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1/15/2022 22:36:32   
Primate Murder
Member

Mogpyre

Dark pet.

Normal attack deals no damage, but heals you based on monster's DarkRes (so still has *0.85 penalty for autohit, but no *0.9 penalty for always useful).

MC: 10% chance for an alternate attack.* Instead of healing, Mogpyre attacks the monster with 5 hits of darkness damage at -5 bth lean; the attack deals +150% damage (for a total of 100% melee). This inflicts both you and the monster with Bleeding (power: 1); both can resist (your Cha/Luck vs End/Luck) with +0 bonus to save. Mogpyre does not attack on the turn after this.**

*The Mogpyre's curse runs out of control!
**Mogpyre spends the turn to stabilize his curse with moglin healing magic.


Appearance: A dark-furred moglin with a scar-like patch of white fur. On normal attack, he lifts his staff to heal you. On alternate attack, he drops his staff and violently mutates, ripping himself apart into a mess of claws and fangs; on next turn he turns back into himself.
Description: This moglin was infected by a dracopyre curse gone terribly wrong!

< Message edited by Primate Murder -- 1/15/2022 22:41:36 >
AQ DF  Post #: 326
1/24/2022 22:46:37   
Primate Murder
Member

Call Pyromancer

Calls a fire guest with standard sp upkeep.

Normal attack deals -63% damage and sets the monster On Fire. While On Fire, the monster is Panicked (-15% damage) and takes 20% melee fire damage each turn. It can dispell the flames at the beginning of each turn (Cha/Luck vs Int/Luck) with +0 bonus to save.

Passive effect: Whenever the monster is Burning or On Fire, Pyromancer pays an additional 10% melee mp to boost the status' damage by 50%.

MC: Twice per battle you can click on Pyromancer to use an alternative attack. This costs mp of a standard spell and makes the guest deal *3.33 damage for a single turn (200% melee).

Appearance: This guy. Standard attack is Pyromancer's Flames, spell attack is Full Throttle.
Description: Kill it with fire!

< Message edited by Primate Murder -- 2/4/2022 7:32:13 >
AQ DF  Post #: 327
1/25/2022 4:50:15   
Primate Murder
Member

Gu Jar

Magic earth 'wand'
100-proc, no special.

Normal attack (no Incubator): 1 hit of earth, -67% damage. Inflicts earth Poison (power: 0.25) for 4 rounds. Monster can resist (Int/Luck vs Int/Luck) with +0 bonus to save.*

MC: click on the Jar to call Incubator guest.**

If you have Incubator guest out and active, Gu Jar becomes a tome. On attack, select one of the following options:

Venomous Swarm.*** Incubator's next attack deals -1/6 damage, but inflicts the monster with earth Poison (power: 10) for 4 rounds and Disease (hp; 25% Poison damage). Monster can resist being poisoned (Int/Cha vs End/Luck) with +0 bonus to save. Costs mp of a standard spell.

Stinging Wall.**** Incubator's next attack deals no damage. For the next three rounds, each time the monster lands a hit, it takes 60% melee earth damage and gains Entomophobia status (renamed Panic, -17% damage). Both effects can be resisted with separate saves (Int/Cha vs End/Luck and Int/Cha vs Cha/Luck) at +0 bonus. Costs 4/3 mp of a standard spell.

Larvae.***** On Incubator's next attack, it inflicts the monster with Larvae (renamed Bleed; power:0.3). You heal hp worth 400% Larvae damage. Costs 60% mp of a standard spell.

Return to the Source.****** You heal 103% melee mp, using Cha in place of Luck for stats. Costs Incubator's sp upkeep and dismisses the guest.

*(MonsterName) resists the spectral poison.
**Your Gu is ready to feast and procreate.
***Unleash a swarm of chitin and stingers to inject your foe with a variety of agonizing venoms!
****Bring forth a cloud of stinging insects to shroud yourself from attacks!
*****Seed insect eggs under your foe's skin, giving them a chance to drain the host's life, mature and return back to you!
******Drain the magic from your Incubator to restore your mana reserves!


Appearance: A clay jar decorated with silkworm imagery. On (non-incubator) attack, shadow extends from your feet toward the monster.
Description: The traditional preparation of gu poison involved sealing several venomous creatures inside a closed container, where they devoured one another and concentrated their toxins into a single survivor. Experiments have shown that the survivor's larvae procreate the best inside the stomach of a human...


