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6/2/2021 0:41:18   
Primate Murder
Member

Actually, you can gain potions through the triple challenge in Warlic's Shop. Anyways, they're meant to be only a part of a more complex strategy. I specifically avoided giving the Baron Freedom or Boss Boost, which means that you can stack blind or stuns and he has only 33% chance to shake them off. It becomes even easier if you're a beastmaster.

Sentinel Invocation

The spell deals no damage, but you gain Sentinels status (power: 3). Does not stack.*

Each Sentinel grants you 15 MRM, and if you blocked at least one hit, each Sentinel has (100*Blocks/Attempts)% chance to Counterattack, dealing 100% melee light damage.

Monster can dispell a Sentinel, lowering the status' power by 1, at the beginning of its turn (Int/Luck vs Int/Luck) with +0 bonus to save.

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

*You already have Sentinels present!

Appearance: Three runic circles are engraved around you. They summon armored light elementals wielding sword and shield.
Description: Open a gate to the elemental realm of Light, summoning Sentinels to shield you from harm!
AQ DF  Post #: 301
6/2/2021 4:41:19   
Primate Murder
Member

Wardcrafter's Pen

Ranged energy wand
100-proc, with 20% 'special'
1 hit attack at -3 bth lean.

Special: You have 20% chance to gain Empowered Wards status (see below) after each attack. Monster can dispell the effect at the beginning of its turn (Dex/Luck vs Int/Luck) with +0 bonus to save.

Attack toggles between two modes:

- Activate Ward.* Standard attack, deals *1.5 damage if you have Empowered Wards status.

- Drain Ward.** Attack deals -50% damage, but you gain Barrier equal to damage dealt. Barrier's power if doubled if you have Empowered Wards status.

MC: Instant Ward. You gain a Barrier worth 50% melee the first time the monster hits you during the battle.

*Remotely activate a stationary ward to detonate beneath your foe's feet!
**Drain the power from one of your traps to craft a defensive ward around yourself!


Appearance: A high-tech pen. On attack, you gesture and detonate a runic circle beneath the monster's feet.
Description: Wardcrafting for fun and profit!
AQ DF  Post #: 302
6/3/2021 1:27:58   
Primate Murder
Member

Soulbinder Rod

Darkness shield
Average MRM with a focus on Magic (see effect below).

MC goes into a twofold skill activated by clicking on the shield:

- Soul Bind.* You gain 1 Soulthread. You also gain Backlash status for one round, striking back for 71% of damage taken.** Monster can resist (MainStat/Luck vs Cha/Luck) with +0 bonus to save. The skill has no cost, unless your Int>Str, in which case it pays 25% melee mp.

- Soul Shred.*** A spell-like attack that follows the element of your weapon and deals -50% damage (for 100% melee total). You consume all of your Soulthreads and heal hp worth (50*Soulthreads)% damage dealt. The healing has a further modifier based on monster's hp, which starts at 0.5x at full health and scales up to 1.75x at 0% health. The skill has no cost, unless your Int>Str, in which case it pays 25% melee mp.

Effect: You loose 6 MRM. For one round after using Soul Shred, you gain Elemental Empowerment (all), with 15% damage bonus per each Soulthread used.

*Forge a powerful and insidious bond to your foe's soul!
**An echo of your pain resonates across the bond!
***Use your soul threads to rip apart (MonsterName)'s anima, consuming the fragments to heal yourself!


Appearance: Black iron rod carved with crimson runes of power.
Description: Necromancy encapsulates many disciplines, but few are as ill-reputed or as ill-understood as the manipulation of another person's soul.
AQ DF  Post #: 303
6/3/2021 3:08:17   
Primate Murder
Member

Deploy Drone

The spell deals no damage, but you gain Distracted and Drone Active statuses for 4 turns.*

- Drone Active: At the end of your turn, the monster becomes Paralyzed for (1*EnergyResist) rounds. Monster can resist (Dex/Luck vs Dex/Luck) with -5 penalty to save.

- Distracted: You loose 9 MRM and deal -25% damage.

*Battery Life: 100% / 75% / 50% / 25%.

The spell is qc, 1/turn and you can have up to 3 Drones active at the same time.

Costs 100% melee sp.

