20% damage) for 1 round and inflicts the monster with Stolen Essence (earth resistance increased by 1.5x wind resistance; basically reverse petrified) for 1 round. Monster can resist the latter effect (Int/Luck vs Cha/Luck) with +10 bonus to save. Each charge consumed boosts your infliction save by 5, Covet power by 20% and attack damage by 19.55%.

*Excess magical energy coalesces into a Mana Shard!
**Let fly a barrage of hexes to assault your foe!
***Store some of your power for later use!
****Mark your target to ensure accuracy for a subsequent spell!
*****Drain power from your foe to get a powerful damage boost! (consumes all charges)


Appearance: Flintlock pistol set with a softly glowing red sphere. Attack shoots bolts of red, purple and black energy at the monster.
Description: This relic is a monument to human tenacity in the face of inevitable oblivion.

< Message edited by Primate Murder -- 5/9/2021 2:47:09 >
AQ DF  Post #: 282
5/5/2021 23:53:34   
Primate Murder
Member

Some odds and ends left over from the seven sins weaponry.


Stimpack

Non-elemental misc that compresses 2 quickcast skills. You can only use one effect per turn.

- Neural Stimulant.* Pay 35% melee sp to gain Celerity (only you, not pet or guest). You also gain Headache status (-8.5 bth and loose 15% melee hp) for 3 rounds.

- Booster Shot.** Pay 10% melee sp to remove up to 2 damage-nerfing statuses from yourself. If you're only inflicted with 1 damage-nerfing status, you also gain Status Resistance (+25) for 2 rounds. Two turns after using the skill you crash, becoming paralyzed for 1 round.

*Enhance your processing speed and reflexes!
**Inject yourself with a cocktail of high-yield drugs to to shake off fatigue!


Appearance: A high-tech wristband with a blinking red light.
Description: A portable chemical delivery system to boost your performance in the field!
AQ DF  Post #: 283
5/6/2021 1:12:59   
Primate Murder
Member

Temporal Snares

Non-elemental spell. Does no damage, but you gain Snares status for one round. While affected, you loose 12 MRM and each time the monster hits you, it becomes Paralyzed for 1 round.* Monster can resist** (Int/Luck vs Int/Luck) with -15 penalty to save.

*(MonsterName) is ensnared by your trap!
**(MonsterName) dispells the temporal anomaly!


Efficient spell, costs 60% mp of a standard one.

Appearance: Creates several vague blue distortions around you.
Description: Warp the fabric of space-time around you, crafting temporal anomalies to ensnare anyone that tries to attack!

< Message edited by Primate Murder -- 5/6/2021 1:14:38 >
AQ DF  Post #: 284
5/15/2021 2:01:33   
Primate Murder
Member

Zmei Gorynych

Water element monster
Standard resistances for a water monster, but with 50 FireRes
Fairly high MRM with a focus on Melee.

Stats: Str, Dex and Luck.

Attack: Water damage, -5 bth lean. Randomly does a 1-hit claw attack for 50% damage or bites with 3 different heads for 150%. The latter attack looses 10% damage each time a head is slain.

Sp attack: Breaths fire for 5 hits of fire damage at +10 bth lean, inflicts Afterburn – power 8 fire Burn for one round. Afterburn's power increases by 1 with each subsequent use. You can resist (Monster's Str/Luck vs your End/Luck) with -20 penalty to save.

Effect: Seven Heads. Can't loose more than 1/7 MaxHP per turn. Each time he looses 1/7 hp, he looses a head, removes all non-native status effects from himself and makes a dragonbreath attack with no sp cost. Monster starts with seven unique effects, and each time a head is slain, it looses one of the effects in the following order:

- Lust. If your Cha is equl to or greater than VStat, Zmei finds you attractive and becomes Obsessed (renamed Berserk, -25 bth lean). If your Cha is less than VStat, Zmei finds you repulsive and gains +60 MRM.

- Gluttony. Whenever you cast a spell, it dissipates without effect, Zmei Gor'ynnich heals sp and hp, and you gain EleVuln status (+50% damage from all elements) for 3 rounds. You can resist the latter effect (Monster's Str/Luck vs your End/Luck) with +0 bonus to save.

- Greed. *1.5 lean (damage dealt and taken) if you have >50% of the gold expected for your level.

- Sloth. Whenever Zmei is affected by an immobilizing status, it curls up and takes *0.1 damage from all attacks.

- Wrath. You gain +(25x)% Heal Resistance, where x is equal to the number of heads you have slain. So your healing effects are reduced by 25% when you kill Lust, halved when you kill Gluttony, reduced by 75% when you kill Greed and completely negated when you kill Sloth.

