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RE: JhyShy's Weirdo Workshop

 
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1/31/2025 13:06:12   
JhyShy
Member
 

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) (Each elemental toggle is different this is not random 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 -- 2/21/2025 10:34:38 >
Post #: 76
2/1/2025 9:42:37   
JhyShy
Member
 

Rainbow Flame Set
Info: A FD/SC Fire set that focuses on Prismatic Burn
FSB: Increases Pris burn's power


Rainbow Flame's Warmth
MC FD/SC Fire Armor. MC is spent on compression
Appearance- Avatar's Flame from AQW with Avatar's flame banner as a cape
Cost: Gold

Elements- 39 Fire

Animation- 2 hits

Effects-
You gain a FD lean*
You gain 2 skills
MC is spent on skill compression
Player pays -6 MRM to gain a toggle that switches between FD and SC and to make Prismatic Burn damage deal +25% more damage

Skills-
Avatar Adaption - Switches Between FD and SC, can only be used once per battle
Colorful Branding - Overcharged Fire spell that splits cost between MP and SP, sacrifices 3/4 of it's damage to inflict prismatic burn. Spell has a +10 Save (Uses INT for saves) (6 Hits, animation is rainbow flames spawn underneath the enemy then suddenly Avatar's Flame Sabre crashes on the opponent)
Searing Colors - Toggle that costs SP, makes 100 proc attacks inflict prismatic burn (Uses DEX for saves)

Description- Prismatic Flame on!
Info- Don't got much to say to be honest


Rainbow's Reach
MC Fire Bow. MC used for Effect
Appearance- Avatar's Flame bow from AQW
Cost: Gold

Type: Melee
Element: Fire

Effect:
Has no true special
Instead of the usual no proc bonus, it gains a toggle that costs SP to make the bow do 4 hits (Click on the string)
The bow sacrifices damage to boost the existing prismatic burn on the enemy based on hit

Description- Insert Description here
Info:


Helm of the Rainbow Flame
MC Fire Misc. MC Pays for compression
Appearance- Avatar Flame guard from AQW
Cost: Gold

Effects-
Makes the player take x0.5 from Fire
Gives +50 DEX/INT and +40 END
Clicking the misc eats the prismatic burn to heal MP and SP

Description- Insert Description here
Info- RAHHHHHHHHHHHHHHHHHH

Post #: 77
2/15/2025 12:17:24   
JhyShy
Member
 

Hyperion Lion Set
Info: A FD Wind set that inflicts burn and be able to convert it to cripple on the opponent and +STR on the player
FSB: Increases the powers of burn


Atlas' Garugean Lion
MC FD Wind Armor. MC is spent on compression
Appearance- Heroic Atlas Lion Warrior From AQW
Cost: Gold

Elements- 39 Wind/42 Fire/42 Ice

Animation- 4 hits

Effects-
You gain a FD lean
You gain 3 skills
MC is spent on compression
Player gains -9 MRM to gain -10 Burn potency and -20 cripple potency

Skills-
Hyperion Arms - Toggle that locks the armor's attack to wind and sacrifices a small amount of SP to inflict wind burn on the opponent (Animation changes to the player putting away the weapons and shield to equip a pair of Lion Gauntlets)
Aegean Howl - Efficient Weapons based wind skill that eats burn upto 400% to gain +STR
Ferious Pound - Overcharged Weapons based wind skill that eats burn upto 400% to inflict cripple on the opponent

Description- A legendary armor based off a legendary creature, this armor feeds off of burns and can turn those into a boon for you or a crippling infliction to your enemy!
Info- Based off of the Nemean Cestus of God of War


Nemean Fangs
MC Wind Melee Sword. MC for compression
Appearance- Crimson Hesperides from AQW
Cost: Gold

Type: Melee
Element: Wind

Effect:
Has no true special
Instead of the usual no proc bonus, it gains a toggle that takes a little bit of SP to deal more damage in the weapon's regular damage mode or inflict Wind Elevuln on the opponent when it's in burn mode
Click the blade to switch between a regular damage mode and a burn mode where it sacrifices half of it's damage to inflict wind burn

Description- Born from the fangs of a fabled beast, this weapon shall shred through your enemies or burn them alive.
Info: Main inspiration for this weapon: Masanura and Xalkos Weapons


