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6/4/2022 3:09:04   
Primate Murder
Member

Knight's Sabre

Energy melee sword
+3 bth lean
40% proc (see below).

Special: You have an equal chance of drawing one of four specials.

- Pawn.* 25% melee damage, and monster looses 6 MRM until the end of the battle.

- Bishop.** 50% melee damage, and monster looses 9 bth until the end of the battle.

- Rook.*** 50% melee damage, and monster takes +(15/1.4)% damage from energy attacks until the end of the battle.

- Queen.**** 75% damage, and monster becomes Fragile (-50 End) until the end of the battle.

MC goes into powering up the Queen special (already accounted for).

*Two-pawn fork!
**King and bishop fork!
***King and rook fork!
****King and queen fork!


Appearance: A long cavalry sabre with pommel shaped like a knight piece.
Description: One of the minor pieces. A knight lacks the range of bishop or rook, but it's significantly more nimble and capable of two-pronged attacks that force your enemy to suffer a permanent loss of a figure!
AQ DF  Post #: 351
8/17/2022 0:45:49   
Primate Murder
Member

Inspired by the guests from Fate's Flow quest from DF.


Call Captain Lestrad

Invites a guest with standard sp upkeep.

MC: Captain Lestrad's attacks seek between ice and wind.

Click on the guest to toggle between two modes:*

- Deals no damage. All monster hits of fire and earth elements deal -75% damage. Monster can resist (Cha/Luck vs Str/Luck) with -17 penalty to save.**

- Randomly uses either 2- or 3-hit attack for 120% and 180% guest damage respectively. All your weapon attacks, specials and spells deal -30% damage.

*Captain Lestrad will now shield you against your foe's onslaught! / Captain Lestrad will now assault your foe, trusting you to cover his flank!
**(MonsterName) bats Captain Lestrad out of the way!


Appearance: Captain Lestrad from DF.
Description: An ally from the world of dragons and fables. Though stubborn and militant, Lestrad is an experienced soldier capable of both unyielding defense and overwhelming offense.
AQ DF  Post #: 352
8/17/2022 1:29:38   
Primate Murder
Member

Call Hansa

Invites a harm guest with standard sp upkeep.

Passive effect: Insight. All your weapon attacks, specials and spells deal *0.85 damage and autohit.

MC: click on Hansa to pay 25% melee mp and transfer all Choke and Blind effects from yourself to the monster.* Monster can resist (Cha/Luck vs Int/Luck) with +0 bonus to save. Quickcast, 1/turn.

If monster is not inflicted with Dark Energy, Hansa deals no damage and inflicts the effect. Monster can shake it off at the beginning of each turn (Cha/Luck vs Int/Luck) with +0 bonus to save.** If monster is inflicted with Dark Energy, Hansa deals 2x damage (with *0.9 modifier for harm).

*Hansa studies a fragment of your mana to transfer impairing effects from you to your foe!
**(MonsterName) purges the dark energy from its body!


Appearance: Magus Hansa from DF.
Description: An ally from the world of dragons and fables. She may be blind, but do not underestimate the power and insight of this magus!

< Message edited by Primate Murder -- 8/17/2022 1:32:22 >
AQ DF  Post #: 353
8/21/2022 0:57:31   
Primate Murder
Member

I liked the new Chromatic Channeling spell, but it feels like it's trying to do too many things at the same time. I decided to try a different (and more mage-centric) take on a similar concept.


Chromatic Funnel

8 hits of 11% melee, one hit for each of the standard elements. Inflicts permanent Chromatic Disruption (poison; random element, power: 5*(132/109)). Monster can resist (Int/Luck vs Int/Luck) with -20 penalty to save. While affected by Chromatic Disruption, monster has 20% chance of gaining celerity at the end of each turn.

MC: While monster is affected by Chromatic Disruption, you gain Filter and Drain temporary spell (see below).

Costs 4/3 mp of a standard spell.

Appearance: Opens a portal to unleash a multicolored beam of light.
Description: Channel disparate elemental powers into your foe! Such chaotic dissonance would leave lasting elemental damage, though the use of your foe's body as a filter could be used to stabilize and direct the energy to both your and their own purposes.

Filter and Drain

Quickcast, 1/turn.

Pay 50% melee sp to gain 100% melee mp. Monster can disrupt the siphon (Int/Luck vs Int/Luck) with +0 bonus to save. If the siphon is disrupted, both you and monster take 50% melee Harm damage.*

*You lose control of the energy!

Description: Artificer utility spell. Siphon unaligned elemental energies from the object in question to restore mp. Warning: the process is delicate and volatile; do not use in stressful situations.

< Message edited by Primate Murder -- 8/22/2022 4:31:57 >
AQ DF  Post #: 354
9/5/2022 23:43:44   
Primate Murder
Member

Drakel Mortar

Dark ranged gun
1-hit attack at -10 bth lean
Special: 10% chance to gain celerity.*

Effect: Drakel Mortar deal -49% damage to inflict EleVuln (all elements, +(50*DarkRes)% damage) for 1 round.** Monster can resist (Dex/Luck vs Dex/Luck) with -20 penalty to save.

MC: 50% chance to reposition the mortar and gain +12.75*(0.5 + 0.5*Str/VStat) bth on each attack.

*Your hands load another shell before your mind can even process the need. Fire again!
**The singularity strips (MonsterName) of elemental defenses!


Appearance: A crude hand-held mortar. Upon discharge, the shell creates a miniature black hole.
Description: A portable, quick-loaded creation of drakel magitech! These handheld cannons were put to great use by the rebels to soften up Deren's defenses before an attack.
AQ DF  Post #: 355
9/7/2022 8:06:17   
Primate Murder
Member

Cursed Warrior Set
A warrior wind set for lasting battles.


Tree-Cutter Axe

Wind shield
MRM has a focus on Melee.