- Envy. Steals any defence-boosting effects you have (Defence Boost, Element Shield, Mana Shield, Chi Shield, Barrier).

- Pride. Each time you hit the monster, you become Afraid (25% chance of inaction) for 2 rounds. You can resist (Monster's Str/Luck vs your Cha/Luck) with +0 bonus to save.

Appearance: A serpentine dragon with seven heads. The number of heads is reduced by one each time the monster looses 1/7 MaxHP.
Description: This strange and wondrous serpent is unlike any other dragon you have ever seen. Seven the heads is a sevenfold threat!
AQ DF  Post #: 285
5/15/2021 23:46:35   
Primate Murder
Member

Baba Yaga

Earth element monster
50 to earth, water and wind resistances, 150 fire and flat 100 for everything else
Average MRM with a focus on Melee.

Stats: Str, Dex and End.

Boons: At the beginning of the battle, you automatically gain and equip one of the Boon miscs (below).* Your misc bar greys out and you cannot switch your Boon to any other misc.

- Crown of Thorns. Gives Int, End and earth resistance. At the end of your turn, you loose 15% melee hp and Baba Yaga takes +(x)% Heal Resistance for one round, where x is equal to % of HP you have missing. Monster can resist (Int/Luck vs End/Luck) with +0 bonus to save.

- Rotting Skull. Gives Str, Dex and MRM. You loose the ability to cast spells, but every hit that you land raises Baba Yaga's Hard Cap by 3.

- Curved Horn. Gives Cha, Luck and boosts the damage of your pet and guest by 20%. If you have at least 125% melee sp, you can click on the misc to blow the horn. This is treated as a spell, uses the higher of your Str/Int/Cha, and summons a firebird to attack for 10 hits of fire damage. You heal hp equal to 50% damage dealt.

True Form: If inflicted with a formshift effect (like element scramble or necrotic aura), Baba Yaga removes the status, then turns into a giants monster and eats you, reducing your hp to 0. If you somehow survive that,** the battle continues.

Hard Cap.

Fullness. The Fullness Counter starts at 0 and increases by 1 each time you hit the Hard Cap. At the beginning of each turn, Baba Yaga heals hp equal to (Fullness/2)% MaxHP.

Attack (1st): First attack reduces your current hp by (50+y)%, where y is your Fullness counter.*** This cannot be avoided or reduced in any way. For one round after bite attack, the monster gains Gorged status. While Gorged, Baba Yaga is Paralyzed, but if she doesn't loose at least 5% MaxHP until the start of her next turn,**** she gains 10 Fullness. This attack is repeated every 5 turns, superseding any other.

Normal attack: Flies close and hits you with her staff for one hit of earth damage at -3 bth lean.

Sp attack: A hut runs in on chicken legs and kicks you for 4 hits of earth damage at -5 bth lean. This switches your current boon to another one.

*Baba Yaga grants you a mysterious gift!
**You carve your way out of Baba Yaga's stomach, somewhat worse for wear.
***Baba Yaga takes a bite out of you!
****Your attack gives Baba Yaga indigestion!


Appearance: Old woman with long unbound hair. Flies in a wooden mortar, using an iron staff as both an oar and a weapon.
Description: A mysterious forest hermit from the lands beyond the Far West. You've heard that she's wise, knowledgable and willing to grant boons to worthy heroes - but at the moment she's just looking a bit hungry...
AQ DF  Post #: 286
5/17/2021 0:17:47   
Primate Murder
Member

Solovei the Brigand

Earth element monster
Standard resistances for an earth monster
Above average MRM with a weakness to Ranged.

Stats: Dex, Cha and Luck.

Attack (sp, first round): The monster uses this attack on first round, then again whenever he has enough sp. Solovei whistles, dealing an automatic hit of wind damage and attempting to Paralyze you for either one or two rounds.* You can resist (End/Luck vs Solovei's Str/Luck) with +0 bonus to save. If you're successful, you gain Ears Ringing status (renamed DefLoss, -30 MRM) for the same duration.** Regardless, the attack has the following effect:

- If Solovei has less than three Bandit minions present, he summons additional minions (to a max of 3) with full health.

- If Solovei has 3 Bandit minions present, he gains 'For the Loot!' status for 3 rounds, boosting the damage of Bandits' attacks by 50%.

Attack (Bandits): Standard 2 hits of earth damage at -3 bth lean. If you are Marked, the hits are automatic Lucky Strikes.