Herculean Task
MC Wind Shield. MC Pays for compression
Appearance- The shield from this set
Cost: Gold

Effects-
When the player is hit, it inflicts a harm burn
Has a toggle that makes the player take more damage and sacrifice SP to increase the potency of the burn of the shield

Description- It is a Herculean task to wield this shield, but it would be worth it once you see the burns it can deal to your opponent.
Info-


Nemean Pride
MC Wind Misc. MC Pays for compression
Appearance- Atlas Lion Helmet from AQW
Cost: Gold

Effects-
Makes the player take x0.5 from Wind
Gives +50 STR/CHA and +40 END
Toggle 1: Clicking on the helm makes the player deal +28% damage when the enemy is burnt
Toggle 2: Clicking on it again makes burns deal more damage

Description- This helmet visage can shift between powering you up when your foe is burning or make those burns hurt so much more!
Info- Based this off of Sunburst Amulet with the amount of things an item can do


Nemean Atlas Lion
MC Wind Pet. MC Pays for compression
Appearance- Atlas Griffon Pet from AQW
Cost: Gold

Animation- 3 hits

Effects-
Has 2 modes
Burn mode - Sacrifices 100% of it's damage to increase the potency of the burns inflicted on the enemy
Damage Mode - Makes the player sacrifice 20% melee in SP to boost pet damage, if the enemy is burnt, gains an additional boost to damage

Description- This ferocious beast is said to be untamable, but hey, it's fighting by your side now right? This beast will propagate the burns inflicted on your opponent or strike ferociously.
Info- Basically a wind version of the legionary pet not gonna lie

< Message edited by JhyShy -- 2/15/2025 23:10:35 >
Post #: 78
2/16/2025 2:39:34   
JhyShy
Member
 

Tribal Lion Set
Info: Accompanying set to the Hyperion Lion set above
FSB: None


Atlas' Aegean Warrior
MC FD Wind Armor. MC is spent on compression
Appearance- Tribal Atlas Lion Warrior From AQW
Cost: Gold

Elements- 39 Wind/42 Earth

Animation- 4 hits

Effects-
You gain a FD lean
You gain 2 skills
MC is spent on compression
Player gains -8.5 bth to for the player to gain +STR when hit in the armor

Skills-
Tribal Might - Player pays SP and HP to gain +50 STR and to inflict cripple based on hits connected
Titan Tribe's Technique - Locks armor attacks to wind and gains berserk

Description- The Tribal form of the great beast of legend!
Info- Based off of the Nemean Cestus of God of War


Aegean Judgement
MC Wind Melee Axe. MC for compression
Appearance- Atlas Lion Judgement from AQW
Cost: Gold

Type: Melee
Element: Wind

Effect:
Has no true special
Instead of the usual no proc bonus, the weapon skill costs less if the enemy is crippled
Click the handle to perform a wind skill that trades 50% of it's damage to inflict cripple

Description- Born from the fangs of a fabled beast, this weapon shall shred through your enemies or burn them alive.
Info: Main inspiration for this weapon: Masanura and Xalkos Weapons


Aegean Pride
MC Wind Misc. MC Pays for compression
Appearance- Atlas Lion Crown from AQW
Cost: Gold

Effects-
Makes the player deal +20% Damage
Gives +50 STR/END
If the enemy is crippled, the player takes less damage from all elements

Description- This helmet visage will be your best friend if your foe is crippled, making you take less damage from anyone!
Info-


Call/Summon Nemean Atlas Lion
MC Wind Guest. MC Pays for compression
Appearance- Atlas Griffon Pet from AQW
Cost: Gold

Animation- 3 hits

Effects-
Has 2 modes
Burn mode - Sacrifices 100% of it's damage to increase the potency of the burns inflicted on the enemy
Damage Mode - Makes the player sacrifice 20% melee in SP to boost guest damage, if the enemy is burnt, gains an additional boost to damage

Description- This ferocious beast is said to be untamable, but hey, it's fighting by your side now right? This beast will propagate the burns inflicted on your opponent or strike ferociously.
Info- Basically a wind version of the legionary pet not gonna lie