Appearance: A white spherical drone flies in. At the end of your turn, it shoots the monster.
Description: Sometimes you need a little technical know-how to get the job done. Commanding the drone takes up some of your attention, but this little white ball has a chance to stun the monster with each shot!
AQ DF  Post #: 304
6/10/2021 2:05:50   
Primate Murder
Member

With the upcoming Necromancer class revamp, I've made some minute changes to my suggestion (especially the lich form), and realized that I completely forgot about the Undead Mutant. This is my attempt to atone for such a blasphemy:


Necromancer Workshop

Darkness spell, makes 5 hits for 50% spell damage.

Before making the attack, you customize it, using the following options:

Framework (choose one):

- Giant's Rib. Gives the attack -10 bth lean.

- Zombie Heart. No bth lean.

- Last Breath. +10 bth lean.

Essence (choose up to seven, whether same or different):

- Moglin Tears. Heal hp equal to 20% damage dealt per essence.

- Mummy Finger. 30% chance to Paralyze the monster for a round per essence. Monster can resist (Int/Luck vs Int/Luck) with -6 penalty to save.

- Banshee Scream. Damage monster's sp worth 22.5% damage dealt (per essence).

- Ghoul Eye. Inflict darkness Poison (power: 2 per essence) for 2 rounds. Monster can resist (Int/Luck vs End/Luck) with +0 bonus.

- Werepyre Fang. The spell deals +20% melee damage.

Empowerment (choose one):

- None.

- Stabilized.* Make a 50/50 save (Int/Luck vs Int/Luck) after the attack. On success, the attack is repeated at the end of your next turn, with the same Framework and Essence (but without the empowerment, mp cost or turn cost). Choosing this empowerment increases the spell's mp cost by (50 + 10 per essence)% melee.

- Overcharged.** The mutant blows up after making the attack, dealing another 50% spell damage. This costs 50% melee hp and inflicts you with Anima Drained (-25% damage) for 2 rounds.

*Use your mp to stabilize the construct, making it stick around for a second turn!
**Infuse your construct with a fragment of your own power, making it explode for increased damage!


Costs 25% melee mp, +20% per each essence.

Appearance: Throw stuff into a bubbling cauldron. The attack is similar to the original Undead Mutant animation, but the mutant itself changes based on your choice of a Framework: a giant skeleton, a rotting zombie or a semitransparent ghost. The mutant explodes at the end of the attack if you chose Overcharged Empowerment.
Description: Build your own undead abomination!

< Message edited by Primate Murder -- 6/10/2021 4:19:24 >
AQ DF  Post #: 305
6/10/2021 11:18:22   
Primate Murder
Member

The difficulty in making a Berserker revamp is making it deal lots of damage, but in new and interesting ways.


Berserker Hides

FO earth armor with a secondary to ice
MRM has a high focus on Melee
2-hit attack at -5 bth lean with high base, low random. (hits like a truck)

Appearance: A bit more wild than the original, with less steel armor and more hides. Some tribal tatoos would not be remiss either. Attack charges at the monster, then makes a hit with the weapon.
Description: Rampage through the ranks of your foes! Those who wear these hides and train as a Berserker learn to tap into the power of the rage and fury within. The more you get hurt, the angrier you get and the stronger you become!


Level 0: Savagery - Passive
Don't make me angry. You wouldn't like me when I'm angry.

You take +(15/1.4)% damage from monster attacks, but have 20% chance to deal +50% damage on all weapon attacks. The chance is doubled when your hp falls below 50% MaxHP.

In addition, you use End in place of Luck for stat bonuses.


Level 1: Reckless Charge - Active
Charge headfirst into the ranks of your foes!

Perform a normal attack, then make a save (Str/End vs End/Luck) with +0 bonus.

- On success, you gain Celerity.

- On fail, you become Staggered (loose 6 MRM, take +(20/1.4)% damage) for 2 rounds.

Costs 20% melee sp.


Level 2: Reckless Attack - Toggle
Boost your reflexes with your fighting spirit, gaining a chance to hurl yourself at your enemies once again after finishing your attack!

You have 25% chance to make a Reckless Charge at the end of each round.

Costs 30% melee sp.


Level 3: Roar of Courage - Passive
As the monster's attack cuts your health in half, you bolster your courage with a violent roar!

The first time per battle when you're reduced below 50% MaxHP, you become immune to all hostile status effects for 2 rounds.


Level 4: Mindless Rage - Toggle
Fall into a Berserk trance, swinging your weapon in powerful, but inaccurate arcs!