Incubator

Earth guest, standard sp upkeep.

If you're wielding Gu Jar, standard attack has 7 earth hits at +15 bth lean.

Otherwise, the Incubator deals 1 hit at -5 bth lean.

Appearance: An emaciated, skeletal man with a bulging stomach. On Gu Jar attacks, he opens his mouth, releasing a swarm of insects. On single-hit attacks, Incubator shuffles forward to crash into the monster. When dismissed, rapidly rots into a putrid puddle of flesh.
AQ DF  Post #: 328
1/29/2022 3:31:08   
Primate Murder
Member

Wand of Levitation

Magic earth wand
100-proc, 7.5% special (see below)
3 hits of earth at +5 bth lean.

Flavor effect: the wand uses Int/Dex/Luck for stats, but targets the monster's Ranged defense instead of Magic.

Special: instead of extra damage, your special Knocks Down the monster (-25 bth and MRM). Monster can resist the effect (Int/Luck vs Str/Luck) with -10 penalty. It can also attempt to stand up at the end of each turn with the same save.

MC: click on the wand to make the monster Levitate (renamed paralysis) for one round. This costs your turn, deals no damage and the monster can resist (Int/Luck vs Int/Luck) with -13 penalty to save.*

*Finite Incantatem!

Appearance: An unadorned wooden wand. Normal attack throws large boulders at the monster.
Description: Wingardium Leviosa!
AQ DF  Post #: 329
2/1/2022 1:43:29   
Primate Murder
Member

Biter Rifle

Ranged earth gun
100-proc, no special so *1.1 damage
1 hit at -10 bth lean.

Flavor effect: click on the butt of the rifle to toggle on Steady Aim. You lose 9 MRM and gain +12.75 bth. Click again to turn off the effect.

MC: Each time you defeat a monster with a 'Golem' tag, you gain one charge (to a max of 4).* If you have a charge, you can click on the barrel, spending your turn and 100% melee sp to load your weapon with a special bullet.** Your next attack with the rifle will deal *4 damage.

*Enchanted Iron acquired!
**Special Bullet loaded! (x bullets remaining)


Appearance: An old-fashioned sniper rifle.
Description: Its bark could frighten a dragon at a hundred paces. And its bite is worse than its bark.

< Message edited by Primate Murder -- 2/1/2022 6:06:40 >
AQ DF  Post #: 330
2/5/2022 2:06:13   
Primate Murder
Member

I've been farming for Yarek's staff recently and realized that Voyna actually makes for a pretty interesting boss, both visually and mechanically.


The Angel of Azaveyr

Darkness monster
All resistances are 80%, except for darkness which is -200
Average MRM with a slight weakness to Ranged.

Stats: Str, Dex, Int.

Effect: If she has at least 50% MaxMP when she drops below 50% MaxHP, the Angel consumes that much to become immune to all damage until the start of her next turn. On next turn, she fully heals and gains No Defeat! (+25% damage) for the rest of the battle.*

Effect: Whenever the Angel starts a turn with a stun effect, she removes the effect, looses 5% MaxHP and gain Heroic Grit status (renamed Berserk, -15 bth lean) for 3 rounds.** Whenever the Angel starts a turn with a damage-reducing effect (Choke, Blind, Panic, etc), she gains Vengeful Doom status (renamed EleShied, -50% damage from all elements) until the effect ends.***

Attack1. If she has enough sp, the Angel throws her spear at you for 4 hits of fire damage. The attack deals low damage but inflicts you with a stacking Speared effect for the rest of the battle. First Speared lowers your MRM by 30. Second lowers your damage by 30%. Third inflicts EleVuln (all elements, +30% damage taken). Fourth and every subsequent heal 15% of her MaxHP and give a stacking 15% EleShield (all elements).

Attack2. If the Angel does not have enough sp, she randomly uses one of the following attacks:

- Mace. 1 hit of Darkness at -5 bth lean, inflicts Dazed (100% chance of inaction for one round). You can resist (End/Luck vs Str/Luck) with +0 bonus to save.

- Scythe. 5 hits of Darkness at -10 bth lean, inflicts Bleed (power: 1). You can resist (Dex/Luck vs Dex/Luck) with +0 bonus to save.