< Message edited by JhyShy -- 3/6/2025 21:55:17 >
Post #: 79
2/22/2025 3:11:28   
JhyShy
Member
 

Paladin Pride Set
Info: A FD Light set that inflicts Fear and Panic and be able to convert it to SP and HP respectively
FSB: Decreases enemy's save on the statuses inflicted


Prideful Paladin's Mane
MC FD Light Armor. MC is spent on compression
Appearance- Lion's Pride Paladin from AQW
Cost: Gold

Elements- 39 Light/42 Darkness

Animation- 3 hits

Effects-
You gain a FD lean
You gain 2 skills
MC is spent on compression
Player gains -6 MRM to gain -10 Fear potency and -10 Panic potency

Skills-
Paladin's Prowl - Weapons based light skill that eats fear and panic (both 200% melee each) to gain (SP from Fear) and (HP from Panic) (6 hits)
Pride Overwhelming - Gains a permanent Defloss and Elemental vulnerability to gain berserk and inflicts panic and fear on hits landed

Description- The armor of a forgotten paladin of an older order than even that of Artix's first, use it to siphon the panic and fear of your enemy to energy to be able to go on in the battle and even unleash an old incantation that makes you feel the Pride.
Info- Based off of the One storm armor


Roar of the Pride
MC Light Melee Hammer. MC for compression
Appearance- Roar of the Pride from AQW
Cost: Gold

Type: Melee
Element: Light

Effect:
Has no true special
Instead of the usual no proc bonus, it boosts the statuses inflicted by the skill
Click the handle to swap between inflicting fear or inflicting panic with the skill
Click the head to perform a skill attack that deals 4 hits and inflicts either fear or panic (Same animation as Liquefactor) (Uses STR as a main save and CHA as a minor save)

Description- Forged in what's said to be the purest of steel and hardest of hearts, you can use it's ancient magic to inflict fear or panic to your foe
Info: Main inspiration for this weapon: Mermazon weapons and Liquefactor


Paladin's Pride
MC Light Shield. MC Pays for compression
Appearance- Umazen Aspis but with the shading and colors of the set alongside a red cloth draped all over it
Cost: Gold

Effects-
Makes the player take less damage based on the amount of STR and CHA they have

Flavor Effects-
Sacrifices -3 MRM to gain 12.5 heal resist

Description- The favorite set of the old paladin you got this equipment from, you could tell since it was so much more in shape compared to the others. It can shield you from damage the more Strength and Courage you have over your opponent.
Info- My favorite part of the set since it's so basic but is functionally good, main inspiration was Lost Talon's shield both in the amount of function and the fact it's such an outlier to the whole set's theme


Pride Guard
MC Light Misc. MC Pays for compression
Appearance- Lion's Pride Guard from AQW
Cost: Gold

Effects-
Player inflicts Fear and Panic based on hits connected
Gives +50 STR/CHA and +40 END
Toggle 1: Clicking on the helm makes the player resist light damage
Toggle 2: Clicking on it again makes the player resist darkness damage

Description- The helmet guard of the old paladin, it could help you put the fear and panic of the battle into your opponent or help yourself keep composure and conserve energy
Info- Based this off of the panic amulet of snugglefest and Mirror Vorded's misc in the amount of things a misc can do


Pride Manifested
MC Light Pet. MC Pays for compression
Appearance- Lion Guardian from AQW
Cost: Gold

Animation- 2 hits

Effects-
Has 2 modes
Status mode - Sacrifices 50% damage to inflict fear and panic
Damage Mode - Eats enemy fear and panic to gain more damage (200% from each status)

Description- This manifestation of the pride the old paladin had, he said to take care of it, for while strong it could be susceptible to the darkness of the ego.
Info- Basically a light version of Bullshroom ngl


-Added the misc having a darkness resist
-Removed the misc having 12.5 heal resist

< Message edited by JhyShy -- 2/23/2025 2:05:03 >
Post #: 80
2/22/2025 3:18:39   
JhyShy
Member
 

Paladin Conceit Set
Info: A Darkness set that is just an alternative version of the Pride Paladin set above
FSB: Decreases enemy's save on the statuses inflicted


Roar of the Conceit
MC Darkness Melee Hammer. MC for compression
Appearance- Roar from the Darkness set from AQW
Cost: Gold