Effect: take +(15/1.4)% damage from monster attacks. While the shield is equipped, monster loses 9 MRM.

MC is a toggle. Click on the shield to pay 20% melee sp each turn; this also reduces the damage of your weapon attacks and specials by -22% (-29% for magic). Each time you hit the monster with weapon attack or special, it starts Bleeding (power: 0.15). Monster can resist (Mainstat/Luck vs End/Luck) with -20 penalty to save.

Appearance: A simple woodsman's axe with wooden haft and iron head.
Description: A woodsman's tool used for cutting wood. This axe makes no pretense of being a legendary weapon, but its sharp blade will force your foe to split its attention, lowering its defenses – and some skill in dual wielding will allow you to inflict Bleeding wounds with every cut!


Cow-Felling Axe

Melee wind axe
-5 bth lean
0-proc, so *1.08 damage

Effect: if monster is inflicted with Unlucky, Cow-Felling Axe consumes the status to deal bonus damage.

MC effect is a quickcast skill. Once per battle you can click on the axe to pay 100% melee hp and enter Curse mode until the end of the battle.* This adjusts your accuracy to -20 bth lean, and all your attacks inflict Despair (renamed The Cold; -6 bth and MRM) regardless of whether the weapon hit or not. Monster can resist (Str/Luck vs Cha/Luck) with -20 penalty to save. After the attack, you become Unlucky (-39 Luck) for 1 round.

*The blade seems to grow heavy in your arms...

Appearance: A double-sided labrys with haft of bone and head of bronze.
Description: Once a ceremonial weapon, this axe was born by a cursed warrior for so long the curse had seeped into its very bones. Consecrate it with blood once again and you can awaken the curse to drown your foe in despair!


Enigmatic Wanderer

FO wind armor
MRM has a Melee focus
2-hit attack with no bth lean.

Effect: You're inflicted with Unlucky (-60 Luck) for 1 round at the beginning of each turn. You also heal sp worth 30 * (0.5 + 0.5*End/VStat)% melee.

MC effect is a skill, Bullrush. Weapon-type, costs standard sp, with elecomp going into cost reduction. One hit of wind with -41.65% damage penalty; second hit does no damage but if it connects the monster becomes Dazed (100% chance of inaction) for 1 round. Monster can resist (Str/End vs End/Luck) with -20 penalty to save.

Appearance: Well-built minotaur in a grey cloak. Bullrush throws the weapon at your foe, then charges them.
Description: May you roam without end, forevermore bereft of hearth and home. Such was the curse placed upon you by a witch during events best left unspoken. Forced to leave the tribe lest the curse bring ill fortune upon them, you travel the land, bringing your unyielding spirit and powerful charge to any cause you judge worthy - at least until you find yourself on the road once more.

FSB: a second skill, Curse Unbound. Weapon-type, wind, elecomp goes into boosting damage. Costs 50% melee sp + 50% melee hp. First use during each battle is three hits, for a total of 75% skill damage (150% melee). Second is four hits, 100% skill damage. Third and every subsequent use is five hits and deals 125% skill damage. Each time you use the skill, both player and monster are inflicted with Unlucky (-50 Luck) for 3 rounds.
AQ DF  Post #: 356
9/8/2022 12:21:00   
Primate Murder
Member

Last Quest Set
An earth ranger set for beastmasters with Int.


Deed-Seeker

Earth armor
High MRM
Three hits at -5 bth lean.

Armored lean: You gain +21 blocking and take *1.25 damage.

Effect: Make a 50/50 save (Dex/Luck vs Dex/Luck) before each attack. If you fail, the attack deals -25% damage. If you succeed, the monster permanently loses 5 MRM.*

MC effect is two skills:

Warding Stance.** Toggle. Pay 25% melee sp and take -25% damage penalty on all weapon attacks, specials and spells. Each time the monster tries to hit you (hit ot miss), it makes a save (Cha/Luck vs Cha/Luck) with +0 bonus. If it fails, the hit takes -30 bth penalty. If it succeeds, the monster takes (weapon element) damage worth 25% melee.

Parting Blow.*** Weapon-based skill, costs 50% melee sp + 50% melee mp. Follows your weapon element and takes -55% damage penalty to inflict EleVuln (all; +25% damage for 4 rounds). Monster can resist (Dex/Int vs Dex/Int) with +0 bonus to save. After the attack, your pet and guest gain a round of celerity.

*You adapt to (MonsterName)'s fighting style.
**Warn your foe away with a fearsome scowl - and sharp steel at the ready in case it fails to heed the warning.
***With deft strike and enchanted steel, carve open your foe's elemental defenses, allowing your allies to unleash a coordinated assault!


Appearance: An armored dwarf in a chariot pulled by a pair of dragons. On attack the dragons rush forth and the dwarf pierces the monster as though with a lance. On Parting Strike, the chariot rides by as Deed-Seeker delivers an overhead blow.
Description: Dwarven culture is a culture of meritocracy, and it is a harsh one indeed. The burden of expectation crushes many dwarves under its weight, leaving them embittered shells turned to drink or perishing on some mad quest to prove themselves. That is not you.


Record of a Hero

Earth shield
High MRM.

Effect: gain +10 MRM. Monster has 12% chance to gain celerity at the end of each turn.

MC is a toggle. Click on the shield to pay 25% melee mp each turn; at the end of each turn you gain +5 blocking for the rest of the battle. Monster can prevent this effect from taking place (Int/Dex vs Int/Dex) with +0 bonus to save.

Appearance: A heavy mithril shield carved with depictions of heroice deeds. When toggle is activated, runes glow on the shield's rim.
Description: This shield is carved with the record of your heroic deeds, grown heavy with every great evil you stopped and every kingdom you saved. It was a good life, but your time is coming to a close, you can feel it like a chill in your bones. There's still place enough for one last engraving.