- Arrows. 10 hits of Darkness at -3 bth lean, and Angel heals 25% MaxMP.

*We will not be defeated so easily!
**We defy your impositions!
***The spirit of Doom shields the Angel until she recovers!


Appearance: This.
Description: With Sepulhure as its pawn, the Shadowscythe left the western half of the continent a barren, poisonous wasteland. What fresh calamity shall this warrior bring upon us?
AQ DF  Post #: 331
2/12/2022 4:48:22   
Primate Murder
Member

Annihilator Droid

Neutral element monster
Flat resistances with a slight weakness to energy and water
High MRM with a weakness to Melee.

Stats: Str, Dex, Int.

Annihilator Droid starts the battle with two Shield Generator 'guests'. They do not attack, but each Generator gives Defence Boost (+20 MRM) and Barrier (25% MaxHP). If the Barrier drops below the original value, Generator consumes mp to restore it during the Droid's turn. Each Generator has 5% of the Droid's MaxHP.

You gain Technician guest at the beginning of the battle. It costs sp and does no damage; on his turn, the Technician lowers the Droid's Encryption by 10%, to a min of 0. The Droid can resist (Cha/Luck vs Int/Luck) with -10 penalty to save.

Photoreceptor. Before the start of the battle, Droid scans the environment for ambushes. Make a save (Dex/Luck vs Int/Luck) with -20 penalty; if you fail, you lose 300 Initiative.

Cybersecurity. At the beginning of its turn, the Droid randomly removes from itself one status effect (except Photoreceptor, Cybersecurity, AA and Encryption).

Adaptive Algorithm. Each time the Droid blocks a hit, it gains a permanent +3 MRM. Each time the Droid misses a hit, it gains a permanent +3 bth.

Encryption (90%). The Droid takes -(EncryptionValue) damage from all sources.

Attack deals four hits at +3 bth lean, seeking between light and energy.

Appearance: This, basically.
Description: A lost droid from a galaxy far, far away!
AQ DF  Post #: 332
2/19/2022 7:20:47   
Primate Murder
Member

Mycelium Growth

Earth element monster
Negative earth and dark resistances, weak to fire, everything else at 50
Very low MRM.

Stats: double the expected End, with the remainder in Str.

Similar to Night of 100 Ninja or Hungry Horde, this is a group monster, consisting of 20 Hollows, with reinforcements replacing slain mobs.

Normal attack deals (HollowsPresent) hits of random earth or darkness damage and inflicts you with Spores (renamed Choke, -5% damage per hit).* The effect lasts until you're reduced to 0 hp or until you take (SporesPower)% melee Heal damage. You can resist the infliction (End/Luck vs End/Luck) with +0 bonus to save.

If Mycelium Growth has enough sp, it attempts to Propagate within your body. This deals no damage but inflicts you with Paralysis (2 rounds) and Poison (earth/dark, power:2, until the end of the battle).** You can resist both effects with a single save (End/Luck vs End/Luck); you start with +20 bonus to save, but take a penalty equal to (SporesPower). If your hp is below 40% MaxHP, losing the save kills you instantly.***

Colony. Each time Mycelium Growth would lose a turn due to a stun effect, it instead loses a single Hollow. One round later the Hollow is regained.

Evolution. Every time Mycelium Growth loses 5 Hollows, it removes all hostile status effects from itself.

Fungus. Mycelium Growth takes -50% damage from weapon, special, spell, pet and guest attacks, but double damage from Burns and Poisons.

Fumes. Each time Mycelium Growth takes fire damage, you're inflicted with Disease (hp, 50% fire damage). You can resist (End/Luck vs End/Luck) with +0 bonus to save.

Absorbing Nutrients. Renamed Regeneration (power: 1).

Eternal Growth. Mycelium Growth has -400 HealRes. Taking light element damage reduces HealRes to 0 for one round.

*Mushroom spores infect your wounds!
**Something is moving under your skin!
***You are subsumed...