Gain Berserk (-15 bth lean).

If you're below 50% MaxHP, you also gain +20 Mental Resistance.


Level 5: Eye for an Eye - Passive
I'm not stuck in here with you. You're stuck in here with me.

You're inflicted with Initiative Penalty (-105).

You also gain 1 Fury each time you're hit. All your weapon attacks gain +(Fury)% damage.


Level 6: Rabid - Active
Your rage shields you from the pain of your wounds.

Gain 1 Rage each time you loose 1% of AssumedMaxHP (MaxHP at 0 End).

If you have at least 50 Rage, you can consume it all for a quickcast spell that grants you a Barrier worth (Charges)% melee.


Level 7: Furious Retaliation - Toggle
Violence begets violence. And you're good at violence.

You have 25% chance to strike the monster whenever you're hit. This is considered a weapon attack, uses all modifiers that apply to such and can miss. Monster can supress your retaliation (End/Str vs Str/Luck) with +0 bonus to save.

Costs 25% melee sp.


Level 8: Grisly Scream - Passive
As you approach death, you let loose a scream of such savage ferocity that it rattles any who hear it.

The first time per battle when you're reduced below 25% MaxHP, you paralyze both your pet and the monster for 1 round.


Level 9: Howling Challenge - Active
Howl a wordless promise of death in the face of your foe! Will they rise to the challenge?

Requires the monster to be below 50% MaxHP. If the monster's below 25% MaxHP, it automatically fails the save.

You issue a challenge to the monster (Str/End vs Cha/Luck) with +0 bonus to save. If you succeed, every attack on the field gains +10 bth and *1.2 damage lean until the end of the battle. In addition, you gain +100 * (0.5 + 0.7*DamDealt/MonsterDamageDealt) Str after each attack.

Quickcast, 1/battle, has no cost.


Level 10: Rampage - Active
Your home is in the chaos of battle, trading blows with your foes heedless of personal well-being. Enter into a savage frenzy, loosing the capacity for precise skills and clever tactics in exchange for raw might!

Quickcast. Pay 100% melee sp and go on a Rampage for the next three turns. While Rampaging, you gain the following effects:

- Before each hit you make a save (Str/End vs End/Luck) with -10 penalty. If you succeed, your hit deals double damage. You gain +1 bonus to save for every 1% of AssumedMaxHP that you lost since the end of your last turn.

- You deal +100% bonus damage with Savage attacks instead of +50%.

- You loose 9 MRM.

- You are locked out of all menu options except Attack.

After the Rampage ends, you become Exhausted for 5 turns, dealing -10% damage with all attacks. You can't Rampage while you're Exhausted.
AQ DF  Post #: 306
6/19/2021 0:42:31   
Primate Murder
Member

Some changes to Martial Artist and Knight class suggestions.


Tempest Shard

Energy magic fist
+10 bth lean
0-proc, so *1.08 damage.

MC: For one round after casting a spell, all Tempest Shard attacks deal +25% damage.

Toggle (free): You gain a round of Celerity after each weapon attack. During this round, all menu options except Spell, Flee and Skip Turn are disabled, and any spells you cast take -37.5% damage penalty.

Appearance: A small metal sphere in your hand.
Description: A shard of the Tempest Droid's power core. With a few minor tweaks from Hollow, it can now interface directly with your nervous system, both speeding up your spellcasting and overcharging your body with recycled energies whenever you use it as a focus for casting spells.

< Message edited by Primate Murder -- 6/19/2021 1:21:33 >
AQ DF  Post #: 307
6/19/2021 1:14:52   
Primate Murder
Member

Twilight Reflector

Dual light/dark shield
MRM has a focus on Magic.

MC: Click on the shield to activate Reflection Mode. In this mode, you:

- Apply a Backlash (randomly light or dark) that strikes back for 50% of the damage you take. Monster can resist (MainStat/Luck vs Cha/Luck) with +0 bonus to save.

- Inflict single round EleVuln (+10/1.4% light and dark damage) each time the monster takes Backlash damage.

- Loose 6 MRM and pay 25% melee sp.

Trigger: Against Shadows, the Backlash eleseeks and EleVuln follows Backlash element. Against any other monster, you take +(5/1.4)% damage.

Appearance: A high-tech wristband that creates a semi-transparent blue forcefield. The forcefield turns red when you activate the toggle.
Decription: A personal protection device created by Hollow using the designs from Tempest Outpost. It won't shield an entire base from the attention of the gods themselves, but it can certainly make any shadowy attackers severely regret getting up from the bed this morning.

