JhyShy
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Ancient Battlemage Set Info: A FD Energy set that uses different elements that create different effects FSB: Reduces Armor's Skill and Spell costs Ancient Battlemage Seige Armor, The Redeemer's way MC FD Energy Armor. MC is spent on compression Appearance- Battlemage from AQW Cost: Gold Elements- 39 Energy Animation- 3 hits Effects- You gain a FD lean You gain 3 skills MC is spent on compression Player gains -105 Initiative and Pays -9 MRM to take -15% damage and +5 Generic potency Skills- Swordhaven Might - Toggle that Locks attacks to either [Energy, Earth, Fire] elements (So, it goes weapon element -> Energy -> Earth -> Fire -> Back to Weapon Element) Battlemage Intensity - Costs MP, adds special effects based on what element Swordhaven Might is on if [Energy and Weapon Element, the attacks deal more damage], [Fire, the attacks inflict burn], [Earth, the attacks inflict bleed] Ancient Siege Spirit - Skill that costs: MP and SP as well as taking your turn and consuming 200% melee worth of burn or bleed (Takes the one closer to 200% melee, if both are of equal power burn has priority) to inflict the enemy with [Energy, Fire, Earth] elemental vulnerability stretched out to 5+ turns Description- This walking siege engine of an armor is built for the strength of the royal knights and the magic of royal mages, with those combined they create the element throwing unit you see here now! Info- Master Mage and Nemesis were the basis for this and I figured something like this would be cool for a build that lacks support right now (FD STR and INT) Ancient Spellsword, The Redemption MC Energy Melee Sword. MC for compression Appearance- The Last Redemption from AQW Cost: Gold Type: Melee Element: Energy Effect: Has no true special Instead of the usual no proc bonus, it gains a toggle that takes 10% melee in MP to increase the damage of bleeds and burns (Hilt) Click the blade to switch between a regular damage mode and a mode where you sacrifice SP to seek between Energy, Earth and Fire Description- The final weapon left in the armory, ironically it seems the last user of the weapon had called it "the redemption". In any case, this weapon can use your magical reserves to strengthen any existing burns or bleeds on your opponent and sacrifice your energy to seek between your foes weakness and weaken them even more. Info: Main inspiration for this weapon: Masanura and Xalkos Weapons Swordhaven's Wall, The Redeemer's Responsibility MC Energy Shield. MC Pays for Effects Appearance- Tall and Fat shield akin to Sleighguard Imperial Shield or Circular shield Cost: Gold Flavor Effect- Sacrifice -3 MRM to give the shield a toggle that switches between modes Effects- First Mode Heals MP based on Bleed damage Second Mode Heals SP based on Burn Damage Description- This gigantic shield is enchanted to sustain one's energy from the hexes put against the enemy but is cumbersome to wield Info- Usually, effects like these in shields are weak but I figured to fit in some lore cause the shield is so hard to wield and move with the thing The Helmet of the Last Redemption MC Energy Misc. MC Pays for compression Appearance- Redemption Helmet from AQW Cost: Gold Effects- Makes the player take x0.5 from Energy Gives +50 STR/INT and +40 END Clicking the helmet initiates a quickcast spell that does a token hit to siphon upto 200% melee of burn or bleed (If both are upto the same Melee value, burn takes priority to be siphoned first) to give +STR and +INT Description- This helmet left in the armory of the contaminated swordhaven still remains it's enchantment of balancing Might and Magic to form the frontlines of the siege against those that tried to destroy it's home Info- Based this off of Sunburst Amulet with the amount of things an item can do Edits: +Made the elemental vulnerability of the armor skill be specifically earth, energy and fire to make it cheaper (Removed it being overcharged) +Clarified some stuff +Made it so it's only burn or bleed that's siphoned, not both -Removed the helmet's +Damage based off opposite stats, gave it +50 of the stat instead (Originally something like +35% Melee damage if INT is at 250) -Removed shield flavor effect of sacrificing SP to make the regained resource stronger -Removed 5 generic potency off the armor -Removed Weapon's elemental vulnerability on the eleseek mode
< Message edited by JhyShy -- 2/1/2025 8:51:52 >
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