Brazen

Ranged earth halberd (spear+axe)
-3 bth lean
20% proc (see below).

MC: Uses Int in place of Luck for stats.

Special: 1-hit, deals damage of a standard attack. If it connects, you gain Hypercritical (+20% LS rate) for the rest of the battle.* Monster can resist (Dex/Int vs Dex/Luck) with +0 bonus to save.

Effect: Brazen seeks between earth, fire and ice. If it deals either fire or ice damage, you lose 10% melee mp; if you lack mp the effect is disabled.

*Your blow creates a chink in (MonsterName)'s armor!

Appearance: A mithril halberd with a dragon curled around the handle; one eye is ruby and the other saphire.
Description: A weapon forged with your own hands, bathed in the blood of monsters and carved into the memories of men. Though made legendary by the deeds of its wielder rather than any exotic materials, this polearm carries a twinned enchantment, striking with fire or ice if your foe is weak to such elements.


FSB: +10 Status Potence.

< Message edited by Primate Murder -- 9/9/2022 23:44:24 >
AQ DF  Post #: 357
9/18/2022 9:18:01   
Primate Murder
Member

Balanced Mind Set
Magic energy set with a focus on mental powers.


Awakened

Energy armor
MRM has a Magic focus
Three hits at +10 bth lean.

Troll Regeneration. You deal *0.8 damage and take *1 damage from monser attacks. You gain -50 Heal Resistance (+50% incoming healing).

Upper Dantian. At the end of each turn, you lose 20% melee sp and heal 15 * (1 + End/VStat)% melee mp.

Open Mind. Each time the monster takes damage, you also take (10/1.4)% of that damage (basically monster gains Backlash). In return, you gain the following two effects:

- Mental Potency (+10). Effect is doubled against monsters with Int below your own.

- The first time each battle you're inflicted with an immobilizing effect, the monster becomes Controlled (100% chance of inaction) for one round. If it has Freedom, it takes 83% melee harm damage instead. Monster can resist either effect (Int/End vs Int/End) with -15 penalty to save.

MC goes into two skills:

- Empathic Feedback. Toggle, 49% melee mp. Gain Backlash (Harm, 50% damage taken). Monster can resist (Int/End vs Int/End) with -20 penalty to save. Form a bridge between your mind and your foe's, sharing an echo of your pain.

- Thought Spike. Quickcast, 1/turn, 50% melee mp. Monster is inflicted with Confused (Mindlock + Int reduction (-100)) and Migraine (harm burn, power: 3.15). It can resist both with a single save (Int/Luck vs Int/Luck) with +0 bonus to save. Destroy your opponent's short-term memories, leaving them confused and with a heavy migraine!

Appearance: A troll in a vaguely-taladosian robe. On attack, waves a hand in monster's direction and it takes damage.
Description: Trolls have long earned a reputation of being clumsy and slow-witted, little better than brutes, but you've been different since the moment of your birth. The thoughts of others whisper their secrets into your ears, their minds an open book to be perused and plundered for knowledge. It was a power unlike any of the traditional Lorian magics, but it wasn't until your journey to the ruins of the Taladosian civilization that you found a name for it. You are a Psion, master of the arts once considered lost with the fall of Talados. Your mind is sharper than any blade, your body a temple of psionic might. Your power is limited only by your imagination.


Alter Ego

Energy shield
MRM has a focus on Magic.

Pays MC and 3 MRM to gain Mental Recovery (mp regeneration, power: 1.25) for 4 rounds whenever you cast a spell.

Appearance: A copper sphere rotating around your head.
Description: A physical anchor for the Dual Mind technique. Allows you to offload part of the mental strain that comes with casting spells and recover a portion of psychic energy invested into them.


The Riddle of Talados

Energy tome

Comes with the following spells:

Mind Flay. Efficient (costs 3/5 mp of a standard spell). 1 hit of energy at +15 bth lean, deals 32.75% damage of a standard spell and makes the monster Afraid (100% chance of inaction) for 1 round. It can resist (Int/Luck vs Int/Luck) with +0 bonus to save. If it successfully resists, the monster gains Mental Weakness (-10) for the rest of the battle. Unravel your foe's mind with a telepathic assault, bringing forth fears and phobias hidden in the dark corners of their mind! Even if they manage to fight off your influence with hard logic, you'll be left with a better map of their neural patterns.

Unseen Chains. Costs mp of a standard spell. 5 hits of energy, each worth 11.25% damage of a standard spell. Afterwards, the monster's MRM is reduced to 0 for (HitsConnected) turns. Monster can resist (Int/Luck vs Int/Luck) with +0 bonus to save; the effect is treated as The Cold for infliction purposes. My mind is your prison. From me there's no escape.

Insidious Meme. Costs mp of a standard spell. Deals 1 hit of energy, 50% damage of a standard spell. Afterwards the monster is inflicted with Infohazard (renamed Bleed, power: 1). Monster can resist (Int/Luck vs Int/Luck) with +0 bonus to save; this is treated as a Panic effect for infliction purposes. You don't want to know. You really don't. Well, if you insist...

Meditative Trance. Heal 75% melee mp and make a save (Int/Luck vs Int/Luck) with +0 bonus. If you succeed, you become Enlightened (+25 Int) for the rest of the battle. If you fail, you become dazed (33% chance of inaction) and take +(25/1.4)% damage from monster attacks for 2 rounds. Perception is reality. If you control one, you control both.

If spells are disabled, the Riddle grows in size and crashes down on the monster for 1 hit of energy damage at -10 bth lean.

Appearance: A pillar of iron with a golden hoop on each end.
Description: A mysterious staff found in the treasury of the long-sunken Talados. It can shift size to accomodate the wielder and acts as a surprisingly potent focus for psionic powers.