Attack (Solovei): If Solovei is above 50% MaxHP, he shoots an arrow for a single hit of earth damage and Marks you for 1 round. If Solovei is below 50% hp, he punches you and steals a single hp potion, which he immediately drinks to restore hp. You can resist potion steal (Dex/Luck vs monster's Str/Luck) with -20 penalty to save. If you have no hp potions remaining, Solovei looses 10 Tempo (-5 overall).***

Initiative Bonus: +777.****

Bandit Lord: After taking a single hit, Solovei redirects all incoming damage to his minions for the remainder of the turn.

No Surrender: On his turn, if Solovei is inflicted with any immobilizing effects, they're automatically converted into Bleed at half power.

Tempo: Solovei starts at 50 Tempo. Each hit landed by him or his minions increases the Tempo by 5 (to a max of 100). Each hit missed reduces it by 5 (to a min of 0). If Solovei's Tempo is >25 at the end of the turn, he gains EleShield (-(Tempo)% damage from all elements) for one round. If Solovei's Tempo is >74, he also gains celerity. If Solovei's Tempo drops to 25 or below, he looses the EleShield and gains -20 Status Weakness.

*You are stunned by Solovei's whistle!
**Solovei's whistle leaves your ears ringing!
***Nothing more to take here, boys.
****It's an ambush! ...you're shocked, really.


Appearance: A short, stocky brigand sitting in a tree. Bandit minions are just renamed poachers.
Description: Exploration of the Far West requires a constant flow of supplies and resources. It's no wonder then, that the bandits came out en masse to partake of such a smorgasbord of riches. Solovei and his gang are holding the main road – clear them out if you want to make the route safe again!
AQ DF  Post #: 287
5/19/2021 8:30:17   
Primate Murder
Member

Technomancer

Energy pet.

MC effect is a toggle, allowing you to switch the pet's attacks between 3 modes:

- ND Grenades.* Does no damage, but inflicts Fright (deals -20% damage and takes 20% melee energy damage each round). Monster can shake off the effect at the beginning of its turn (Cha/Luck vs Cha/Luck) with +8 bonus to save. The effect is treated as both Panic and Burn.

- Recovery Protocols.** Pay 10% melee mp and remove 1 damage-nerfing status from yourself. If you are unaffected by any damage-nerfing statuses, Technomancer resets to the first attack.

- Electron Beam Cannon.*** Pay 20% melee mp, allowing the Technomancer to make a 1.5x damage energy attack at +10 bth lean. This attack has a further damage multiplier equal to (0.5 + 0.33*SpellsCast), capping at 1.5x. Basically, you start at 50% damage, and gain 33% damage boost with every spell cast during the battle.

*Technomancer will now fire neural disruption grenades, agressively stimulating (MonsterName)'s amygdala to cause headaches and a feeling of uncontrollable panic!
**'Combat effectiveness restored!'
***Technomancer will now unleash a powerful and accurate energy attack that gathers leftover power from your spells!


Appearance: Technomancer. First attack uses animation of Mana Burst Grenades; 2nd - Magnetic Resonance Protocol; 3rd - Static Overload Blast.
Description: This skilled warrior hails from the world of dragons and fables! His unique combination of magic and technology allows him to wield a variety of techniques, fulfilling both offensive and support roles in combat.

< Message edited by Primate Murder -- 5/20/2021 5:59:42 >
AQ DF  Post #: 288
5/19/2021 9:16:21   
Primate Murder
Member

Soulweaver Arcanist

Wind pet.

MC effect is a toggle, allowing you to switch the pet's attacks between 3 modes:

- Steal Fate.* 2 hits of wind damage, autohits, but deals -57.5% damage. Afterwards, you gain (1 + Cha/VStat) Defiance charges. If you have at least 10, you can consume that much to recover from death. Charges do not carry between battles.

- Aegis of Remorse.** Pay 10% melee mp and gain Aegis (renamed Caltrops, wind, power: 5) for 1 round. Each time the monster hits you, it takes 50% melee wind damage. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.

- Soul Healing.*** Pay 20% melee mp and remove one Burn, Poison or Bleed effect from yourself. If you're unaffected by any of the mentioned statuses, Arcanist grants Regeneration (power: 3) for 2 rounds.

*Soulweaver will now steal a piece of your foe's destiny, using it to defy your own!
**Soulweaver will now show (MonsterName) their sorrow!
***'Luminous beings we are, not this crude matter.'


Appearance: Master Soulweaver, specifically the Arcanist customization. First attack uses the animation of Soul Vacuum; second - Soul Aegis; third - Purge.
Description: This wise weaver of souls comes from the world of dragons and fables! This soulweaver, in particular, mixed up his skillset with more conventional magic, granting him enhanced protective and support capabilities.