Appearance: Inspired by DF's Hollow Humans. Background is a dark, mushroom-filled cave.
Description: Object Class: Euclid. Special Containment Procedures: All personnel working near the infected area must remain in containment suits at all times...
AQ DF  Post #: 333
4/1/2022 3:00:09   
Primate Murder
Member

The recent stat revamp buffed Endurance even more (and it was already mathematically op), yet I don't think even that was enough to make it compete in popularity with Luck or Cha. And that got me thinking: I don't think the problem is in the stat itself. The problem is that it has no item support, not like pretty much every other stat in the game.

Something like this, maybe?


Shroud of Burning Vitality

Neutral quickcast spell.

Effect (shroud not present): Pay 50% melee hp + 50% melee sp to gain Shrouded effect for 4 rounds.* While Shrouded, every time the monster hits you, it becomes Burned (power: 1.25) and Cursed (renamed EleVuln, +12.5/1.4% damage taken) for one round. It can resist (End/Luck vs End/Luck and End/Luck vs Int/Luck) with +0 bonus to save.

Effect (shroud already present): Consume the shroud to gain Elemental Empowerment (+45% damage per turn remaining) for one round.** Afterwards you're inflicted with fire Burn (power: 2 * turns remaining) for one round. You cannot consume the shroud on the same turn you summoned it.

MC: The Burn seeks between fire and darkness; EleVuln and EleEmp affect both elements.

*Detonate a portion of your vitality, wrapping it around yourself to strike at any foe that comes close!
**Draw the Shroud back into your body to empower your next attack!


Appearance: A searing aura swirls around you, flaring up whenever you're hit.
Description: Basic, yet versatile spell from the shelves of the Orcus Archive. Use your own life force to form a fiery deterrent or supercharge your attacks!
AQ DF  Post #: 334
4/1/2022 5:31:32   
Primate Murder
Member

Or this?


Grave's Chill

Quickcast ice spell.

Effect: You gain Grave's Chill status. Each time the monster hits you, it has 10% chance to become Frozen for one round. Monster can resist (End/Luck vs End/Luck) with -9 penalty to save.

Cost: You lose 20% melee hp at the end of each round.

MC: If fighting Undead, it is inflicted with Spirit Rend instead of Frozen.

Cast again to remove the effect and stop paying the hp cost.

Appearance: A chilly blue aura softly glows around you.
Description: Another spell from the shells of the Orcus Archive. Invert the outer layer of your anima, making it the anathema of all things living - and dead!

< Message edited by Primate Murder -- 4/1/2022 7:15:04 >
AQ DF  Post #: 335
4/2/2022 9:20:33   
Primate Murder
Member

Or even this?


Sword of the Dead

Melee darkness sword
0-proc, so *1.08 damage
-5 bth lean.

MC: uses End in place of Luck for stat bonuses.

Effect: Click on the blade to activate Even the Scales (quickcast).* Both you and the monster lose 10% MaxHP. For the next 4 rounds, mp and sp (both your and monster's) are locked to 0; your attacks gain +20% damage and +15% LS rate. You cannot cast spells or change weapons while the effect is active. Monster can disrupt the spell's casting (End/Str vs Int/Luck) with +0 bonus to save; if you fail, you cannot use Bond of Enmity until next turn.

*Your eyes meet. There's a spark, an ice-cold roar in your blood. Only one of you will leave this field alive.

Appearance: A large sword, with a bronze guard and a black blade.
Description: To call yourself a paladin would be presumptious. You're simply a... debt collector. A listener. A voice for those who have voice no longer. You don't call up spirits - they're the ones who seek you out, and, if their cause is just, you might allow them the use of your body to make the scales a little more even.
AQ DF  Post #: 336
4/5/2022 4:52:18   
Primate Murder
Member

A tome could work too.


Runic Kit

MC: compresses wind/earth elements.

On attack, select one of the following options:

Runes of Invocation.* 2 hits of magic damage (seeks earth/wind) at +10 bth lean, for a total of 150% melee. Then you make a save** (End/Luck vs Int/Luck) with +0 bonus. If you succeed, repeat the attack (for a total of 300% melee).

Costs 75% melee mp + 75% melee hp.

Runes of Protection.*** Gain Eleshield (*0.5 damage from earth and wind elements) and Status Resistance (+20) for one round.

Costs 15% melee sp.

Runes of Destruction.**** Your next spell of wind or earth element randomly gains +25%, +50% or +75% damage.

Costs 25% melee sp.

