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RE: Zork's Zorkggestions

 
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1/24/2022 11:22:47   
Zork Knight
Member

Executioner's Sword
Mastercrafted 0-proc Melee Darkness Sword. Mastercraft bonus is *1.5 Lucky Strike damage. Also has a flavor 'coup de grace' effect:

On the first turn it is equipped, the weapons has no penalties. On each subsequent turn, the weapon takes a -4.25 BtH penalty (it's difficult to wield in combat, requires effort on your part). If the enemy has not attempted to attack you in the previous round (eg. it was Paralysed, Frozen, Dazed, etc.), the weapon receives a Lucky Strike chance bonus (+10%, or *2 Lucky Strike rate).

Appearance: This.
AQ DF MQ AQW  Post #: 26
1/24/2022 13:03:31   
Zork Knight
Member

Spectrum Cannon
Ranged Light Tome-like weapon, comes with 3 SPells plus SP regen.

Infrared
Efficient Light SPell, deals damage, no extra effects.
Appearance: fires a very faint red beam at the enemy.

Visible
Standard Light SPell. Pays damage to attempt to attempt to Blind the enemy.
Appearance: fires a beam of all colors of the rainbow + white, highly saturated, at the enemy.

Ionizing
Overcharged Light SPell (pays 200% melee in SP for 150% spell damage). Pays all damage (300% melee) to attempt to inflict a Light Burn the enemy on a 60% save, Power 10, 5 turns. (Alternatively, Power 5 for 10=9999 turns)
Appearance: fires a crackling faintly purple violet beam at the enemy. The weapon visibly crackles.

Recharge
Restores SP.

Appearance: A high-tech hand cannon, with lights of all colors of the rainbow + white.

< Message edited by Zork Knight -- 1/26/2022 12:17:00 >
AQ DF MQ AQW  Post #: 27
1/28/2022 12:38:16   
Zork Knight
Member

What We Do in the Shadows
Standard SPell.

Grants 1 turn of +51 MRM and 2 turns of 90% Hypercritical and +21.25 BtH.

Since you spend a turn to cast the spell, you only get to use 1 turn of Hypercritical and BtH Bonus, so you only pay for 1 turn of these effects.

Together, these are worth (51*5/3+90+21.25*5/4.25)=200% melee.

MRM and BtH boosts get *0.8 effect and *1.2 cost, so you receive +40.8 MRM, 90% Hypercritical and +17 BtH. The cost goes up from 200% melee to (51*5/3*1.2+90+21.25*5/4.25*1.2)=222% melee and you pay 122% melee in SP plus your turn.

All these boosts are multiplied by (0.5 + 0.5*[DEX/ExpDEX]) plus the usual outlevelling penalty.

Appearance: the player is momentarily covered in shadow, as if disappearing.

< Message edited by Zork Knight -- 1/28/2022 12:53:05 >
AQ DF MQ AQW  Post #: 28
2/1/2022 13:57:13   
Zork Knight
Member

Tempestarius
Mastercrafted Spellcaster Lean Neutral (Energy/Water/Wind/Ice) armor. Comes with two compressed spells:

Rainstorm
Standard MP spell, heavily inaccurate lean. Hits alternate between Water and Energy, so gets proper damage compensation.

Blizzard
Standard MP spell, heavily inaccurate lean. Hits alternate between Ice and Wind, so gets proper damage compensation.

Appearance: A reference to Elmer Fudd in What's Opera, Doc (he controls storms at the end)
Description: Wizards who have forsaken elemental specialization in favor of all the potential of the skies, what Tempestari spells lack in finesse is compensated with brute force guaranteed to leave their targets reeling.

< Message edited by Zork Knight -- 2/1/2022 14:03:08 >
AQ DF MQ AQW  Post #: 29
2/2/2022 8:21:51   
Zork Knight
Member

Call Demon Guard
Fire/Darkness Guest, click to toggle between the two elements. Instead of SP or MP, the guest is paid for entirely in HP.

Appearance: Demon Guard (from the Underworld/Hollow saga quests)
AQ DF MQ AQW  Post #: 30
2/2/2022 11:47:39   
Zork Knight
Member

Juggernaut Soldier
MC Armor. Has a free toggle to apply Berserk to yourself, -15 BtH lean.

MC is a lean toggle useable once per battle, between FD (Artillery mode) and FO (Assault mode)

Takes -15 MRM for +10 Status Resistance and 15% melee in per-hit Damage Reduction (should be 21 at 150?)

Appearance: Space Marines reference. Bulky futuristic armor, color-custom.
Description: This heavy plate is intended for the most savage and alien battlefields, forsaking mobility for protection against hazards and attacks, and accuracy for massive firepower. And it's also color customizable! Don't forget to thin your paints!

< Message edited by Zork Knight -- 2/2/2022 12:05:56 >
AQ DF MQ AQW  Post #: 31
2/4/2022 9:19:43   
Zork Knight
Member

Demonologist
Fully Defensive Fire/Darkness Armor. Comes with two toggles:

Empower F(r)iends
Pays HP every turn to increase pet and guest damage by +25% each.