FSB: Whenever you attack a monster with Int below your own, you heal 20% melee mp.*

*(Monstername)'s thoughts have the sweet taste of hope / the bitter tang of despair / the spicy bite of arrogance / the tartness of a plan falling apart
AQ DF  Post #: 358
9/26/2022 2:18:17   
Primate Murder
Member

Redcap Swiftspear Set
A dark set for FO rangers with a focus on celerity.


Grizzled Mercenary

FO darkness armor
MRM has a strong Melee focus
2-hit attack

Goblin Charm: You lose 20% melee worth of Cha (~51 Cha at lvl 150 according to Lazer Blazer).

Effect: At the end of each turn, you have 50% chance to gain Celerity. Monster can resist (Dex/Luck vs Dex/Luck) with +10 bonus to save.

MC is a skill, Reckless Rush. Costs 55% melee sp. Weapon-based skill, follows weapon element. Stab the monster for a hit of 75% melee, then make four separate saves (Dex/Luck vs Dex/Luck, +0). For each successful save, you make an additional hit of 75% melee; for each failed save, monster has 25% chance of gaining celerity.* Bah. You only live once.

FSB is a second skill, Sudden Stab. 1/turn, only usable during a celerity round. Pay 11% melee sp and make a save (Dex/Luck vs Dex/Luck) with -10 penalty. If you succeed, make a quickcast standard attack. Plunge your spear into the monster and pull it back before they even realize they've been stabbed.

*Your reckless assault leaves you open to (MonsterName)'s counterattack!

Appearance: Goblin with a pike and a red cap. Shield is minimized; weapon is minimized unless it's a spear. On attack, lunges forward to stab the monster, then twists the spear to pull it out.
Description: Vicious, amoral and quick on their feet, goblins make for exceptional mercenaries. Not particularly long-lived ones, mind you, but exceptional nonetheless.


Keepsake

Darkness shield
Average MRM

MC: Click on the shield to end your turn. The next time the monster attacks you, it makes a save (Dex/Luck vs Dex/Luck) with -18 penalty.* On success, its attack deals 0.5x damage; on fail, the attack deals 0 damage.

*You drop and roll, catching only the edge of (MonsterName)'s attack! / You drop and roll, completely evading (MonsterName)'s attack!

Appearance: A twine bracelet with a fang hanging off it.
Description: A reminder that you still have someone to come back to.


Impaler

Ranged darkness spear
-3 bth lean
10% proc (see below).

Pays MC and 6 MRM to gain 25% chance of celerity at the end of each turn. Monster can resist (Dex/Luck vs Dex/Luck) with -10 penalty to save.

Special: 1 hit, deals 1.1x damage of a standard attack and Hobbles the monster.* When fighting Hobbled monsters, Impaler's chances of gaining celerity are tripled and it becomes 0-proc. Monster can resist being Hobbled (Dex/Luck vs Dex/Luck) with -10 penalty to save.

*You hamstring your foe with a brutal low slash!

Appearance: A wooden pike with iron head.
Description: A crude, mass-produced infantry weapon. There's nothing special about it, but in skilled hands this spear can be used to keep your foe at a distance and inflict vicious, crippling wounds.
AQ DF  Post #: 359
9/30/2022 9:14:55   
Primate Murder
Member

Smuggler

FD light armor
MRM has a Melee focus
1-hit attack.

Flying High: You gain Initiative Bonus (+105), paid for by -20 Weakness to Off-Balance and Entangle statuses.

MC effect is two skills:

- Sly Maneuver. Toggle. All your weapon-based attacks and specials inflict monster with Overconfident for one round, regardless of hit or miss. It can resist (Cha/Luck vs Cha/Luck) with -20 penalty to save. While Overconfident, the monster deals +(25/1.4)% damage, but all your pet and guest attacks autohit. Pretend to fall back, luring your foe into dropping their guard to press the attack!

- Swoop. Spell-based skill, no cost. A diagram of a human body with highlighted points briefly appears; you have 5 seconds to pick out Carotid and Femoral arteries if you wish to do so. Then make 2 hits. They do 0 damage, but monster starts Bleeding (power: hits). It can resist (Dex/Luck vs End/Luck) with +0 bonus to save if you did not use the diagram, +20 bonus if you picked the wrong points,* and -20 penalty if you picked the right ones.** Afterwards, you are inflicted with Gaining Altitude status for 2 rounds. While Gaining Altitude, you lose defense bonus from FD lean (take 1x damage), lose 3 MRM and do not recover sp at the beginning of each turn. You cannot Swoop while gaining altitude. Forsake the relative safety of the skies to savage your foe with bared claws!

*Your misremembered lessons on xenobiology result in wounds that are far more shallow than they first appeared.
**Your half-remembered lessons on xenobiology allow you to inflict deep, weeping wounds!


Appearance: A flying harpy in a longcoat. On attack, pulls out a massive cannon from its belt; the recoil blasts the harpy off-screen in a cloud of feathers. On skill, swoops down to slash with its claws.
Description: So, there's a bright and a dark side to crash-landing your ship on Lore. On the dark side, the natives have none of the parts necessary to repair your shuttle. On the bright side, one of the aboriginal species bears a disturbing similarity to your own. Oh well, at least the local swill is pretty cheap...
AQ DF  Post #: 360
10/2/2022 6:15:46   
Primate Murder
Member

Bo Staff

Melee earth staff
+10 bth lean
0-proc, so *1.08 damage.

MC: +5 Status Potency.

If your title is Fighter or Martial Artist or you're using master/class armor, you can click on the staff and switch to Bojutsu mode. You lose 25% melee sp per turn and take -33% damage penalty on all weapon attacks, but after each attack you gain DefBoost (+17 MRM) for 1 round. Each time the monster misses you while you have DefBoost active, you have (Misses/HitsAttempted*100)% chance to strike back for 100% melee earth damage.