Runes of Rejuvenation.***** Regain 150% melee mp. Then you make a save (End/Luck vs Int/Luck) with +0 bonus. If you fail, you loose 50% melee hp and become Overloaded****** (renamed stun) for one round.

*Summon ancestral spirits to strike down your foe!
**(MonsterName) successfully disrupts your blood offering!
***Spend a turn to scrape together a quick defensive array!
****Spend a turn to empower your next spell!
*****Summon ancestral spirits to recover your mana!
******You channel too much energy, shattering both your body and will!


Appearance: A tattered bag with runes of elder futhark inscribed on smooth black stones.
Description: A raw, more primal form of magic than what is used today. With these stones, a talented mage could create a wide variety of enchantments - but the costs incured are not for those of frail constitution.
AQ DF  Post #: 337
4/5/2022 5:16:27   
Primate Murder
Member

And now for something different.


Shamanic Totem

Wind shield
Magic defense focus.

Passive: You take +10/1.4% damage from monster attacks, but gain celerity each time you cast a spell.* Monster can resist (Int/Luck vs Dex/Luck) with +0 bonus to save.

MC effect is a toggle. Click on the Totem** to pay 25% mp per turn and lower monster MRM by 15.

*You channel the spell through the Totem, leaving your primary focus free to attack at the same time!
**Summon a swarm of spirits to harry your foe, tugging down their shield, disrupting their footing and using every other trick in the book to lower their defenses!


Appearance: Minotaur Shaman's weapon.
Description: Shamanistic tradition focuses on healing and support, which makes their tools of power exceptional off-hand weapons for any mage.
AQ DF  Post #: 338
4/5/2022 9:13:00   
Primate Murder
Member

Net

Earth shield
Melee defense focus.

MC goes into a compressed skill:

- If monster is not inflicted with Trapped, the skill uses your turn to trap them.* While Trapped, the monster looses 21 bth and takes +40% damage; you take +(20/1.4)% damage while monster is Trapped. As a flavor effect, if the monster has a 'flying' tag, its Melee and Magic defenses become equal to its Ranged defense. Monster can resist the effect (Dex/Luck vs Dex/Luck) with -20 penalty to save, and can attempt to break free at the end of each turn.**

- If monster is Trapped, the skill uses your turn to set the net on fire.*** This consumes the Trapped status and replaces it with fire Burn (power: 19.1) for 2 rounds. You become unable to use either skill and continue to take +(20/1.4)% damage until the end of the battle.

*Throw the net over your foe, hindering both their ability to attack and defend!
**(MonsterName) escapes from your net!
***A flint, a spark - and soon (MonsterName) will blaze like a particularly violent firework!


Appearance: A net wrapped around your forearm.
Description: A gladiator's weapon, this weighted net imitates the classic tool of the fishermen.
AQ DF  Post #: 339
4/8/2022 2:33:39   
Primate Murder
Member

Magehunter Set
A ranger set built for killing spellcasters.

Magehunter Bow

Ranged earth bow
3 hits at -3 bth lean
No special, so *1.1 damage.

Toggles between damage mode and shutdown mode which deals -25% damage, but inflicts Mindlock for 2 rounds. Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.

MC: Against monsters with Int>0, all pet attacks autohit.

Appearance: A wooden shortbow.
Description: In brightest day, in blackest night, no magic shall escape my sight.


Magehunter Bracer

Earth shield
High MRM with a strong focus on Magic.

Effect: Take +(10/1.4)% damage, but gain +5 Status Resistance. Resistance is tripled if monster has Int>0.

MC: Whenever monster casts a spell (reduces mp during its round), it becomes Dazed (100% chance of inaction) for one round. It can resist (MainStat/Luck vs End/Luck) with +8 bonus to save. If the monster has Freedom, it instead becomes Mindlocked for 2 round, no save.

Appearance: A leather bracer with a subtle runic pattern engraved around it.
Description: A simple archery bracer engraved with runes that turn it into a potent protective amulet against all magic.


Magehunter Coat

FD earth armor
High MRM with a strong focus on Magic
3-hit attack at -3 bth lean.

MC: Against monsters with Int>0, you gain Initiative Bonus and Status Potence (+5).

Effect: Against Mindlocked monsters your damage intake changes to *1 (instead of *0.8) and you loose 25% melee sp; you also gain celerity. Monster can resist (Dex/Luck vs Dex/Luck) with +5 bonus to save.