< Message edited by Primate Murder -- 6/20/2021 1:41:51 >
AQ DF  Post #: 308
7/1/2021 9:55:28   
Primate Murder
Member

Tenebral Collapse

Neutral element spell, costs mp of a standard one.

A spell that does 9 hits at +5 bth lean, with the element randomly chosen between light and dark. Gains *1.2 damage for opposite elements and takes -25% penalty for the effect, resulting in 95% damage of a standard spell.

The spell also summons a Shadow Remnants guest* (mp upkeep, randomly light/dark element attack) and inflicts the monster with Rampant Shadow effect. Monster can shake it off at the beginning of each turn (Int/Luck vs Int/Luck) with +0 bonus to save.

While the monster is affected by Rampant Shadow:

- Shadow Remnants guest automatically gains celerity.**

- You gain a temporary Tenebral Aftershock spell.*** It's qc, 1/turn, costs 100% melee sp and deals 3 hits of damage, chosen randomly between light and dark. Accounting for the *1.2 multiplier, does 90% damage of a standard spell.

*You animate a few stray skeletons, possessed and powered by entities from the shadow realm!
**Leftover shadow energies empower your undead minions!
***Manipulate volatile shadow power with an effort of raw will!


Appearance: Shadow flames, similar to the ones wielded by Silas. The Remnants are identical to Silas' minions - skeletons with shadow magic.
Description: The Shadow Mantle was reckless in its use of collapsed Shadow power. You won't be.
AQ DF  Post #: 309
7/1/2021 10:37:02   
Primate Murder
Member

Liminality

Dark ranged/melee spear
-3 bth lean
0-proc, 20% proc (see toggle).

MC effect is a toggle. Click on the blade to gain the following effects:*

- You take -6 MRM penalty.

- You loose 20% melee hp at the end of each turn.

- Your attacks randomly deal light or dark damage.

- You have 50% chance to gain a round of celerity after each hit. Monster can resist (Dex/Luck vs Dex/Luck) with +0 bonus to save.

- You gain 20% proc.** It does 1.5x damage of a standard proc, and afterwards you loose an addditional 75% melee hp. This can kill you.

*Feed rampant shadow power with your own life essence to gain preternatural speed!
**The shadows take a bite out of you!


Appearance: A simple-looking glaive with a dark haft and a silver blade. The latter glows with shadow energies when the toggle is active. On proc, shadows reach out from the ground, clawing both you and the monster.
Description: It seems the Shadow Mantle is not the only one experimenting with tenebromancy. This blade was a gift from one of the Liminal Mantle Guards as a thanks for saving his skin. You're about eighty percent certain that this is not, in fact, an assassination attempt. Maybe seventy? Sixty?
AQ DF  Post #: 310
8/10/2021 3:27:09   
Primate Murder
Member

Call Unaffiliated Necromancer (Steve)

Calls an sp-costing darkness guest.

Normal attack does -25% damage and pays (1/4 guest upkeep) gold, but inflicts the monster with Curses (1). Monster can resist (Cha/Luck vs Cha/Luck) with -10 penalty to save.

If the monster is cursed, you can click on Steve to gain one of the following effects:

- Empowerment.* Consumes 1 curse and gives your next darkness spell +25% damage.

- Restoration.** Consumes 2 curses and heals 100% melee mp.

- Warding.*** Consumes 3 curses, and you gain DefBoost (+27 Magic Defence) for 3 rounds.

*Steve drains power from his curses to empower your next dark spell!
**Steve drains power from his curses to restore your mp!
***Steve drains power from his curses to craft a Ward against magical attacks!


Appearance: Necromancer, complete with robe, mask and a four-armed undead minion. On attack, the minion rushes the monster, then Steve casts a dark curse.
Description: ...Wait, there actually is a Steve?
A small-time necromancer unaffiliated with any of the reigning Mantles. You protected him from some rogue undead abomination, you've helped him achieve a breakthrough in his experiments, you got him a drink and listened to his woes when he was feeling down. Now he considers you a friend and is even willing to help you out, for a price (hey, necromancers need to eat too!).
AQ DF  Post #: 311
8/10/2021 3:42:47   
Primate Murder
Member

Call Unaffiliated Necromancer (Jesse)

Calls an sp-costing darkness guest.