Appearance: A wooden staff.
Description: A sturdy wooden staff of unvarnished oak. This simple weapon is accurate and easy to wield, and in the hands of one with training in martial arts can even turn a foe's aggression against themselves.
AQ DF  Post #: 361
10/4/2022 5:06:54   
Primate Murder
Member

Binding Gem

Ice misc
Has no upkeep.

MC compresses two skills:

- Bind Lesser Elemental. Summons Bound Lesser Elemental guest.

- A Brisk Meditation. Quickcast, 1/turn. You're shown a snowflake and have 5 seconds to connect the dots at its edges. If you succeed, you gain Elemental Empowerment (ice, 1.25x damage) for one round. If you fail, you gain Burn (ice, power: 2.5) for one round.

Appearance: A saphire with a rune in its center.
Description: A magical focus with a strong connection to the Ice Realm. You can gaze into the gem for a brief surge of power or use it to summon and bind a lesser elemental to obey your orders.


Bound Lesser Elemental

Ice guest

Toggles between two modes:

- 2 hits of ice.* Pays 42% damage to Slow (25*Hits/2% chance) the monster. When fighting a Slowed monster, you have (Slow)% chance to gain celerity at the end of each turn. Slow inflicts automatically, but monster can shake off the effect at the beginning of each turn (Cha/Luck vs End/Luck) with +0 bonus to save. Has mp upkeep of a standard guest.

- 7 hits of ice.** Elemental's attacks give you EleShield (-21*MobIceRes*Hits/7% damage taken from all elements) for one round. Has 1.5x mp upkeep.

Flavor effect: Each time you cast an ice spell, inflict EleVuln (ice, 1.25x damage) on monster and EleVuln (all, 1.25x damage) on player for 1 round. Both effects use your Cha/Int for infliction, and End/Int of you and monster to resist with +0 bonus to save.***

*The elemental's attacks will now chill the monster to its bones, leaving it slow to act!
**The elemental will now kick up a storm to shield you from (MonsterName)'s attacks!
***The elemental's nature resonates with your spell!


Appearance: Similar to the Bound Greater Elemental. Glides forward to pummel the monster on standard attack, kicks up a storm on shielding attack.
AQ DF  Post #: 362
10/16/2022 5:29:28   
Primate Murder
Member

Just an idea inspired by the new Eternal Champion shield.


Asurendra

FO earth armor
Balanced MRM
2-hit attack.

Effect: You lose 6 MRM. Against enemies that are Choking, you have 25% chance to gain celerity.*

MC goes into skill compression. Asura's Rage. For the next 4 turns you pay sp of a standard skill (elecomp goes into cost reduction) and lose all menu options other than attack/flee. Your weapon attacks are locked to earth and upped to skill level with 15% damage penalty (30% melee). In addition, each attack inflicts you with a random sin (see below) and inflicts the monster with Choke (-20% damage) for 4 rounds.** Monster can resist (MainStat/Luck vs Cha/Luck) with -3 penalty to save.

Sins:
- Pride. Take +(20/1.4/TurnsRemaining)% damage from monster attacks.
- Wrath. Harm Burn (power: 2/TurnsRemaining).
- Envy. Status Weakness (-20/TurnsRemaining).
All sins stack with each other and themselves and last until the Rage ends.

*Seeing your enemies driven before you fills you with such delight that you cannot help but strike again!
**(MonsterName) cowers before your clear superiority!


Appearance: A burly figure with dusky skin and tattoos. When using skill, two more arms burst from its flesh as Asurendra throws its head back and laughs.
Description: A last gift from Falerin, this form allows you to unleash your evil side and went a little of you wrath, pride, and envy without the risk of harming those you care for.
AQ DF  Post #: 363
10/20/2022 4:59:39   
Primate Murder
Member

Wand of Cosmic Power

Magic energy wand
100-proc with no special, so *1.1 damage
4 hits at +5 bth lean.

Effect: After each wand attack, you heal 20% melee mp and become inflicted with Poison (harm, power: 1, 2 rounds).

MC goes into spell compression.* Requires a pet out and active; costs mp of a standard spell. For the next 5 rounds, your pet attacks deal energy damage and have 50% chance of granting it celerity.

*Imbue your pet with boundless cosmic energy!

Appearance: A silver rod with a brightly glowing ball of energy at the tip.
Description: A wand of phenomenal cosmic power! Sure, it might be slightly radioactive, but you can harness the energy inside to recover mana or supercharge your pet for a lasting surge of might!
AQ DF  Post #: 364
10/21/2022 2:16:32   
Primate Murder
Member

Ancient Guardian Cuirass

Spellcaster lean armor
Element is adjacent to your no-drop element
High MRM
3-hit attack at -3 bth lean.

Heavy Armor: Whenever you gain celerity, you automatically consume the effect to gain +60 MRM for one round.*

Death of a Thousand Cuts: All weapon attacks and specials deal -25% damage to inflict Bleed (power: 0.25). Monster can resist (Str or Dex/Luck vs End/Luck) with +0 bonus to save.

MC goes into compressing two skills:

- Hold the Line. Toggle. Pays 15% melee sp and increases the damage penalty to -60%. Your armor attack becomes 1-hit with no bth lean. After each weapon attack or special, you gain DefBoost (+30 MRM) for one round. Keep your shield up and footing steady, holding back the enemy at the expense of your attack power.

- Guardian's Reprisal. Toggle. Pay 10% melee sp each turn to gain (2*Misses/HitsAttempted) charges each time you block a Bleeding monster's attack; if Hold the Line toggle is active, you also pay 24% melee mp. If you have at least one charge, you can pay all charges to use a spell-type skill. The skill (melee unless using a ranged weapon) follows your weapon element, has 3+Charges hits, and deals 3.57% of monster's total hp per hit. Afterwards, the monster grows Wary of your tricks (+6 MRM until the end of the battle; stacks). Observe the flaws and imperfections in your foe's technique. Once you have its measure, the battle is already won.