Appearance: Long leather coat with a clickable hood and scarf that covers the lower half of the face. Minimizes your shield and weapon. On regular attack animation, uses a bow to shoot arrows. On secondary attack, lunges forward to slash with a pair of longknives.
Description: It's not that learning magic makes someone a criminal. Should they decide to break the law, however, it does give one the tools to escape justice and the power that cannot be matched by conventional force of arms. You are a polite reminder of why doing so would be a very bad idea.


FSB: +20% LS rate against monsters with Int>0.
AQ DF  Post #: 340
4/9/2022 7:39:02   
Primate Murder
Member

Writ of the Forgotten

Dual dark-fire shield
Low MRM, focus on Magic.

Passive: You loose 5% melee sp at the start of each turn. Monster looses an equivalent amount each time it hits you.

MC is a toggle.* Pay 40% melee mp, and each time the monster hits you, it's inflicted with Power Lost (-8% outgoing damage per hit); you gain Power Stolen (+8% outgoing damage per hit). Monster can remove the effect at the end of each turn (Int/Luck vs Int/Luck) with +0 bonus to save.

*Channel your mana through the writ to take (MonsterName)'s power for yourself!

Appearance: A stone stele with engraved writings.
Decription: An ancient stele from a long-lost civilization, the very remembrance of whom was excised by the Devourer. Though you cannot read the letters, simply looking at this stone slab saps one's spirit, and you could swear that the writing seems to change the more you look at it, almost like those forgotten people are rewriting history to crawl back from oblivion... Or maybe you just had one too many sleepless nights. Either way, with a bit of mana you can amplify the vampiric properties of the artifact and use it to steal the power of your foes!
AQ DF  Post #: 341
4/23/2022 0:57:56   
Primate Murder
Member

Krodha

Energy spell

10 hits of energy for a total of 600% damage. Autohit. All strikes are randomly distributed between player and monster, but whenever the spell targets you, you attempt to redirect it (Int/Luck vs Int/Luck, +0 to save). A redirected strike deals no damage to you and full damage to the monster.

This is considered a type other attack.

Costs 125% melee mp on initial casting, and a further 20% melee sp each time you attempt to redirect a strike (successfully or not).

Appearance: Black clouds sweep overhead, turning the screen dark, and lightning strikes reveal flashes of a furious face among the clouds.
Description: Summon up an all-consuming storm! Its devastating fury cannot be soothed or assuaged, but with some skill you can redirect its lightning strikes toward your foe!
AQ DF  Post #: 342
4/28/2022 1:01:29   
Primate Murder
Member

We never did get that Umazen Hoplite guest, did we?


Call Umazen Hoplite

Invites an energy guest with a standard sp upkeep.

The guest's attack toggles between two modes:

- Flanking Action.* The guest deals -50% damage, but your first attack during this turn inflicts the monster with Distracted (renamed DefLoss, -27 MRM) for one round. Monster can resist (Cha/Luck vs Dex/Luck) with -10 penalty to save.

- Holding Action.** The guest deals -50% damage, but you gain Shield Wall effect. The status reduces the damage of your weapon attacks, specials and spells by 25% and grants you (21 + 9*Cha/VStat) MRM.

MC: If you won initiative, the Hoplite throws his spear at the monster before the battle starts.*** This does no damage, but Paralyzes the monster for (EnergyRes) rounds. It can resist (Cha/Luck vs End/Luck) with +0 to save.

*Spread apart, leaving the monster unable to fully marshall its defenses against either of you!
**Stand together, forming an impenetrable shield wall!
***Put the shock in shock troops!


Appearance: A umazen hoplite. Flanking Action is standard attack, Holding Action shows him holding the shield in front.
Description: A member of Umazen defensive corps, this hoplite asked to join you on your adventures in hopes of learning new strategies and techniques to battle the emerging new threats. His attacks may lack the raw power of his female counterparts, but his endurance and coordination make this soldier an exceptional team worker!

< Message edited by Primate Murder -- 4/28/2022 2:30:38 >
AQ DF  Post #: 343
5/4/2022 0:38:03   
Primate Murder
Member

Sir Tathlin

Light monster
Standard light resists
High MRM.