Type: Melee
Element: Darkness

Effect:
Has no true special
Instead of the usual no proc bonus, it boosts the statuses inflicted by the skill
Click the handle to swap between inflicting fear or inflicting panic with the skill
Click the head to perform a skill attack that deals 4 hits and inflicts either fear or panic (Same animation as Liquefactor) (Uses CHA as a main save and STR as a minor save)

Description- The Pride fallen to their hubris, this is what the old paladin warned you about when you feed into your pride to the darkness of the Ego manifested!
Info: Same deal except CHA is the main save this time over strength


Paladin's Conceit
MC Darkness Shield. MC Pays for compression
Appearance- Umazen Aspis but with the shading and colors of the set alongside a red cloth draped all over it
Cost: Gold

Effects-
Makes the player take less damage based on the amount of STR and CHA they have

Flavor Effects-
Sacrifices -3 MRM to gain 12.5 heal resist

Description- A symbol of how far justice can fall when one's pride turns into ego and hubris, while it may still have the same powers, the ego that lurked within has now consumed it.
Info- Basically the same deal except this time CHA is the main focus instead of strength


Conceit Manifested
MC Light Pet. MC Pays for compression
Appearance- Lion Guardian from AQW
Cost: Gold

Animation- 2 hits

Effects-
Has 2 modes
Status mode - Sacrifices 50% damage to inflict fear and panic
Damage Mode - Eats enemy fear and panic to gain more damage (200% from each status)

Description- The conceit that made the pride fall into darkness made manifest, while it may still carry on the same orders you give it, it always let's it's ego known to you.
Info- Basically a darkness version of Bullshroom ngl
Post #: 81
2/22/2025 12:11:30   
JhyShy
Member
 

Asguardian Set; Rhywork
Info: A FD Energy set that inflicts stun
FSB: Decreases costs of the shield and weapon


Asguardian Plate
MC FD Energy Armor. MC is spent on compression
Appearance- Asgardian Plate
Cost: Gold

Elements- 39 Energy/42 Ice but gains 100 Fire

Animation- 3 hits

Effects-
You gain a FD lean
You gain 3 skills
MC is spent on compression
Player gains -9 MRM to take less damage from ice attacks (Think One Storm armor)

Skills-
Meginjord - Player gains +50 STR and locks attacks to Energy, pays 10% melee in SP for the Stat toggle and 25% melee in SP to boost the elemental lock
Mountain Might - Makes them deal 1.25x damage while intaking 0.8x damage
Thunder's Rage - Gives the player berserk and gives the player +30% damage boost but inflicts Paralysis and defloss on the player

Description- This armour has been imbued with the might of Thunder Mountain and all the past rulers of that sacred peak. It grants incredible Energy resistance and great Ice resistance, and by arming yourself with the belt of the legendary warrior Thor and his techniques, you can achieve a portion of the might he possessed!
Info- Pretty basic armor to be honest, but I wanted to make the other items more of the stars of the show over the armor


Asguardian Maullnir
MC Energy Melee Hammer/Maul. MC for compression
Appearance- Mjollnir
Cost: Gold

Type: Melee
Element: Energy

Effect:
Has no true special
Instead of the usual no proc bonus, it's used to boost the +STR given by the skill
Click the head to perform a skill attack that deals 4 hits and eats paralysis to give +STR to the player

Description- This mighty mace was forged in the heart of Thunder Mountain inspired by one of the most legendary weapons of all time, Mjolnir! It can make your foe come back to their senses for an even bigger clobbering!
Info: Main inspiration for this weapon: Mermazon weapons and Liquefactor, again. Honestly just wanted to be able to include the ranged mode in the weapon so I made it a skill instead


Asguardian Jarnskjoldr
MC Energy Shield. MC Pays for compression
Appearance- Jarnskjoldr
Cost: Gold

Effects-
Clicking on the shield makes it perform an energy skill that sacrifices 75% damage to inflict paralysis

Flavor Effects-
Sacrifices -3 MRM to take less damage from ice attacks (Think One Storm Armor)