< Message edited by Primate Murder -- 5/19/2021 23:02:39 >
AQ DF  Post #: 289
5/19/2021 23:31:15   
Primate Murder
Member

Dragonlord Renegade

Ice pet.

Click on the shield to toggle between 2 attacks:

- Pay 20% melee gold.* Dragonlord randomly uses 2-hit attack for 80% damage or 3-hit attack for 120%, both gain a further *1.5 damage modifier for the gold cost.

- Pay 20% melee gold.** Dragonlord makes 1 hit attack, dealing no damage, but giving you DefBoost (11 + 11*Cha/VStat MRM) for one round. Monster is inflicted with Berserk (-25 bth lean) for 2 rounds, though it can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.

- If you do not have necessary gold, the pet is dismissed.

MC: Click on the blade to use a skill.*** Uses 20% melee gold and your turn to empower the attack. 1 hit of ice damage at +10 bth lean. Does 185.5% damage of a standard pet attack and inflicts the monster with Chilled (-50% damage, -30 Immobility Weakness). Monster can shake off the chill at the beginning of each turn (Cha/Luck vs monster's End/Luck with -20 penalty to save.

*Dragonlord Renegade will now attack your foe!
**With a shield bash and a taunt, Dragonlord Renegade effectively switches your foe's attention to herself!
***Stand back and watch the fury of frozen dragonsbreath!


Appearance: Dragonlord, specifically the Renegade 4 customization. First attack switches between Bite and Rush; second uses the animation of Shield Bash; and the skill is Frost Dragon Spirit.
Description: After loosing her dragon early in the war, this dragonlord split off from her fellows, preferring coin to lofty ideals – which ended up saving her life. She'll be loyal as long as you can pay her price and if you can't... Well, you don't want to find out.
AQ DF  Post #: 290
5/25/2021 13:47:29   
Mr. Roguish
Banned


So when I first viewed your revaml for an assassin class, I didn't really have anything to say as I didn't see an issue particularly. Just that I personally had a different idea of how to approach a revamp.

I mentioned some application of it in my attempt at a revamp of the class, however with the potential of the shadows being its own class or potentially a subrace in the future. Do you feel like your assassin class relies a little too much on the whole shadow concept? Over half (11) of your skills, in some shape or form reference some application of the shadow universe and/or your shadow from it, which by itself is enough to make a whole class/subrace armor. While I definitely get the aesthetic that is being attempted with rogues/ninjas/assassins utilizing the shadows. However there is a difference between the shadows from the shadow realm and regular shadows that just reduce visibility and good place to hide. There are even shadow creatures that Ultimon doesn't even deem as true shadows (which I am currently trying to understand more about).

Even Elizabeth only has one move that references shadows (stance of the living shadow). And when you talk to her she says that her eyes are attuned to the realm of darkness. In the whispering raiment currently, skill 3 mentions you "fade back into the shadows" but then it also says, "once you are more skilled, you can shadowstep through the realm of darkness...". So the concept of the shadows is barely sprinkled in, but its almost always referenced with the realm of darkness, implying that its not actually the shadow realm.

I myself, while only having one skill of actual reference to the shadow real, got rid of it, or more accurately, reduced it. What I ended up going with was that he conjure shadow (spell) suggests that you can create your own shadows, even a separate being like the wolf rather than reaching into the shadow realm itself. Not saying you have to, but just my thoughts.
Post #: 291
5/25/2021 23:41:56   
Primate Murder
Member

Thank you for commenting on my thread!

The pact with the shadow realm is a deliberate attempt on my part to grant assassin a distinct (lore-wise) identity. Originally I tried simply using shadows as a synonym for stealth and the realm of darkness, but I already have that going for my Ninja class revamp. It's an inherent problem with making tier 3 classes - you want to make them a logical continuation of tier 2 classes, but sufficiently different. I wished to make Assassin more than just a ninja with 2x the skills - and the mention of shadows in Whispering Raiment armor gave me an idea.

Besides, who doesn't like shadowy pacts with eldritch entities, made in back rooms and dark alleys?
AQ DF  Post #: 292
5/27/2021 3:53:29   
Primate Murder
Member

Yet another reimagining of the Dracopyre subraces, this time with more diverse mechanics.

We actually have very little information about the fighting styles of Dracopyres (since they only had wing, bite and breath attack animations when most of the cutscenes were written), so I'm taking what we know about the backgrounds of Gracefang and Nightreign and extrapolating on what they could teach those they've turned.

Donovan is a master manipulator and mostly relies on patsies to do his bidding (hence beastmaster effects). He's also a schemer with a fondness for human experimentation, which leads into Int.

Cenara was transformed by accident and tends to rely on instinct and brute force rather than careful calculation. Special mental abilities taught by her mother provide a certain focus on Cha.