Toggles between 2 attacks:

- Sear. 3-hit darkness attack, grants Jesse a round of celerity.* Monster can resist (Cha/Luck vs Dex/Luck) with -20 penalty to save.

- Rot. Does no damage, but infects the monster with Rotting (power 2 dark burn).** Monster can shake off the effect at the beginning of each turn (Cha/Luck vs Int/Luck) with +0 bonus to save. While the monster is Rotting, each time you hit it with a weapon attack, special or spell, Rot's power increases by 1.

If the monster is already Rotting, Jesse automatically uses the first attack.

*Jesse grows impatient and casts again!
**Jesse curses (MonsterName) with Rot!


Appearance: Regular Mantle necromancer, robe and mask. Sear sends blades of dark flame at the monster. Rot makes it flash green.
Description: A small-time necromancer unaffiliated with any of the reigning Mantles. A resident of Darkovia, she joined the Necromancer Order to gain power to protect her village from werewolves and vampires ravaging the countryside. Sacrifice after sacrifice, profane ritual after profane ritual, she gained the power she always dreamed of – only to realize that she doesn't recognize the person gazing at her from the mirror. In too deep to be allowed to leave, Jesse decided to work to destroy the corrupt Mantles from within, only hoping that one day she'll have the courage to look her family in the eyes once again.
AQ DF  Post #: 312
10/29/2021 5:06:08   
Primate Murder
Member

Zombie Head Shield

Darkness shield
Low defenses with a focus on Melee.

Flavor effect: At the end of each turn, you lose 15% melee hp and heal 15% melee sp.*

MC goes into skill compression. Click on the head** to activate a spell-type skill. This has no cost except for your turn and deals no damage, but inflicts the monster with Panic (42% damage reduction) and Bleed (power: 0.5). Monster can resist with two separate saves (MainStat/Luck vs Cha/Luck and End/Luck) with +0 bonus to save.

*The zombie head bites into your arm!
**Throw the zombie head at (MonsterName) to leave it Panicked and Bleeding!


Appearance: A severed zombie head, held by the hair and constantly trying to bite something.
Description: ...You use what you have?
AQ DF  Post #: 313
11/7/2021 23:11:51   
Primate Murder
Member

Whisperer's Orb

Nonelemental misc with mp upkeep.

Stats: Max boost to Int and Luck.

MC goes into compression of two skills:

- Phantoms of the Past.* Consumes your turn to grant DefBoost (+27 MRM) for 1 round, and gives 1 charge.

- Githari Flight.** Consumes your turn to inflict the monster with power:1 Bleed. If you have any charges, the spell consumes them to increase the Bleed's power by 0.5 per charge. Monster can resist*** (Int/Luck vs Int/Luck) with +0 bonus.

*Summon the memories of past foes to leave the current one swinging at phantoms!
**Summon a flock of spectral Githari to assault your foe! Despite being less than a memory, their claws can still leave Bleeding wounds.
***(MonsterName) dispells the phantoms.


Appearance: A blue sphere, reminiscent of the Wind Orb.
Description: Though you may not be a seer, this secondary focus allows you to share your memories with others - whether they want to or not!
AQ DF  Post #: 314
11/15/2021 4:49:48   
Primate Murder
Member

Adept's Athame

Magic darkness dagger
10% special (see below) with 4 hits at +5 bth lean.

MC: weapon deals -10% damage, but your Heal Resistance is lowered by 28.125. (your healing effects are 28.125% more effective).

Special: summons an invisible guest. It's overcharged (costs +50% mp), makes a 4-hit darkness attack at +5 bth lean, and further lowers your Heal Resistance by (75*Cha/VStat).

Appearance: A dark dagger with veins of purple. On special and guest attacks, claw marks appear on the ground in front of you, and something bites the monster four times.
Description: A belated apology gift from Kore for her sudden attack. This magical dagger increases the potency of all your healing effect and can even summon one of the cult's spiritual allies to aid you in combat!

< Message edited by Primate Murder -- 11/18/2021 1:36:14 >
AQ DF  Post #: 315
11/15/2021 5:02:51   
Primate Murder
Member

Timekeeper

Melee energy katar
10% special (see below).

MC: At the end of each turn, you lose 15% melee mp and make a save (Int/Str vs Int/Luck) with -10 penalty. On success, you gain 1 charge. If you have at least 2 charges, you automatically consume them and gain a round of celerity.