Description- This Gracious shield has been imbued with the might of Thunder Mountain and all the past rulers of that sacred peak. It bolsters your resistance against Energy and Ice, and can unleash a thunderclap which can stun your foes!
Info- I'm not gonna lie, I wanted to keep the ice resist of the shield without having to sacrifice the shield being -26 Energy, also kept the skill since it's mostly been my main inspiration for this Rhywork


Asguardian's Járngreipr
MC Energy Misc. MC Pays for compression
Appearance- A pair of mettalic lightning gauntlets
Cost: Gold

Effects-
Makes the player take x0.5 from Energy
Gives +50 STR/END and +40 LUK
Clicking on the gauntlets makes the player inflict +50% more damage on the enemy if paralyzed but costs SP and HP to maintain

Description- These gauntlets are inspired by the metal gauntlets of the Legendary Warrior Thor! These hefty gauntlet's come with a hefty price but the damage dealt to them when the enemy is stunned are legendary
Info- Pretty basic but I feel a solid misc since the +50% damage could be insane when the enemy is continuously inflicted with paralysis


Asguardian Lion
MC Energy Pet. MC Pays for compression
Appearance- Asgardian Lion
Cost: Gold

Animation- 4 hits

Effects-
Has 2 modes
Status mode - Sacrifices 75% damage to inflict paralysis and gives the player paralysis potency based off STR (2 hits)
Damage Mode - Deals +50% damage but player pays with HP, if the enemy is paralyzed, it deals +10% damage (Has a downtrigger if enemy is not paralyzed)

Description- A powerful cat with amazing control over Energy granted by Krenos himself! Can showcase that legendary energy by stunning them or clawing them down!
Info- Basically an energy Legionary Scorpio but with paralysis


Edits-
-Increased the damage mitigation of the ice damage taken by the armor, since I removed the -3 MRM from the 1 skill to the ice damage mitigation
-Put the right values on Asguardian Lion
-Clarified stuff
-Added 100 Fire to the armor's resists due to the whole Surtr and Ragnarok thing
-Changed the armor's third skill from blind to self paralysis, much more fitting for thematic stuff

< Message edited by JhyShy -- 3/22/2025 10:30:53 >
Post #: 82
2/25/2025 7:32:07   
JhyShy
Member
 

Druidic Necromancer
Info: A FD/Spellcaster Earth set that focuses on Poison
FSB: Makes the poison siphons inflicted be boosted by 15%


Dead Forest Druid
MC Spellcaster Earth Armor. MC is spent on compression
Appearance- Druidic Soothsayer from AQWwith Druidic Rune Cape as a cape
Cost: Gold

Elements- 39 Earth/42 Darkness but 100 Fire

Animation- 2 hits

Effects-
You gain a FD lean
You gain 3 skills
MC is spent on compression
Player gains -20 Burn weakness and -3 MRM to gain +25% damage on poisons inflicted

Skills-
Forest Feature - Switches between FD and Spellcaster Leans, usable once per battle
Soothslayer - Regular spell that seeks between Earth and Darkness and eats poison up to 400% to gain a Spell boost (4 hits)
Dead Forest's Sacrifice - Normal Spell that splits cost between HP and MP and sacrifices all of it's damage and auto hits and inflicts a permanent self Earth and Darkness burn on the player but all future poisons inflicted have their power boosted by a significant amount alongside gaining a -20 save

Description- The people who wear this mantle often speak of those who have died in the forest and speak to the forests themselves. Avenging those lost and avenging the tainted forests, gain the dead energy inflicted on the enemy to gain a boost or feel the pain of the forest to boost the poisons themselves!
Info- Pretty basic armor to be honest but I feel that's a good thing, something more filler for spellcasters and FD


Dead Forest Staff
MC Earth Magic Staff. MC for compression
Appearance- Druidic Soothsayer Staff from AQW
Cost: Gold

Type: Magic
Element: Earth

Effect:
Has no true special
Instead of the usual no proc bonus, it makes spells inflict an [Element] poison on the enemy (Element is dependent on which elemental mode it's in)
Clicking the head does a toggle that switches between regular damage mode and status mode
In status mode, When casting an earth or darkness spell it trades spell damage to inflict (Earth or Darkness) poison on the enemy (Depends on elemental mode)

Flavor Effect:
Trades -3 MRM to be able to switch between Earth and Darkness when clicking the handle