Finally, I wanted to give the Dracopyres a distinct identity to emphasize on the warning provided – that for every strength gained you will gain a weakness. Graceful Dracopyre is a powerhouse, but one that is resource-intensive and trades its defences for an overwhelming offence. Dracopyre of the Night has a variety of defensive, support and sustain abilities - but is somewhat lacking when it comes to raw power.



Graceful Dracopyre
Basic subrace armor.

FO earth armor with an energy secondary
Good resists overall
Low MRM with a focus on Melee
2-hit attack at -3 bth lean.

Appearance: Similar to shadowhunters. When Unchained, brushing up the classics to modern standards should work just fine.
Description: Gracefang has agreed to share her full power with you. Combine the savage might of a darkovian curse with delicate mind tricks to become a warrior of freedom, graceful and powerful!


Level 0: Grace - Toggle
Rip your enemies to shreds with poise and elegance.

Use Cha in place of Luck for stat bonuses.


Level 1: Lead from the Front - Toggle
Some commanders strive to remove themselves from the battle, dispassionately issuing orders from the back lines. That's not you. You stand at the front, leading every charge, rallying your companions and spurring them to ever-greater heights.

Your pet and guest gain celerity. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.

Costs 20% melee sp.


Level 2: Instinct - Passive
You can almost smell their weakness.

If monster has less than a half of its hp remaining, you loose 6 MRM and gain +20% Lucky Strike rate.


Level 3: Beguile - Toggle
Cloud your foe's mind with disorienting illusions, leaving them unable to defend against your assault!

Whenever you use a weapon attack, special or spell, monster looses 24 MRM before the attack. The effect lasts until the start of your next turn and can be resisted (Cha/Luck vs Cha/Luck) with +0 bonus to save.

Costs 20% melee sp.


Level 4: Glorious Charge - Active
Forward Onto Glory!

Single hit weapon-based attack, takes -80% damage penalty. Afterwards, the monster becomes Paralyzed (1 round) and you gain Exultation status (+100 Cha) for 3 rounds. Monster can resist both effects with a single save (MainStat/Luck vs End/Luck) at -20 penalty.

Afterwards, make a second save (MainStat/Luck vs End/Luck) with +0 bonus. If you fail, you can't use this skill again during the battle.

Costs 25% melee mp if Int>Str, or nothing otherwise.


Level 5: Guerilla Teamwork - Toggle
Flank and harry the monster, keeping it from being able to devote its attention to any one of you!

Every hit of your pet and guest attacks has 14% chance to Paralyze the monster for 1 round.* Monster can resist** (Cha/Luck vs Cha/Luck) with +20 bonus to save.

*(MonsterName)'s attention turns toward your (pet/guest)!
**(MonsterName) sees through your ploy!

Costs 20% melee sp.


Level 6: Feral Grace - Toggle
Draw upon your baser instincts, feasting upon the flesh and blood of your enemy!

Gain Predation status (level:1) after each attack. The status grants +5% Lucky Strike rate and heals hp equal to 20% damage dealt (per level), and can stack with itself. Monster can dirupt your predation (MainStat/Luck vs Str/Luck) with -20 penalty to save.

Costs 35% melee sp.


Level 7: Conviction - Passive
Your actions are both necessary and right.

You automatically remove any damage-nerfing status you're inflicted with, and have a 50% chance to gain a round of celerity in its place.

This costs 100% melee sp, except for the first time per battle, which is free.


Level 8: Cycle of Violence - Toggle
Violence begets violence – and you're good at violence.

The toggle has three effects:

- You take +20% damage from monster attacks

- You heal sp equal to 18.75% damage taken from monster attacks

- You gain Berserk (-15 bth lean).


Level 9: Dragonsbreath - Active
Unleash a potent stream of lightning that clings to your foe, leaving it vulnerable!

Spell-type attack. Deals 1 hit of energy damage at +10 bth lean. Takes -50% damage penalty, but gains bonus from elecomp and grants the following benefits:

- Monster is inflicted with Crackling Nimbus (+30% damage from all elements)

- You gain Adaptive Transformation (elemental empowerment: all), that starts at 0% and increases by 15% each time the monster hits you.

Monster can dispell both effects at the beginning of its turn (MainStat/Luck vs Int/Luck) with -19 penalty to save.

Costs sp of a standard SPell.


Level 10: Unchained - Toggle
Unleash the full power of the curse! The might of a dragon, the savagery of a werewolf and the cunning of a vampire merge to turn you into an unstoppable juggernaut!