Special: Instead of extra damage, you gain Borrowed Time status until the end of the battle. While you have this status, you only need 1 charge to gain celerity. If you already have Borrowed Time status, you gain a round of celerity.

Appearance: High-tech glove with a glowing blue blade. On special, the image of a clock appears in the background, with the hands going backwards.
Description: One of Cysero's more useful inventions, this weapon can steal your foe's time for yourself!
AQ DF  Post #: 316
11/15/2021 5:36:21   
Primate Murder
Member

Niflheim

Ranged spear/staff
25% special (see below).

MC: click on the haft to switch between Ice and Darkness elements.

Special: opens up a menu with three options.

- Mists of Niflheim. 3 hits of (weapon element) damage worth 70% melee. You heal hp equal to damage dealt and for the next three rounds, you're Shrouded in Mist (+15 MRM, -25% damage with all weapon attacks and spells).

- Hel's Fury. Gain Backlash status for one round. Monster takes (weapon element) damage equal to damage dealt. No save.

- Black Frost. Pay 80% melee sp + 80% melee mp to cast a spell, dealing 6 hits of (weapon element) damage, 50% melee each.

Appearance: A semi-frozen spear with a tattered banner hanging off it. Mists of Niflheim summons vampiric fog, Hel's Fury causes the banner to glow, Black Frost summons dark icy rivers.
Description: A long-lost weapon of a forgotten empire.
AQ DF  Post #: 317
11/15/2021 8:55:54   
Primate Murder
Member

Opportunist's Blade

Ranged earth sword
25% special (see below).

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

Effect: Your weapon attacks deal -20% damage. Each time your pet or guest hit the monster, it makes a save (Dex/Cha vs Dex/Luck) with +0 bonus. If it fails, it takes an additional hit of earth damage worth 10% melee.

Special: Instead of extra damage, you grant celerity to your pet and guest (no save).*

*Your masterful flourish distracts (MonsterName), giving your allies a chance to strike again!

Appearance: A rapier.
Description: This slender weapon may not pack as much power as larger, cruder broadswords, but its low weight and long blade allow you to strike each time your enemy's distracted by your allies!
AQ DF  Post #: 318
11/17/2021 2:07:48   
Primate Murder
Member

Wednesday is balanced but trash, change my mind.-Cray.

Challenge accepted!

Wednesday

Melee ice staff
10% special (see below).

Effect: Your weapon attacks deal -20% damage. Each time your pet or guest hits the monster, it makes a save (Cha/Luck vs Cha/Luck) with +0 bonus. If it fails, it's inflicted with Malaise (renamed The Cold): -1.5 bth and blocking.

MC goes into a stronger special.

Special: Instead of bonus damage, Wednesday inflicts the monster with Miserable (renamed Fragile): -75 End for two rounds. Monster can resist (Cha/Luck vs Cha/Luck) with +10 bonus to save, or -20 penalty if it's inflicted with Malaise.

Appearance: A short wooden staff with a subtly etched symbol of Wotan. Special drops a pile of paperwork in front of the monster.
Description: Nothing brightens one's day like a tinge of schadenfreude!
AQ DF  Post #: 319
11/17/2021 9:10:42   
  Lorekeeper
And Pun-isher

 

Well played.
Post #: 320
11/17/2021 16:19:09   
battlesiege15
Member

Make Wednesday have it's effect boosted a bit more just on Wednesdays like the Shifter Blade.
AQ AQW  Post #: 321
11/20/2021 3:18:19   
Primate Murder
Member

I liked Melissa's design in the latest DF release, and thought I'd make something similar for AQ. Not a particularly hardcore boss, but still fun.


Fae Knight

Wind monster
Secondary light resistance, weak to earth and water
High MRM with a slight weakness to Ranged.

Stats: Str, Dex, Luck.

Inhuman Mind. Immunity to Mental status effects.

- Attack1, used to start and on every odd turn. 6 hits of wind, low damage, but inflicts Bleed. Afterwards, Fae Knight gets a stacking Thrill of Battle buff,* boosting her damage by 20% for the remainder of the battle.

- Attack2, 50% chance to use after each Attack1. Fae Knight retreats into the sky,** healing hp and gaining EleShield (*0.1 damage taken from all elements) for 1 round.