Description- This staff stores immense death from the forest, okay not really, but it does carry the energy fueled by the injustices and death faced by the forests to boost your spells!
Info: A basic but I feel needed compression stave/spellbooster


Dead Forest Hand
MC Earth Magic Tome. MC for compression
Appearance- Druidic Soothsayer Gauntlet from AQW
Cost: Gold

Type: Magic
Element: Earth

Effect:
Player spends SP to negate the -5% damage from seeking between earth and darkness
If spells are disabled, does a wand attack
If the attack button is pressed a UI appears

1.) Dead Forest Spikes - Spawns 6 spikes off the ground, Overcharged spell sacrifices 75% damage to inflict poison on the opponent, seeks between earth and darkness
2.) Darkwood Drain - Fires off 4 lasers from the eyes, Efficient spell that eats upto 200% poison to heal the player, seeks between earth and darkness
3.) DeadFences - Spawns a fence mixed with skeleton and rotting branches, Regular spell that trades all damage to gain a shield that when enemies hit the player they get inflicted with poison
4.) Draw Mana - Draw mana

Description- This gauntlet stores immense death from the forest, okay not really, but it does carry some nifty spells fueled by the injustices and death faced by the forests!
Info: Pretty basic but good Earth and Darkness tome I feel


Dead Forest Runes
MC Earth Shield. MC Pays for compression
Appearance- Druidic Soothsayer spikes from AQW
Cost: Gold

Effects-
Clicking on the shield switches between defending from Earth and Darkness

Flavor Effects-
Sacrifices -3 MRM to take gain -20 Poison potency

Description- This rune can help you absorb certain elemental attacks and can help you infuse poison on your foe much easier!
Info- Basic but I feel a generic useful shield that fits the theme of the set


Dead Forest Aura
MC Earth Misc. MC Pays for compression
Appearance- Druidic Soothsayer's burning aura from AQW
Cost: Gold

Effects-
Passively gives +10% damage to spell boosts and when the enemy is poisoned it pays an additional HP cost per turn to push it to +30%
Gives +50 INT/END
MC is spent on letting the player switch between protecting from Earth and Darkness


Description- The rage of the forest personified, it protects you from earth and darkness and could empower your spells but comes with a debilitating price.
Info- A pretty price-y boost but I intended it to be that way, alongside that I was gonna make the berserk a blind but since it's all about the rage of a dead forest, I figured it'd be a perfect opportunity to make it berserk instead


Dead Forest Deer
MC Earth Pet. MC Pays for compression
Appearance- A body like the Doombinders, with the head being that of a skull of a dead deer.
Cost: Gold

Animation- 3 hits

Flavor Effects-
Player takes 15% more damage to make the pet seek between earth and darkness and boosts damage by 10%

Effects-
Has 2 modes
Status mode - Sacrifices 50% damage to inflict inflict either earth or darkness poison
Damage Mode - Deals +50% damage but player pays with MP, if the enemy is poisoned, it deals +10% damage (Has a downtrigger if enemy is not poisoned)

Description- A powerful but risky creature, this manifestation of the dead in the forest can inflict poison on your opponent or drain your mana to deal great damage to the opponent directly!
Info- Honestly, I just wanted the pet to be strong but didn't know how to go about it, so I just copied Legionary Scorpio again, sadly


Edits:
-Changed staff's -6 MRM giving +10 damage and +8.5 bth to -3 MRM and being able to switch between Earth and Darkness
-Removed the armor's +10% spell damage
-Removed the armor's -12.5 heal res
-Removed the damage focused efficient spell of the tome
-Added a burn weakness to the armor, instead of just -3 MRM
-Changed the armor's Overcharged spell to normal and made it have a -20 save and changed it's self fire burn to self earth and darkness burn alongside removing the token hits to trading all it's damage and making it auto hit

< Message edited by JhyShy -- 2/25/2025 23:22:09 >
Post #: 83
2/26/2025 2:40:04   
JhyShy
Member
 

No-Drop Items Part 1; Rhywork V2
Info: I had a bunch of ideas to make No-drops much more useable, at least, relative to the ones we have right now. I don't want these to be top tier items but mostly for them to be competitive with some seasonal items but not mastercraft set level good tier.
FSB: Reduces armor skill costs