Empower Curses
Pays HP every turn to gain +5 generic Status Potence.

Appearance: Black, red and purple robes, with glyphs all over. Has a belt with a ritual dagger on it.

< Message edited by Zork Knight -- 4/24/2022 17:38:47 >
AQ DF MQ AQW  Post #: 32
2/6/2022 16:13:52   
Zork Knight
Member

Critical Hitter
Mastercrafted 0-proc Melee Earth Hammer, neutral BtH lean, random damage lean. Mastercraft bonus is *1.5 Lucky Strike damage. As a flavor effect, it gets halved LS rate and doubled LS damage, which stacks with the MC bonus for a total *3 Lucky Strike damage.

Appearance: A large sledgehammer, with an icosahedron at the middle of the head.
Description: For those seeking a genuine gambler's experience, this hammer will have a harder time landing a Lucky Strike, but when it does, you bet it'll be a jackpot!
AQ DF MQ AQW  Post #: 33
2/15/2022 12:03:30   
Zork Knight
Member

Lite Rogue
Fully Offensive Light Armor, accurate BtH lean, with a focus on MRM over resistances. As a flavor effect, Lucky Strike rate is doubled and Lucky Strike damage is halved. Comes with a toggle:

Light Weapons Mastery
Locks all weapon-based attacks to Light and increases their damage as compensation.

Appearance: A rogue-ish leather armor in white and bright yellows/gold, with hood and all.
Description: This Light armor enables increased mobility in combat, and allows you to get the most out of your Light weapons when attacking. This is what you meant by light armor and light weapons, right?

< Message edited by Zork Knight -- 2/27/2022 23:11:30 >
AQ DF MQ AQW  Post #: 34
2/27/2022 23:28:42   
Zork Knight
Member

[Element] Lord's Intervention
Standard SPells, one for each element, just damage. All scale with CHA.

Appearance: An appropriate "miracle" for each element. E.g. fire raining down from the skies for Fire Lord's Intervention, lightning strikes for Energy Lord's Intervention, a tsunami for Water Lord's Intervention, etc.
Description: Beseech one of the Lords and Ladies of Lore to smite thy enemy. The better your standing with them (read: the higher your Charisma), the bigger the blow to your foe! Costs SP (Spirituality Points).
AQ DF MQ AQW  Post #: 35
2/27/2022 23:50:47   
Zork Knight
Member

Death's Intervention
Mastercrafted SPell, scales with CHA, Harm damage so takes the appropriate damage penalty. Pays damage to attempt to inflict Fragile on the enemy.

Appearance: A ghostly, ectoplasmic scythe manifests and reaps the enemy.
Description: Who better to help you send your enemies packing than Death itself? Though this is no Powerword Die, it can still reap a creature's vitality in the blink of an eye. Costs SP (Spirituality Points).
AQ DF MQ AQW  Post #: 36
4/3/2022 17:59:44   
Zork Knight
Member

Current: While in Beast Form/'Evolve' mode, Vampire has access to the Drink passive, which heals it whenever the enemy takes Bleed damage, but not the Blood-Letting toggle, which inflicts Bleed on attacks and spells. It also takes a *7/8 damage penalty to restore HP equal to 1/7 of the damage dealt.
Suggestion: Either allows Beast Form vampires access to the Blood-Letting passive to make it easier to benefit from Drink, or instead of taking a damage penalty to heal directly off of damage, change it to taking a damage penalty to attempt to inflict Bleed while on Beast Form.

Current: Werewolf's Lycan Reflexes toggle pays SP for an increase in DEX.
Suggestion: Change the toggle from DEX to END ('Lycan Toughness', 'Lycan Constitution', 'Lycan Fortitude', etc.). Vampire's identity is built around INT (mainstat) and CHA (secondary stat). It stands to reason that its counterpart, Werewolf, should follow a similar pattern, instead of splitting itself to try and please both Warriors and Rangers.

Current: Werewolf's Lycan Healing passive, which restores 1/400th (0.25%) of player HP every turn. This starts off as less than a flat 5% melee worth of HP, reaching about that much value at 250 END. In any case, it is a pittance.
Suggestion: Alternatives to represent a werewolf's healing factor/fortitude could be +5 Generic Status Resistance, or +12.5% incoming healing (similar to Angelic Robes). Alternatively, it could be a healing effect that makes use of Endurance's new boost to incoming healing, perhaps something like DragonLord/Sacred Paladin weapons where you actually get hit with the Heal element.

< Message edited by Zork Knight -- 4/3/2022 19:34:17 >
AQ DF MQ AQW  Post #: 37
4/17/2022 15:38:21   
Zork Knight
Member

Sword of Frost and Burn
Mastercrafted 0-proc Melee Sword, toggles elements between Ice and Fire. MC pays for the elemental compression.