- Attack3, 50% chance to use after Attack1. Fae Knight attacks for 1 hit of wind damage, with double the boost from Thrill of Battle effect. Afterwards,*** Fae Knight gains Left Open status (+25% damage taken from all elements) for 1 round.

*Let's see what you're made of!
**Fae Knight retreats, taking a moment to rest and recuperate.
***Fae Knight charges you recklessly!


Appearance: This, basically.
Description: Have at thee!
AQ DF  Post #: 322
11/27/2021 4:39:02   
Primate Murder
Member

I've been replaying some old Dragonspine quests and, man, those Vartai had some pretty great art, didn't they? I figured they'd make some nifty toys for classic hybrids.


Vartai Hunter

FD energy armor
Average MRM, loses 3 for the toggle
1-hit attack at -3 bth lean.

MC: Initiative Boost.

Toggle: Ravage. All weapon attacks and specials (including 100-procs) are locked to Ranged Energy. After the attack, the monster is Bleeding (power: 0.4) and Paralyzed (1 round). It can resist with two separate saves (Str/Int vs End/Int) at +0 bonus. This costs 100% melee, reduced due to elecomp and divided evenly between sp and mp.

Appearance: This. Normal attack is a kick, toggled attack is a shot.
Description: Transform into a Vartai - a long-hidden race of part dragons! This Vartai is a hunter, possessing exceptional eyesight and the ability to imbue his arrows with the power of a lightning strike!


Vartai Blade Master

FO water armor
High MRM with a focus on Melee
1-hit attack at -3 bth lean; 2-hit attack at -3 bth lean when toggled.

Effect: You take +(15/1.4)% damage from monster attacks. At the end of its turn, you have (Blocks/AttemptedHits)% chance to gain a round of celerity.

MC effect is a toggle. Master of War. All weapon attacks and specials are locked to Melee Water. After the attack, the monster becomes Overwhelmed (-39 bth, +25% damage taken from all elements). Monster can shake off the effect at the beginning of each turn (Str/Int vs Cha/Int) with +0 bonus to save. This costs 100% melee, reduced due to elecomp and divided evenly between sp and mp.

Appearance: This. Normal attack is a kick, toggled attack uses swords.
Description: Transform into a Vartai - a long-hidden race of part dragons! This Vartai is a master of blades, blessed with incredible speed and fluid attacks reminiscent of flowing water!
AQ DF  Post #: 323
1/5/2022 5:31:15   
Primate Murder
Member

I've been fascinated with the concept of a ranger-necromancer hybrid ever since DF released Unending Empires, but only recently got around to finalizing and posting the idea.


Zhoom, the Bounty Hunter

Earth element monster
Good darkness res, otherwise average resistances for an earth monster
High MRM, has a slight weakness to Ranged.

Stats: Int, Dex, Cha (uses Cha in place of Luck for stat bonuses).

Pre-battle effect. Before the fight starts, you make 3 saves:

- Snare.* Dex/Luck vs Dex/Luck, +0 bonus to save. If you fail, you gain -100 Initiative Penalty and become Entangled. You can break free from the snare at the end of each turn with a Str/Luck save.

- Ward.** Int/Luck vs Int/Luck, +0 bonus to save. If you fail, you gain -100 Initiative Penalty and become Panicked. You can shake off the Panic with a Cha/Luck save.

- Raptor.*** Cha/Luck vs Cha/Luck, +0 bonus to save. If you fail, you gain -100 Initiative penalty (stacks with the rest to a max of -300) and start Bleeding. You can staunch the Bleeding with an End/Luck save.

Effect: Zhoom can't loose more than 20% MaxHP per turn.

Boss Boost +20.

Effect: Each time he misses a turn due to a stun, Zhoom removes all stun effects from himself and gains Hero of His Own Story status, which increases boss boost by 80 (to a total of 100). The status is reduced by 20 at the end of each turn until it reaches the original value.

Phase One: Assault

Effect: If he has enough, Zhoom loses a turn's worth of sp at the end of each round and gains Armed and Ready status until the start of his next turn. Each time you land a hit, make a (Dex/Luck vs Dex/Cha) save at +0 bonus. If you fail, the hit's damage is reduced by 50% and you take earth damage.^

On his first turn, Zhoom summons two guests - a Hawk (wind, inflicts Bleed) and Serpent (dark, inflicts Poison).

Attack (at least one guest present):

- 50% chance of Ensnaring Shot. Low earth damage, inflicts Entangled.