IMPORTANT CHANGE - In the guardian tower at Nimrod you can change your lean independent of the armors, so for example you could have a Might armor of AWE be FO or SC instead of the usual FD, I honestly just wanted this change for different loadout creations and combinations in that each item can be useable by any build but still have the items offer something unique to them. Additionally, while I did want the respective builds to benefit the most out of the armors respective to them (FO warrior to Mighty Ultra Guardian for example) I did not want to limit them too much so in the end, they still won't be min maxed for their respective build. The ideas here are largely inspired by Aerin (Lv. 1000)'s ideas, so big shoutouts to him


AWE items-
Focuses on defensive abilities to reflect on how the AWE set is the defensive no drop set


Mighty Armor of AWE
MC [Lean] [Element] Armor. MC is spent on compression
Appearance- Armor of AWE (Couldn't find a Modern picture)
Cost: None

Elements-

Animation- 2 hits

Effects-
You gain a lean
You gain 2 skills
MC is spent on compression of the two skills

Skills-
Conquering strikes - Uses 3 hit animation, Locks weapon attacks to armor element. Costs 75% melee in SP and sacrifices 25% damage to inflict choke (Not, type locked, so if rangers or other hybrids want to use this, they can. If the player is using a magic weapon, it splits costs between MP and SP.) for 4 turns with a -20 Save
Mighty Shield - Uses Insightful's armor skill animation, a spell that casts barrier on the player and costs 100% melee in SP and is quick-cast and is once per turn

Description- The Awe-full armor recovered from King Awethur! Can use it's might to choke your opponents!
Info- A basic but solid armor I feel, it isn't that overwhelmingly good compared to others but I feel can hold itself in the ring against some seasonal items, didn't want the skill to be type locked because as I've said, I want all builds to be able to use all these no-drops as best they can


Deft Armor of AWE
MC [Lean] [Element] Armor. MC is spent on compression
Appearance- Armor of AWE (Couldn't find a Modern picture)
Cost: None

Elements-

Animation- 2 hits

Effects-
You gain a lean
You gain 2 skills
MC is spent on compression of the two skills

Skills-
Blinding strikes - Uses 3 hit animation, SPell that costs 100% melee in SP. Trades damage to inflict blind (Not, type locked, so if mages or other hybrids want to use this, they can. If the player is using a magic weapon, it splits costs between MP and SP) for 4 turns with a -20 Save
Deft Shield - Uses Insightful's armor skill animation, a spell that gives +MRM to the player and costs 100% melee in SP and is quick-cast and is once per turn

Description- The Awe-full armor recovered from King Awethur! Can use it's Awe inspiring light to blind your opponents!
Info- Again, pretty basic but I feel can hold itself against more modern items, Instead of being an elelock like Mighty, I figured to make this one a SPell instead since warriors focus on consistent damage, honestly I didn't know how to make a defensive version of the ramping damage, so instead I made it have a niche of dodging which is a defensive mechanic I didn't think would fit either Mighty or Insightful


Insightful Armor of AWE
MC [Lean] [Element] Armor. MC is spent on compression
Appearance- Armor of AWE (Couldn't find a Modern picture)
Cost: None

Elements-

Animation- 2 hits

Effects-
You gain a lean
You gain 2 skills
MC is spent on compression of the two skills

Skills-
Perturbation strikes - Uses 3 hit animation, spell that costs 125% melee in MP. Trades damage to inflict panic (Not, type locked, so if warriors or other hybrids want to use this, they can. If the player is using a melee or ranged, it converts the cost to 100% melee in SP and uses either Melee or Ranged) with a -20 Save
Insightful Shield - Uses Insightful's armor skill animation, a spell that gives a mana shield to the player and costs 100% melee in SP and is quick-cast and is once per turn

Description- The Awe-full armor recovered from King Awethur! Can use it's Insightful power to make your opponents Panic!
Info- I had a hard time thinking if I should have made this a straight up SPell but I wanted it to be consistent with the others in that they sort of relate to their specific stat, so I made it a spell instead and make it detect if the player has no INT instead. Honestly, I don't think you need to spend anything for the mana shield but I just wanted to make it consistent with all other stuff