*You use the moment to adjust your armor and prepare for the coming blow.

Appearance: Lamellar cuirass over a mail hauberk with armguards and greaves. On standard attack, bursts forward to smash the monster with the shield, then slashes twice with the sword. On Hold the Line toggle, walks forward with the shield held high and stabs once. On skill summons a runed glaive that slashes so fast it leaves afterimages.
Description: Replica of the armor of the ancient guardians. Using a mix of magic, tactics and martial prowess, these skilled soldiers could hold back entire armies, carving into the minds of beasts and men what it truly means to be a Guardian.
AQ DF  Post #: 365
10/26/2022 8:31:48   
Primate Murder
Member

Invisibility Cloak (revamp)

Water armor
High MRM with a weakness to Magic
1-hit attack.

Lean: You deal x0.8 damage, take x1 damage, and gain +17 blocking.

EFfect: At the beginning of your first turn in battle, you become Hidden (+33 MRM, all your weapon attacks and specials autohit). Each time you use a weapon attack, special, or spell, you can give yourself away (Dex/Luck vs Dex/Luck) with monster penalty -10. If you fail a save,* you stop being Hidden and become Exposed (+16/1.4% damage from monster attacks). Hidden. Your enemies have trouble hitting you and are defenseless against your own attacks.

MC: If you're Exposed, you can click on the cloak to pay 44% melee mp.** This ends your turn and replaces Exposed status with Hidden.

*(MonsterName) hears your breathing / sees your footsteps / smells your cologne / anticipates your move!
**Use a small cantrip to create a divertion, slipping away while your foe is distracted!


Appearance: None. Attack is just damage numbers showing up above the monster.
Description: Fade from sight with the awesome arcane power of invisibility!

< Message edited by Primate Murder -- 11/6/2022 4:03:05 >
AQ DF  Post #: 366
10/28/2022 23:33:11   
Primate Murder
Member

Pirate's Sidearm

Water shield
High MRM.

Flavor effect: All your weapon attacks, specials and spells deal -15% damage. Whenever you block a hit, you fire 2*(Misses/HitsAttempted) shots before your next attack, each dealing 50% melee Harm damage.

MC: Click on the sidearm to pay 15% melee sp each turn. While the toggle is active, each Shot leaves the monster in Dire Straits (renamed EleVuln, +10% damage from all elements). The effect stacks and lasts until the end of the battle. Monster can resist (MainStat/Luck vs Dex/Luck) with -20 penalty to save.

Appearance: A flintlock pistol.
Description: A true pirate never leaves his cabin without one of these!

< Message edited by Primate Murder -- 10/28/2022 23:47:31 >
AQ DF  Post #: 367
11/4/2022 23:58:50   
Primate Murder
Member

Armor Closet

House item.

Click on the Armor Closet to replace your no-drop with a class armor corresponding to your class title. Effect costs a small amount of gold and lasts until you log out.
AQ DF  Post #: 368
11/5/2022 1:49:12   
Primate Murder
Member

Experienced Adventuring Party

Neutral element monster
Light and Darkness resists 50%, all others 80%
Average MRM with weakness to Ranged.

Stats: Str, Dex, Int.

Attack (sp): If the Party has enough sp, the Assassin sneaks up behind you to deal a single hit of high earth damage and inflict Bleed (power:2). You can resist (Dex/Luck vs Dex/Luck) with +0 bonus to save, or -20 penalty if the attack was a Lucky Strike. Uses Int in place of Luck for stats and has +10% chance of being a Lucky Strike for each status effect you have on you.*

Attack: The Necromancer pays 20% of the party's mp to hit you for three hits of magic darkness. The attack deals very low damage but randomly inflicts one of the following effects, scaled to your DarkRes: Panic, Fear, Blind, Poison, Fragile for 3 rounds. You can resist (Int/Luck vs Int/Luck) with +0 bonus to save.** If the Party has no mp remaining, it spends the turn to recover mp.

Paladin's Command: Each time you hit the monster with a weapon attack, special, or spell, make a save (Cha/Luck vs Str/Luck) with +0 bonus. If you fail, the hit deals only 25% damage. If you win the save, you take light damage worth a third of a normal monster attack.***

Holy Blessing: If the Party starts its turn with a turn-skipping effect, Paladin's Command is disabled for a single round, and the Party gains Freedom for 3 rounds.****

Curse Reflection: The Party doesn't have Boss Boost, but if it's inflicted with any of the associated statuses, it spends 10% of its mp (per status) to transfer the effect to you. You can resist (Int/Luck vs Int/Luck) with +0 bonus to save.**

Lay On Hands: The Party starts the battle with 3 charges. Each time it's dropped below 67% MaxHP (but not 0 hp), it spends a charge to fully heal. The first time it's dropped to 0 hp, it consumes all remaining charges to fully heal.*****

Last Man Standing (when LOH charges drop to 0): Reducing the Party below 67% MaxHP removes Paladin's Command and Holy Blessing, but doubles sp regen. Reducing the Party below 33% sets its mp to 0 and removes the sp attack, but gives it Barrier worth 33% MaxHP and replaces Necromancer's attack with 2 hits of darkness damage.******

*The assassin finds (y) openings in your defenses!
**Your knowledge of arcane arts allows you to resist the curse!
***The Paladin's blow forces you to pull back! / The Paladin punishes you for ignoring its challenge!
****Spirits, grant me the Freedom to pursue your will!
*****Paladin heals the wounded! (x charges remaining) / Mass Ressurection!
******Steve, no! / No... no... it cannot end like this! I am inivincible! INVINCIBLE!


Appearance: Three-man party with a paladin, a necromancer and an assassin. Reducing the party below 67% hp (with no LOH charges) drops the paladin, and reducing it below 33% knocks out the assassin, after which necromancer raises two skeletons to fight.
Description: This adventuring party has seen its fair share of scuffles!
AQ DF  Post #: 369
11/10/2022 0:44:21   
Primate Murder
Member

Mocking Imp

Wind shield
High MRM.