The toggle has 4 effects:

- Inflict the monster with a stacking *1.1 damage 'lean' after every hit. Monster can resist (Cha/Luck vs Cha/Luck) with -20 penalty to save.

- Gain +40% Lucky Strike rate.

- Gain +100 Strength.

- Each time a hit connects, it attempts to deal double damage. Monster can resist (MainStat/Luck vs End/Luck) with +10 bonus to save.

Costs 100% melee sp.
AQ DF  Post #: 293
5/27/2021 5:12:42   
Primate Murder
Member

This version of the subrace introduces 'Tactics' skills. Each skill lasts for 3 rounds, and while it is active, you cannot change armors or use another Tactics skill.


Dracopyre of the Night
Basic subrace armor.

FO dark/fire armor
Average MRM with a focus on Magic
2-hit attack at +3 bth lean.

Appearance: I'll borrow Zenn's idea of a swanky suit when untransformed, with a dress for the female faces. When Flying, leaps upward off-screen. When Unleashed, brushing up the classics to modern standards should work just fine, with an added corona of power around you.
Description: Nightreign has taught you many valuable lessons in exchange for your service. Whether you believe in law and order or simply enjoy the power granted, your new abilities will aid you greatly in taking down any foe you face.


Level 0: Dominance - Passive
Nightreign taught you many ways to destroy your enemies. None of them rely on Luck.

Loose 30 Luck, but gain +30 Physical Potence (your enemies take -30 to saves against Burn, Bleed, Poison, Daze, Blind and Choke statuses).


Level 1: Tactics: Command from the Back - Active
Fools rush in. Step back and coordinate your forces to strike with maximum precision and force.

For the next three rounds, you gain the following effects:

- Your armor lean changes to FD and you get a further 25% reduction in damage taken (for a total of *0.6 incoming damage).

- All your weapon attacks and specials take -100% additive damage penalty, and spells cost an additional 100% melee sp.

- Pet and guest attacks gain +10 bth lean and *1.65x damage.

Costs 25% melee mp per turn if your Int>Str, or nothing otherwise.


Level 2: Intensity - Passive
Your magic supports and sustains your endeavors.

You have 25% chance to gain celerity at the end of each turn if you have over a half of your mp remaining. Monster can resist (Int/Luck vs Cha/Luck) with +10 bonus to save.


Level 3: Craft Spirit Orb - Passive/Active
Craft the blood of your foe into a storage unit for your spiritual power!

At the end of each turn, you have (33*Cha/VStat)% chance to create a Spirit Orb from the blood of your foe. Monster can resist (MainStat/Luck vs End/Luck) with +20 bonus to save. (this is treated as a Bleed effect for infliction purposes)

Click to consume a Spirit Orb and restore sp worth 75% melee. Quickcast.


Level 4: Stay Down - Active
Shatter the enemy's resolve with a show of overwhelming might!

Spell-type effect. Does no damage, but the monster becomes Dazed (100% chance of inaction; 1 round) and Choked (-10% damage until the end of the battle). Monster can resist both effects with a single save (MainStat/Luck vs Cha/Luck) at -1 penalty.

Afterwards, make a second save (MainStat/Luck vs Cha/Luck) with +0 bonus. If you fail, you can't use this skill again during the battle.

Costs 25% melee mp if Int>Str, or nothing otherwise.


Level 5: Infect - Active
Inject your allies with some of your blood, granting them a short-lived might of a dracopyre!

Your pet and guest deal +(25*TurnsRemaining)% damage for 4 rounds.

Costs 1.2x hp of a standard spell, or 1.4x if Int>Str.


Level 6: Tactics: Tactical Withdrawal - Active
Leap into the air, bombarding your foe with spells from a safe distance, or focus on restoring hp while your allies keep the monster occupied!

For the next three rounds, you gain the following effects:

- Your lean changes to Flying (*1.25 damage taken, *1 damage dealt and +21 blocking).

- Your weapon attacks and specials take -100% additive damage, but grant you a stacking Focused status (level:1). Afterwards,* the attacks of your pet and guest inflict Blind (-33 and -22 bth respectively) for 1 round; monster can resist (Cha/Luck vs Dex/Luck) with -10 penalty to save.

Each time the monster hits you, your Focus level is reduced by 1 (to a min of 0). Once the effect ends, you automatically use the next turn to consume Focused status and heal yourself for (5 + 15*FocusedPower)% of your MaxHP.

*Buy Me Some Time!

Costs 25% melee mp per turn if your Int>Str, or nothing otherwise.


Level 7: Apotheosis - Passive
Your experimentation has rendered you all but immune to conventional poisons, while your burns recover and bleeding wounds close in a matter of seconds.