While in Ice mode, the sword pays -45.75% damage for a 50*[Hits/Attempts]% chance to attempt to apply Freeze to the monsters, has a +0 save bonus, STR/LUK vs. END/LUK
While in Fire mode, the sword pays -45.75% damage and attempts to inflict a Power: 4.575 Fire burn for 2 turns, has a +0 save bonus, STR/LUK vs. DEX/LUK

Appearance: Similarly to the Sword of Fire and Ice from Magic: the Gathering, the blade is divided between frozen and burning halves. Element could be indicated by which half is on top of the blade, or changing the color of the 'inactive' half to match the active one.

< Message edited by Zork Knight -- 4/17/2022 15:52:44 >
AQ DF MQ AQW  Post #: 38
4/19/2022 10:51:50   
Zork Knight
Member

Noxious Radiance
Magic Light spell, two hits. Takes -100% damage to attempt to inflict a Light Burn (Power 4, 5 turns, 50% Save, INT/LUK vs. DEX/LUK) on the first hit and a Light Poison (Power 4, 5 turns, 50% Save, INT/LUK vs. END/LUK) on the second hit.

The spell gets +10 BtH. To pay for this, it does two hits of Light damage to you.

Appearance: Creates a mini-star that emits two pulses of light, hitting both the player and the enemies.
Description: This spells bathes your foes in wicked light, Burning and Poisoning them with high-energy radiation. Unfortunately, it tends to spill, so be prepared for some of it coming your way, too.
AQ DF MQ AQW  Post #: 39
4/20/2022 6:41:47   
Zork Knight
Member

Coup de Grace
Mastercrafted Melee Harm SPell, 1 hit, -10% damage. If the enemy is afflicted by any status effect that guarantees it will not act (e.g. Paralyzed, Asleep, Frozen etc., but not Afraid or Dazed), this consumes the status to deal increased damage.

Appearance: A guillotine appears over the enemy, its blade dropping down to slice them.
AQ DF MQ AQW  Post #: 40
4/24/2022 15:31:32   
Zork Knight
Member

Huff and Puff
Ranged Wind spell, two hits, scales with END instead of DEX. Takes -50% damage to attempt to inflict Defence Loss (-12 MRM, 5 turns, 50% Save, END/LUK vs. DEX/LUK) on the first hit and Elemental Vulnerability: All (5 turns, 50% Save, END/LUK vs. END/LUK) on the second hit.

Appearance: Pretty straightforward. Player breathes wind really hard at the enemy.
Description: This skill weaponizes your Endurance to blow your foes' defenses away with wind. A favorite of werewolves, who combine it with garlic for increased effect against vampires (and everyone else, too).

< Message edited by Zork Knight -- 4/24/2022 15:38:40 >
AQ DF MQ AQW  Post #: 41
4/26/2022 10:31:33   
Zork Knight
Member

Leprezerker
FO Earth/Light Armor. Attack is 2 hits, no BtH lean. Has a toggle to take a -17 BtH penalty and triple (x3) the Lucky Strike rate of all weapon attacks.

Appearance: A bare-chested, buff leprechaun in celtic war paint and a green kilt
Description: These fierce warriors of Leprechaunia are known to enter a frenzied state where they blindly swing their weapons around, leaving the results entirely up to luck. Fortunately, Leprechauns are very lucky...
AQ DF MQ AQW  Post #: 42
4/26/2022 18:27:56   
Zork Knight
Member

Draught Brewer
Neutral lean neutral-element (Fire/Water/Wind/Earth) armor. Compresses three skills:

Draught of Might - Costs 1 turn and a Health Potion, boosts your Strength for 5 turns.
Draught of Speed - Costs 1 turn and a Health Potion, boosts your Dexterity for 5 turns.
Draught of Wits - Costs 1 turn and a Mana Potion, boosts your Intellect for 5 turns.

You can't use any of these skills if you have an active Draught boost. If you swap armors, you lose the boost.

Appearance: An alchemist wearing something in-between a lab coat and wizard robes, with a boiling cauldron by their side. Animation for draughts is dropping a potion into the cauldron, stirring with a spoon, then taking a sip.
AQ DF MQ AQW  Post #: 43
4/27/2022 21:54:19   
Zork Knight
Member

Gambling Gun
100-proc Ranged gun, neutral BtH lean. 5/6 chance to do a "normal" special, which does no hits. 1/6 chance for the "true" special, one hit, which deals increased damage to compensate for the "normal" special, and takes damage penalties for x10 Lucky Strike rate and auto-hitting.

Appearance: A gilded six-chamber revolver with lucky charms (four-leaf clovers, dice, etc.) dangling from it.
Description: Turn any battle into a "friendly" game of chance and save a lot on ammunition with this revolver! The odds will be on your opponent's favor, but that just means the Wheel of Fortune will crush them even harder when it turns.
AQ DF MQ AQW  Post #: 44
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