Flavor effect: All your weapon attacks and specials deal -15% damage (-20% if magic), but leave the monster Mocked (renamed Berserk, -20 bth lean) for one round. Monster can resist (Cha/Luck vs Cha/Luck) with -10 penalty to save. While the monster is Mocked, all pet and guest attacks autohit.

MC: Each time you block a monster hit, you gain Mischief Managed (+5.6 Status Potency) for 3 rounds.

Appearance: A tiny demon wrapped around your arm.
Description: You may not always appreciate your companion's mockery, but your enemy will appreciate it even less when the japes leave it so confounded and infuriated it entirely forgets about your allies in an effort to hit you as hard as possible.

< Message edited by Primate Murder -- 11/10/2022 0:54:04 >
AQ DF  Post #: 370
11/10/2022 22:08:59   
Primate Murder
Member

Call Warlock

Invites a guest with an sp upkeep.

MC: eleseeks between an ice and a fire attack.

Attack (ice): 1 hit of ice. Does half damage of a standard guest and inflicts Foreboding (fire resistance is increased by 1.5x ice resistance; a freeze without the stun) for one round.* Monster can resist (Cha/Luck vs Cha/Luck) with +3 bonus to save. Has standard guest upkeep.

Attack (fire): 5 hits of fire. Does 1.5x damage of a standard guest and has 1.5x upkeep.

*(MonsterName) feels a shiver traveling down its spine...

Appearance: A middle-aged man in purple long-coat and fur-trimmed black cloak, carries an amethyst-topped staff. For an ice attack, warlock extends his staff and summons an icy claw to rake at the monster; if infliction was successful, a leering shadowy face briefly appears behind it. Fire attack extends the warlock's shadow and turns it into a flaming portal, from which demons crawl up to attack.
Description: One does not need to be malicious to bargain with the powers Below. Merely desperate.
AQ DF  Post #: 371
11/12/2022 4:34:22   
Primate Murder
Member

Call Witch of the Woods

Invites a dark guest with sp upkeep.

Every five rounds, Witch of the Woods uses an alternate attack that does no damage, but has 50*(1+Cha/VStat)% chance to give you one HP potion. If you're full on HP potions, she instead gives you one MP potion. If both are full, she heals 100% melee sp.*

Otherwise, randomly uses one of the five attacks:

- Witch of the Woods summons a think fog. Does no damage, but every attack on the field takes -50 bth. Effect is reduced by 25 bth every round to a min of 0. If used while Fog is already present, adds 25 bth.**

- Witch of the Woods uses evil eye. Monster becomes Cursed for 2 rounds, with the following effects: all points from Int and Dex are transfered to Str (to a max of 275), its attacks are locked to Melee, sp and mp locked to 0. Monster can resist the effect (Cha/Luck vs Int/Luck) with -20 penalty to save, or +10 bonus if it is a werewolf or werepyre.***

- Witch of the Woods casts Ward of Entropy. For the next 2 rounds, monster loses 120 Luck and takes double damage from all Bleed, Burn and Poison statuses. It can resist (Cha/Luck vs Int/Luck) with +0 bonus to save.****

- Witch of the Woods throws Witchfire at the monster. Witchfire deals no damage, but the monster takes +50% damage from Magic attacks for one round. It can resist (Cha/Luck vs Cha/Luck) with -20 penalty to save.*****

- Witch of the Woods gives you Draugr's Draught. For the next 2 rounds, you heal an extra 25% sp at the beginning of each turn and have 25% chance to gain celerity, both effects scaling with Cha to a max of 1.1x; you also become Poisoned (dark, power:2).******

*The Witch has finished brewing!
**Witch of the Woods summons a think fog! / The fog partially dissipates! / The fog fully dissipates! / The fog thickens!
***Witch of the Woods transforms (MonsterName) into a savage beast! / (MonsterName) resists the transformation! / (MonsterName) uses its experience with lycanthropy to shift back!
****Witch of the Woods casts Ward of Entropy, making (MonsterName) disastrously Unlucky and causing its wounds to fester and worsen! / (MonsterName) dispells the ward!
*****Witch of the Woods blasts your opponent with Witchfire, leaving it vulnerable to Magic attacks! / (MonsterName) resist Witchfire with a raw effort of will!
******Witch of the Woods gives you a Draugr's Draught for a short-lived burst of energy!


Appearance: A young woman in witch's hat and brown robe stirring something in a cauldron.
Description: The surge of wild magics spooked all kinds of characters out of the woods. The Witch refuses to share her name and story, but her vast and eclectic array of spells makes her a valuable companion, and her herbalcraft makes her a match for any alchemist you know - though you're certainly aren't going to say that where Lucretia can hear you.

< Message edited by Primate Murder -- 11/18/2022 2:22:50 >
AQ DF  Post #: 372
11/13/2022 23:18:14   
Primate Murder
Member

Blade Ward

Neutral element spell
Costs mp of a standard spell.

For the next three rounds, you gain +63 Melee defense and Maintaining Ward status (-100% damage with weapon attacks, specials and spells).

MC (and 3.5% melee remaining): each time the monster hits you with a melee attack, you regain 22.5% melee mp.*

*You pull back some of the unused energy from your ward!

Appearance: A circle of runes briefly swirls around you.
Description: A must-have for any squishy witch or wizard who often find themselves ensnared in close combat! Blade Ward can turn away melee attacks of your enemies, but maintaining it will take up all of your concentration - so bring along friends if you want to actually deal damage!

< Message edited by Primate Murder -- 11/13/2022 23:20:58 >
AQ DF  Post #: 373
11/15/2022 22:57:38   
Primate Murder
Member

Benandanti

Wind armor
Spellcaster lean
High MRM with a focus on Magic
3-hit attack at +5 bth lean.

