Primate Murder
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Guardian Stable (revamp) Horse Riding Armor FO earth armor MRM is weak to Ranged 1-hit attack. MC is used to compress two skills: - Cavalry Charge.* Weapon-based skill, earth, costs sp with elecomp going into cost reduction. Takes -30% damage penalty and leaves the monster Panicked (-28.57% outgoing damage). Monster can resist (MainStat/Luck vs Cha/Luck) with -10 penalty to save. - Inspiring Presence.** Toggle. Pay 50% melee sp to grant celerity to your pet and guest. Monster can resist (Cha/Luck vs Cha/Luck) with +10 bonus to save, or -15 penalty if it's Panicked. *Break your foe's resolve with a vigorous charge! **Your spirited assault inspires your allies to match your vigor, particularly against foes whose fighting spirit is already broken! Appearance: Original, brushed up to modern standards. Attack is a cavalry charge. Description: A hardy warhorse trained for combat. Unicorn Riding Armor Spellcaster lean Light armor with wind and water secondaries Low MRM to pay for resists 2-hit attack. Attack deals -25% damage (-33% for magic) to inflict Bleed (power: 0.25). Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save. MC is a toggle. Pay 20% melee sp, and whenever the monster attacks you, it becomes Choked (-33.6% damage) for 1 round.* It can resist (MainStat/Luck vs Cha/Luck) with +10 bonus to save, or -15 penalty if it's Bleeding. Flavor effect: the first time you cast a spell each battle, you lose 50% melee gold.** Until the end of the battle, all your spells cost 0.8x mp. *(MonsterName) becomes choked up at the thought of attacking such a beautiful and majestic creature! **You offload a portion of the spell's mana cost with magical reagents from your saddlebags! Appearance: Original, brushed up to modern standards. Attack is a stab by the unicorn, followed by a stab from the rider. Description: It is a common misconception that something that is good must also be harmless. Exhibit A: Unicorns. Though they primarily rely on their mystical aura to ward off attacks, if a confrontation is unavoidable a unicorn is more than willing to prove their horn is not there for show. Nightmare Riding Armor FO darkness armor High Magic defense 2-hit attack. Flavor effect: if the monster is Asleep, you transform into Knightmare form. This locks your attacks to fire element with elecomp bonus to damage, and pays 30% melee hp to further boost your damage. This cannot kill you. MC goes into two skills: - Terror's Grasp.* Weapon-based skill, dark, costs sp with elecomp into cost reduction. Takes -59.5% damage penalty and leaves the monster Asleep. Monster can wake up (Cha/Luck vs Cha/Luck) with +0 bonus to save. - The Barbed Claws of Horror.** Toggle. Requires monster to be Asleep; sp cost not deducted if monster is awake. Pay 24% melee sp to give monster -20 penalty to waking up saves. *Drag your enemies into a nightmare of your own creation... **...and keep them there! Appearance: Original, brushed up to modern standards. When monster falls asleep, the mane, the eyes, and the player's armor lit up with flames. Description: This mare seems to have somehow escaped the Nightmare Realm! Hopefully, the other side's residents won't come looking for their lost pony... Pegasid Riding Armor FD wind armor MRM is weak to Ranged 3-hit attack. All weapon attacks deal -50% damage, but grant you Caltrops status. Each time the monster hits you, it takes 40% melee (weapon element) damage in return. It can resist (Dex/Luck vs Dex/Luck) with +0 bonus; -12.5 penalty if you're using a bow. MC is a toggle with 2 modes.* First pays 22% melee sp and halves your Caltrops damage, but you take 0.5x damage from monster attacks instead of 0.8x. Second pays 30% melee sp and you gain neutral damage intake (1x), but double the damage from Caltrops. Flavor effect: you lose 6 MRM, but against Flying monsters you gain +17 bth. *Fly further into the sky to protect yourself from attack! / Fly closer to the ground, getting up close and personal! / Retreat back into optimal distance. Appearance: Original, brushed up to modern standards. Attack shoots arrows from above. Description: Soar through the skies atop this majestic mount! Earning the loyalty of these legendary creatures is no easy feat, but should one make an effort to do so, they'll be able to dictate the distance of the engagement. Whether you retreat to a more defensive height or decide to hash it out up close, your enemy will find itself peppered with arrows for every hit it manages to land on you. Black Dragon Rider Armor FO darkness armor MRM is weak to Ranged 1-hit attack in guard mode; 5-hit attack in assault mode. Effect: You lose 6 MRM and gain +20% LS rate. Secondary effect: your dragon grows Hungry (+20%) at the end of each turn. If you ever start a turn at a Hunger of 100% or more: you become automatically paralyzed for 1 round, both you and the monster take 50% melee darkness damage, and Hunger is reduced by 100%.* Skill: Feed the Dragon.** 2/battle. Quickcast, 1/turn. Reduces Hunger by 50%. MC is a toggle between two modes:*** - Guard mode. Your attacks are locked to darkness. At the end of the turn, you gain an elecomp's worth of EleShield (dark) for 1 round. - Assault Mode. Your attacks are locked to darkness, with elecomp bonus to damage and +20% LS rate (for a total of 50%). The dragon grows Hungry at double the rate (40%/turn). *The dragon goes into a feeding frenzy! **Feed the dragon before its ravenous hunger overpowers your commands! ***The dragon will now focus on guarding your hide. / The dragon will now assault your foe with its potent breath! Appearance: Original, brushed up to modern standards. Guard attack is a claw swipe, Assault attack is dark breath. Description: Nothing says you're the boss like appearing on a battlefield atop a dragon. Remember, though: no dragon is truly tame, and unlike horses, dragons can't eat grass. Don't forget to feed the beast, or you wouldn't like what follows! Sparky the Dragon Fire pet 1-hit attack. Toggles between two modes. One pays 50% damage to inflict EleVuln (+25% fire damage) for one round; monster resists (Cha/Luck vs Dex/Luck) with -17.2 penalty. The second does no damage, but all monster attacks lose (24*MobFireRes) bth; half the effect scales with Cha.* MC: if Sparky misses with its attack, you gain +11 bth for one round.** (half scales with Cha) *Sparky will now harass your foe, leaving them distracted and Vulnerable! / Sparky will now protect your flank! **Sparky's attack reveals the secrets of (MonsterName)'s defensive technique! Appearance: Original, brushed up to modern standards. First mode claws the mob, second spits fire to warn off the mob. Description: A tiny firebreathing dragon. Its attacks may lack the power of its larger brethren and its breath be too tepid to truly burn, but its daring and will to succeed are second to none!
< Message edited by Primate Murder -- 2/2/2023 12:44:36 >
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