Stats: Str, End, Luck.

Sir Talithin starts the battle in one of three stances: Vanguard Stance (*1.25 damage intake and output), Frontline Stance (*1 damage intake and output) and Defender Stance (*0.8 damage intake and output).

Against the Odds. Sir Talithin takes -(10*x)% damage from all attacks, where x is the number of status effects currently placed on him. The stances and Against the Odds do not count.

Effect: Sir Talithin cannot take more than 25% MaxHP damage per turn. When first reduced to 75%, 50% and 25% MaxHP, Tathlin gains Morale Boost for 3 rounds (hp regen and increased damage).

Effect: Sir Talithin doesn't have Freedom, but whenever he's forced to skip a turn due to a stun effect, he has 67% chance to ignore it.

Effect: Whenever Sir Talithin blocks a hit, he marks you. Sir Talithin gains +33% LS rate against marked foes. You can shake off the effect at the end of each turn (Dex/Luck vs Str/Luck) with +0 bonus.

Attack1: If Sir Talithin has enough sp, he uses that much for a shield bash. This deals decreased damage, switches his stance to a different one (random) and leaves you Dazed (50% chance of inaction) for 3 rounds. You can resist the last effect (End/Luck vs Str/Luck) with +0 bonus.

Attack2: 2 hits of light damage at +3 bth lean. Gains bonus effects based on Sir Talithin's stance:

- Vanguard Stance. Attack inflicts a strong Bleed. You can resist (End/Luck vs Str/Luck) with +0 bonus to save.

- Frontline Stance. Attack deals equivalent damage to sp.* If this reduces your sp to 0, Sir Talithin gains celerity.**

- Defender Stance. Attack grants Sir Talithin bonus MRM for one round.

*You manage to hold off Sir Talithin's assault!
**Sir Talithin breaks through your defences!


Appearance: The same as usual.
Description: Head of the Knights of Rennd!
AQ DF  Post #: 344
5/7/2022 6:28:15   
Primate Murder
Member

Wand of Illusions

Magic wind wand
100-proc, 20% special (see below)
4 hits at +10 bth lean.

Attack deals -67% damage and inflicts the monster with EleVuln (wind, +25% damage) for 2 rounds. Monster can resist (Int/Luck vs Int/Luck) with -20 penalty to save.

Special: deals no extra damage, but inflicts the monster with Unreality. Monster can shake off the effect at the beginning of each turn (Int/Luck vs Int/Luck) with -20 penalty to save.

MC: while monster is inflicted with Unreality, you gain a temporary Liar's Caress spell.

Appearance: An elaborate wooden wand. Attack summons phantasmal beasts to charge the monster.
Description: A focus attuned to illusion magic. Its attacks may lack the raw power of a force blast or a fireball, but with each strike you unravel the confident facade of your foe, revealing the deeply hidden insecurities and vulnerabilities within. And, when the stars align, you might just find yourself able to entrap your foe in an illusion so realistic, the strikes it receives there are reflected on its real world self!


Liar's Caress

Quickcast, 1/turn.
6 hits of wind at +10 bth lean. Does 50% damage of a standard spell (100% melee).
Costs 60% melee mp.

Appearance: Phantasmal blades appear behind the monster and plunge into its back.
Description: Perception is Reality.
AQ DF  Post #: 345
5/8/2022 2:47:41   
Primate Murder
Member

Rune of Domination

Dark shield
High MRM with a focus on Magic.

Passive: you take +(15/1.4)% damage from monster attacks. Each time you block a hit, monster is inflicted with Agony (renamed Harm Burn, power: 5) for 1 round.* Monster can resist (Int/Luck vs Cha/Luck) with -10 penalty to save. Repeated blocks stack the effect's duration, not power.

MC: while the monster is inflicted with Agony, you gain a temporary Dominate spell.

*The Rune burns itself into your foe's mind, wreaking it with unspeakable agony!

Appearance: A purple rune floating in the air, akin to fujin shield.
Description: A single letter from a language long lost to time. Perhaps, for the better.


Dominate

Quickcast, 1/turn.
Monster becomes Dominated (renamed Control, 100% chance of inaction) for 1 round. It can resist (Int/Luck vs Cha/Luck) with -20 penalty to save.
Costs 47.6% melee mp.