- 50% chance of Focusing Shot. Low earth damage, gives Zhoom a stacking Focus effect (+50% LS damage) for the rest of the battle.

Attack (no guests present):

- If he has Hypercritical Status, Zhoom fires a Power Shot for high earth damage.

- If he doesn't have Hypercritical status, Zhoom pays 20% MaxMP to fire a Spotter's Shot, dealing low earth damage and gaining Hypercritical (+90% LS rate) for one round.

- If he doesn't have Hypercritical or 20% MaxMP, Zhoom runs up and slashes at you, dealing low earth damage and healing 20% MaxMP.

Phase Two: Desperation

When Zhoom is reduced to 1 hp the first time, he releases a dark nova. This scares away any guests he has left, consumes all status conditions on the field (except for Boss Boost) and heals (20 + 20 per status consumed)% MaxHP and MaxMP. If he ends up with at least 50% MaxMP, he immediately uses it to summon an Obelisk of the Lost. If he fully heals his mp, he summons two Obelisks. Obelisks do not attack or have turns but can be targeted. Each Obelisk gives Zhoom +10 Status Potency and +25% damage.

Effect: Each time an Obelisk is destroyed, Zhoom gains Anima Shell (renamed Barrier). While Zhoom is affected by Anima Shell, all attacks against him lose 60 bth.

Attack:

- If he has enough sp, Zhoom consumes it, unleashing a powerful darkness attack that consumes Panic status for bonus damage. Afterwards, you become Paralyzed for one round; you can resist the effect (End/Luck vs Zhoom's Int/Cha, +0), and if you do so, Zhoom takes +50% damage for one round.`

- If he doesn't have enough sp, Zhoom summons waves of darkness, healing both himself and you. Afterwards, you make two saves (End/Int vs Zhoom's Int/Cha, +0) and (Cha/Int vs Zhoom's Int/Cha, +0).` Failing the first save gives you +20 HealRes for the rest of the battle; the effect stacks. Failing the second save inflicts Panic.

*You stumble into one of Zhoom's snares! / You deftly avoid Zhoom's traps!
**You activate Zhoom's warding scheme! / You carefully dispel Zhoom's wards!
***The raptor's claws leave bleeding wounds! / You manage to soothe the raptor's wrath!
^Zhoom disrupts your attack with a well-timed shot!
`Zhoom's reckless spellcasting leaves him vulnerable to your attack!
``The darkness corrupts your body! / The darkness corrupts your mind! / The darkness corrupts both your body and your mind!


Appearance: Zhoom from DF, maybe in some darker clothing to fit the territory.
Description: Plenty of criminals fled into the West, seeking to avoid the long arm of justice – and where there are criminals, there are bounties. This ranger has learned some new tricks to adapt to the harsh conditions of the Far West!


Edit (1/10): minor tweaks to make the boss less complicated.

< Message edited by Primate Murder -- 1/10/2022 2:50:35 >
AQ DF  Post #: 324
1/7/2022 11:29:20   
Primate Murder
Member

And a reward for the above.

Call Zhoom

Calls a guest; standard sp upkeep + 50% gold upkeep.

MC: Zhoom seeks between earth and darkness.

Zhoom toggles between three modes:

- Disrupting Fire.* Does no damage. Each time the monster lands a hit, it makes a 50/50 save (Cha/Luck vs Dex/Luck). On fail, the hit's power is halved, and the monster takes 40% melee damage. This is considered a guest attack and uses all the appropriate modifiers, with Cha/Dex/Luck for stats.

- Spotter's Shot.** Does five hits for a total of 25% damage, and you gain Hypercritical (+75% LS rate) for one round. The Hypercritical value is *(0.5 + 0.5*Cha/VStat; max 1.1) and only affects attacks of earth and darkness elements.

- Trick Shot.*** Does standard damage, and if the hit landed, monster becomes Entangled (-90 Dex). It can break free (Cha/Luck vs Str/Luck) with +0 bonus to save.

*Zhoom will now disrupt your foe's attack with a well-timed shot!
**Zhoom will now seek out weaknesses in your foe's armor!
***Zhoom will now seek to ensnare your foe with a special arrow!


Appearance: Same as above.
Description: Zhoom is more than willing to help you out – for a price.

< Message edited by Primate Murder -- 1/8/2022 2:36:31 >
AQ DF  Post #: 325
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