You automatically cure Burns, Bleeds or Poisons and replace them with Elemental Empowerment (all) of equal potency.

This costs 100% melee sp, except for the first time per battle, which is free.


Level 8: Craft Mana Orb - Passive/Active
Craft the blood of your foe into a storage unit for your mystical might!

At the end of each turn, you have (33*Cha/VStat)% chance to create a Mana Orb from the blood of your foe. Monster can resist (MainStat/Luck vs End/Luck) with +20 bonus to save. (this is treated as a Bleed effect for infliction purposes)

Click to consume a Mana Orb and restore mp worth 75% melee. Quickcast.


Level 9: Endgame - Active
It's time to end this.

Requires the monster to have less than half of its hp remaining. Can only be used once per battle.

Spell-type effect. Does no damage, but until the end of the battle, your pet and guest gain celerity each round.

Costs 50% melee mp (or 75% if Int>Str).


Level 10: Tactics: Power Unleashed - Toggle
Inject a specialized stimulant to bring out the full might of your form! For a short time, your fire and darkness spells brim with forbidden power as pure energy courses through your veins!

For the next three rounds, you gain the following effects:

- Your armor lean changes to Spellcaster (*1.25 damage taken, *0.8 damage dealt, your fire and darkness spells gain elecomp bonus to damage).

- You gain +100 Intellect.

- You heal sp and mp worth 50% melee each.

- You loose 6 MRM and take +(10/1.4)% damage from monster attacks.

Costs 100% melee hp per turn.
AQ DF  Post #: 294
5/30/2021 23:14:27   
Primate Murder
Member

Inspired by the character introduced in DF's latest Reimagined quest.


Fae Battle Armor

Wind armor with a good light secondary
Vulnerable to temperature changes (fire, ice) and moisture (water)
High MRM with a focus on Magic
+3 bth lean; attack is 1 or 2 hits, based on the mode.

Toggle between 2 modes:

- Hover.* Armor lean changes to Hovering (deal *1 damage, take *1.25, +21 blocking). In addition, you loose 6.375 bth and take +(15/1.4)% damage from monster attacks, but each time you block a hit, you have (100*Blocks/Attempts)% chance to gain Exhiliration status for 3 rounds. While Exhilirated, you deal +25% damage and heal bonus 25% melee sp at the beginning of each turn.

- Grounded.** Armor lean changes to FO. In addition, you loose 9 MRM and 45 Dex, but heal sp = 11.25% damage dealt on all attacks and have 50% chance to gain Invigoration (renamed celerity). Monster can resist the latter effect (Dex/Luck vs Cha/Luck) with +20 bonus to save.

MC effect is a skill - Thicket of Branches.*** You gain a Barrier worth 107% melee and inflict the monster with Entangled (-200 Dex). Monster can break free (MainStat/Luck vs monster's Str/Luck) with -20 penalty to save. Costs sp of a standard SPell.

*Take flight! Your wings are fragile and the lack of footing drains some of the power behind your blows, but in exchange you gain unmatched maneurability, dodging enemy attacks with exhilirating ease!
**Descend to the ground, trading your nimbleness for an invigorating offensive!
***Call upon faerie magic to sprout a thicket of branches, shielding you and hindering your foe!


Appearance: Based on Melissa. When hovering, your wings spread out and you rise into the air; attack becomes a single hit rush. When grounded, you descend to the ground and your wings fall down your shoulders akin to a cloak; attack makes two hits with a weapon.
Description: Crafted by the fairies as a thanks for the aid granted. Now you, too, can have wings of your own!
AQ DF  Post #: 295
5/31/2021 2:50:05   
Primate Murder
Member

Conjure Fairies

The spell deals no damage, but you gain Fairies status for 4 rounds.

After each hit of your weapon attack, special or spell, fairies make an attack of their own. Monster can frighten them off (Cha/Luck vs Cha/Luck) with +0 bonus to save. Each fairy attack randomly deals a hit of light damage to the monster or a hit of heal damage to you, both worth (37.5 * Int/VStat + 37.5 * Cha/VStat)% melee. The effect gains all bonuses and penalties that would apply to a guest attack.

Costs mp of a standard spell.

Appearance: Miniature fairies hover around you.
Description: Conjure a flock of miniature magical allies! They can attack the monster alongside yourself or sprinkle you with fairie dust to restore hp!
AQ DF  Post #: 296
6/1/2021 0:00:16   
Primate Murder
Member

Baron Samedi

Darkness monster
Low resists
High Magic, low Melee and Ranged defences.

Stats: Int, Dex and Cha.