MC goes into compressing two skills:

Flight of Fancy. Pay 50% melee mp and gain +30 MRM for one round; your turn ends. Once your next turn starts, you automatically cast a 4-hit spell that follows the element of your weapon. The spell deals standard damage, but takes 25% damage penalty for each monster hit you took since the end of your last turn.* Superposition the material and ethereal realms, then create a tiny puncture right in front of you.

Traveler's Gift. 6-hit Harm spell. It takes -87.5% damage penalty and heals your mp equal to 6x the damage done; afterwards you gain Digesting status (-9 MRM and take +25% damage from all elements) for one round. Summon a transdimensonal manaphage to take a bite of your foe's anima, then absorb it to recover your own!

*(MonsterName) disrupts your flight of fancy!

Appearance: A blue butterfly. Flight of Fancy makes you smaller, and next turn opens a portal for an explosive burst of translucent energy. Traveler's Gift summons a dark cloud with a swirling mass of teeth that bites the monster and is then absorbed by the butterfly.
Description: Are you the Chosen dreaming of being a butterfly or a butterfly dreaming that you were Chosen?
AQ DF  Post #: 374
11/25/2022 10:48:05   
Primate Murder
Member

Tier 2 Dex class.


Ranger's Outfit

Requires: lvl 5 Archer, lvl 5 Rogue.

FO earth armor
Secondaries to wind and light
MRM has a Ranged focus
2-hit attack.

Appearance: Based on Dragonfable's Ranger, particularly the Sandsea customization.
Description: The world of Lore is a wide and wild place, and this protective outfit will aid any skilled ranger in their journeys, whether they chose to prowl through forests, traverse mountains or hunt in the desert's scorching sun!


Level 0: Camouflage - Passive
Fade into the background, taking an extra moment to observe the gait and garb of your foe.

If you win initiative, you gain +10% Lucky Strike rate and +5 Status Potency for the rest of the battle.

If you fail initiative, you deal -50% damage with all weapon attacks, specials and spells during the first round.


Level 1 - Ranger's Retreat - Active
Rangers are masters of using the terrain. Take a moment to identify a more defensible ground and move to secure it before your enemy can!

Your turn ends.

For the next 4 rounds, you gain FD lean and Defensive Position status. Each time the monster attacks you, it makes a save (Dex/Luck vs Dex/Luck) with -10 penalty, and if it fails, it deals 0.5x damage instead of 0.8x.

Lvl 3+: If the monster is Marked, you gain Superior Position instead; on fail, the monster deals 0.35x damage.


Level 2: Redoubled Efforts - Passive
You smell blood in the air...

The first time monster drops below 50% MaxHP, you lose 5 MRM and gain 2x the usual sp at the beginning of the turn (50% instead of 25%); both effects last for 3 rounds.


Level 3: Marked for Death - Toggle
A quick preemptive shot leaves your foe vulnerable to the real attack.

Costs 25% melee sp.

Shoot an arrow before each attack. It deals no damage, but Marks the monster for one round; Marked monsters take +50% damage from all weapon attacks and specials. Monster can resist the Marking (Dex/Luck vs Dex/Luck) with +0 bonus to save.


Level 4: End the Hunt - Active
Use a weak spot in your opponent's defenses to get the most out of each Mark. Make sure to finish off your enemy before it adapts, though, or you might find your situation becoming dodgy...

Quickcast, costs 25% melee sp.

You deal 2x damage against Marked foes (instead of 1.5x), and this skill is disabled. Both effects lasts for 3 turns; afterward, you become Dazed (50% chance of inaction) for 1 round.


Level 5: Know-How - Toggle
You don't need a perfect arrow for every beast as long as you know where to shoot.

Costs 10% melee sp.

Your weapon attacks and specials deal Harm damage. (affects 100-procs)


Level 6: Ranger's Recovery - Active
Keep your foe at bay with a barrage of arrows while you take a moment to catch your breath and clear your mind.

Spell-type skill, no cost.

Perform five Ranged shots, each follows the element of your weapon, does 5% melee damage and heals 15% melee sp if it hits.

If the monster is Marked, each arrow heals 25% melee sp instead.


Level 7: Spotter's Mark - Passive
Even a missed shot is a learning experience. The way your foe moves to evade your arrow tells you exactly where it'll be a moment later.

If you miss with a Marking shot, your weapon attacks, specials, spells, pet and guest attacks gain +20 bth for one round.


Level 8: Fleetfoot - Toggle
The best way to avoid an attack is to be somewhere else.

Costs 25% melee sp.

You have 21% chance to reduce the damage of each monster hit to 0. Chance increases to 42% in Defensive Position and 53% in Superior Position.


Level 9: Bloodletting - Active
Blood arteries, oil pipes, meridians for the flow of mystical energy - every being has stuff it wants to keep inside and channels though which it does so. Such things provide easy targets for your attack.

Weapon-based skill, costs 100% melee sp.

1-hit Ranged attack, follows weapon element; works with 100-procs. Takes -77% damage penalty to leave the monster Wounded (loses 10% MaxHP each round); if the attack was a Lucky Strike, the monster loses 20% MaxHP instead. Either way, monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save; this is treated as Bleed for save purposes.

If the monster is Marked, it also becomes Maimed (sp locked to 0) until it recovers from being Wounded.


Level 10: Rapid Fire - Toggle
Sacrifice power for speed, releasing two arrows in the time it would take another archer to fire one. Easier to do if you have the high ground.

Costs 50% melee sp.

Your weapon attacks and specials take -25% damage penalty; they also grant Celerity. After attack the armor and toggle are locked for the rest of the round to avoid abuse. (works with 100-procs)

Sp cost is reduced to 25% melee if you're in Defensive Position and to 12.5% if you're in Superior Position.
AQ DF  Post #: 375
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