Appearance: The rune briefly overlays the monster.
Description: The minds of the weak bend easily to a greater will.

< Message edited by Primate Murder -- 5/8/2022 2:48:37 >
AQ DF  Post #: 346
5/15/2022 0:19:44   
Primate Murder
Member

Call Vephoma

Invites a guest with standard sp upkeep.

MC: Vephoma's attacks seek between light and wind.

Click on the guest to toggle between two modes:

- 1-hit melee attack at -3 bth lean.* Deals -5/6 damage and makes the monster Bleed (power: 0.1). Monster can resist (Cha/Luck vs End/Luck) with +0 bonus to save. While monster is Bleeding, your pet gains Berserk (-15 bth lean) and Celerity.

- 1-hit ranged attack at +10 bth lean.** Deals -50% damage and leaves the monster Blind (-18 bth) for two rounds. Monster can resist (Cha/Luck vs Dex/Luck) with +0 bonus to save. While monster is Blind, your pet's attacks deal *0.85 damage and autohit.

*Click to have Vephoma awaken your (PetName)'s inner beast!
**Click to have Vephoma Blind the monster, leaving it easy prey for your (PetName)!


Appearance: Brushed up original, but without the snake. For Bleed attack, the tiger leaps forward and claws the monster. For Blinding attack, the hawk shoots forward.
Description: The master of beasts and ruler of the Dark Jungle has agreed to lend you a hand!
AQ DF  Post #: 347
5/29/2022 1:35:58   
Primate Murder
Member

Pawn's Pike

Dark ranged spear
-3 bth lean
20% proc (see below).

MC: You start each battle with three unpowered Sigils and -25% damage penalty on all weapon attacks. At the end of each turn you attempt to empower a Sigil (Dex/Luck vs Dex/Luck, +0). When all three Sigils are empowered, you lose the damage penalty and gain Elemental Empowerment (Dark, 1.5x damage) until the end of the battle.*

Special: Instead of bonus damage, the special empowers a single Sigil. If all sigils are already empowered, you gain a round of celerity.** Monster can resist the latter effect (Dex/Luck vs Dex/Luck) with +0 bonus to save.

*Promotion!
**Check!


Appearance: A pike of dark wood, its rear end made of bone and shaped like a pawn. The head is made of black steel, with three dull runes that begin to glow when they're empowered.
Description: Though often overlooked and openly considered the weakest piece on the board, this humble pawn holds within the potential to become the strongest of them all!
AQ DF  Post #: 348
6/2/2022 13:51:44   
Primate Murder
Member

Bishop's Baton

Light magic wand
1-hit attack at -3 bth lean
100-proc with no special, so *1.1 damage.

MC: click on the baton to pay 25% melee mp and toggle on Fianchetto mode.* Each time the monster misses a hit, it has (Misses/AttemptedHits) chance to start Bleeding (power:0.1).** While the monster is Bleeding, it also looses 40 bth on all hits against you. Monster can resist (Int/Luck vs Int/Luck) with +0 bonus to save.

*Move your bishop to a flanking position!
**Bishop takes pawn/knight/bishop/rook!


Appearance: A short gilded staff with a bishop piece head. Attack drops a phantasmal elephant on your foe.
Description: One of the minor pieces. A bishop's power is very situational and tricky to use, but with proper support it can ruin any reckless assault from your foe!


< Message edited by Primate Murder -- 6/3/2022 5:39:45 >
AQ DF  Post #: 349
6/3/2022 5:54:26   
Primate Murder
Member

Rook's Recurve

Wind ranged bow
3-hit attack at -10 bth lean
100-proc with no special, so *1.1 damage.

Effect: you lose 6 MRM and deal +10% damage when wielding the bow.

MC is a 1/battle skill. Click on the bow to pay 70% melee sp.* Doing so ends your turn, grants you EleShield (earth, -50% damage) and your pet celerity for 2 rounds.

*Move your king to safety and shift another figure into a more active position at the same time!

Appearance: A wooden recurve bow with a bone grip shaped like a rook piece. Attack rapidly shoots three arrows. Skill rapidly shoots nine.
Description: A heavy piece. While a rook can be clumsy and easy to block, it is highly potent against open foes - and can vastly improve your position with a prompt castling!
AQ DF  Post #: 350
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