Attack (1st round): Your hp is set to 1.* For the next 4 rounds, you're inflicted with Fete Gede, healing 15% MaxHP at the end of each turn. You also gain In-Between (*1 damage, *1 healing) - a malleable status that changes to Bright Side (*0.67 damage, *1.33 healing) whenever you're hit by Festive Dead and Dark Side (*1.33 damage, *0.67 healing) when you're hit by Hungry Dead. This attack cannot be avoided or reduced in any way.

Attack: Baron Samedi randomly uses one of three attacks.

- Hungry Dead.** Deals 5 hits of darkness against your sp. If this reduces your sp to 0, you become Dispersed for 4 rounds, with (25*TurnsLeft)% chance of inaction.

- Festive Dead.*** Deals 5 hits of light. Baron heals hp equal to (50*#ofSpirits)% damage dealt. If you have a guest, it's dismissed and the Baron gets a new Spirit.

- Merrymaking. Baron cleanses himself of all status effects (except for Vodoo and Retinue) and deals 1 hit of fire damage. The hit originally deals 300% damage, but looses 100% for each effects the Baron had cleansed, to a min of 0.

Initiative Bonus: +1000.

Vodoo: Baron Samedi takes half damage from all attacks if your hp is below 67% MaxHP. The damage is completely negated if your hp is below 33%.****

Retinue: Baron Samedi starts with 4 Spirits. Each time he's killed, the number of spirits is reduced by 1, and the Baron returns to life with 25% of his hp.

*You see the light at the end of the tunnel!
**The hungry dead feast upon your anima!
***Restless spirits rip apart your corpus!
****You've passed more than a third of the way to the grave. Your attacks deal reduces damage against the Baron. / You're already on the brink. Your attacks cannot harm the Baron.


Appearance: A dark-skinned man with a top hat, a black tail coat and a skull-tipped cane. Opening attack has Baron Samedi tap his cane and you play your death animation as the screen grows dark; when it's light again, you're standing and the background has changed. Hungry Dead summons a horde of corporeal undead to attack you. Festive Dead summons incorporeal undead. When Merrymaking, the Baron takes a swig of rum and belches fire at you. When killed, Baron Samedi fades away; if he has Spirits left, they draw the Baron's veve and he's summoned once more.
Description: Death comes on Saturday.
AQ DF  Post #: 297
6/1/2021 2:41:01   
Zennistrad
Member

quote:

Vodoo: Baron Samedi takes half damage from all attacks if your hp is below 67% MaxHP. The damage is completely negated if your hp is below 33%.


Considering how ineffective healing generally is in AQ I could see this getting really frustrating real fast.

It's a really cool mechanic, and also very flavorful, but I think it has a problem of putting the player in a "death spiral" situation where they basically can't win once they've passed below a certain threshold of HP, all but forcing you to flee and start over. That's usually not a fun experience, IMO

Also, consdering Baron Samedi is an important deity that's still worshiped by real people in Haiti to this day, I have to say he feels slightly out of place in the world of Lore. Maybe a fantasy counterpart with a different name?

Otherwise a very cool boss, I could easily see something like this in the Void someday.

< Message edited by Zennistrad -- 6/1/2021 2:44:33 >
AQ  Post #: 298
6/1/2021 4:45:08   
Primate Murder
Member

Thanks for commenting on my thread!

Vodoo mechanic serves the dual purpose of negating first turn stun-nuke (w/o Freedom or Hard Cap) and organically incorporating the use of potions. The latter has been a point of some vexation for me - we have this powerful, highly effective resource, but it never actually sees any use.

The intent was to start at a low point and claw your way up.

(In the original design, Baron Samedi repeated his 1st round attack every 5 turns. But I thought that might be going overboard ;)


I'm not sure how much of a problem the name would be. AQ has blatant expies from a number of religions and mythologies, and the Baron's wiki page lists a dozen appearances in film, tv and videogames.

I could rename him to something like Baron Friday if it becomes an issue, but for now I want to leave the name. It's easier to conjure an image in your head that way.
AQ DF  Post #: 299
6/1/2021 12:44:37   
Zennistrad
Member

quote:

The latter has been a point of some vexation for me - we have this powerful, highly effective resource, but it never actually sees any use.


An interesting concept, but I don't know if I'm a fan of the idea of balancing fights around potion use. Potions are generally pretty limited unless you buy a player house for real money, and I can see a mechanic centered on them incentivizing P2W even more

I have made abilities on some of my class concept that consume potions, but those abilities are more like extra features than an requirement for engaging with the main mechanics.

It also probably doesn't help that potions only recover about 1/3rd of your max HP normally anyway, so unless you have celerity you're could potentially be spending up to half your turns chugging potions at low health just to get damage in
AQ  Post #: 300
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