Shield of AWE
MC [Element] Shield. MC is spent on heal resist
Appearance- Shield of AWE
Cost: None

Elements-

Effects-
Gives the player -12.5 Heal resist

Description- This shield is from the regalia of King Awethur! It can help you recuperate your wounds slightly and help strengthen your barriers!
Info- I honestly just wanted to put Aerin (Lv.1000)'s idea which was the +5 Generic status resistance but since I had put heavy emphasis on the barriers, I figured to instead just make it heal resist instead which is still I think a good defensive ability to have. Although it does concern me since it sort of powercreeps the nickelclad shield and it's clones. On this note, if it's too powerful I highly value Aerin's proposal to give it +5 generic status resistance or make it regenerate HP for Mighty, SP for Deft, And MP for Insightful (Idea from Gibby)


Ultra-Guardian Items-
Focuses on much more offensive tactics such as empowerment and boosts to signify it being the offense oriented set of the no drops


Mighty UltraGuardian Plate
MC [Lean] [Element] Armor. MC is spent on compression
Appearance- Mighty UltraGuardian Plate
Cost: None

Elements-

Animation- 2 hits

Effects-
You gain a lean
You gain 2 skills
MC is spent on compression of the two skills

Skills-
Power strikes - Uses 4 hit animation, Toggle that locks weapon attacks to armor element that costs 75% melee in SP and 25% in HP to boost damage. (Again, not type locked so other builds can use it, no just warriors, if the player is using a magic weapon, it splits cost between MP and SP)
Power of the Guardians - QC spell that gives the player elemental empowerment to the armor's element (If it's neutral it's omni elemental) costs 100% melee spread over 2 to 3 turns, this is once per turn

Description- A more powerful version of the Guardian Plate, this armour can unleash a frenzy of strikes locked to your element and can also give you a boost of strength to further empower that frenzy!
Info- I think this is a pretty barebones but sufficient enough armor to be able to go against other items


Deft UltraGuardian Plate
MC [Lean] [Element] Armor. MC is spent on compression
Appearance- Deft UltraGuardian Leathers
Cost: None

Elements-

Animation- 2 hits

Effects-
You gain a lean
You gain 2 skills
MC is spent on compression of the two skills

Skills-
Skillful strikes - Uses 3 hit animation, SPell that costs 100% melee in SP, follows armor element and trades a bit of damage for +Bth. (Again, not type locked so other builds can use it, no just warriors, if the player is using a magic weapon, it splits cost between MP and SP)
Skill of the Guardians - QC spell that gives the player celerity costs 100% melee in SP, usable once per turn

Description- A more powerful version of the Guardian Leathers, this light armour can unleash skillful strikes that will give you a much keener eye the next time you strike, alongside giving you a boost of energy to be able to unleash another batch of skillful strikes!
Info- The idea here is to use celerity to stack +Bth for rangers and because of that, the adaptive lean can deal more damage despite the -Bth that comes along with it. And for other builds I think they can of course benefit from the celerity that comes from the armor


Insightful UltraGuardian Plate
MC [Lean] [Element] Armor. MC is spent on compression
Appearance- Insightful UltraGuardian Robes
Cost: None

Elements-

Animation- 2 hits

Effects-
You gain a lean
You gain 2 skills
MC is spent on compression of the two skills

Skills-
Intelligent strikes - Uses Classic Warlic shop spells as the animations depending on the armor's element, spell that costs 125% melee in MP (If the player is using a melee or ranged weapon, it converts cost to 100% melee in SP and uses either Melee or Ranged)
Insight of the Guardians - QC spell that gives the player +MainStat depending on weapon held costs 100% melee in SP spread over 2-3 turns, usable once per turn

Description- A more powerful version of the Guardian Robes, this cloth armour allows you to amplify the damage of your spells via your insight and allows you to cast amplified versions of classic spells!
Info- I was honestly so close to making the QC spell a Mainstat toggle instead, but I wanted to remain consistent with the format I've laid out for the other items.


UltraGuardian Shield
MC [Element] Shield. MC is spent on stat toggle
Appearance- UltraGuardian Shield
Cost: None

Elements-

Effects-
When clicked the shield will give a +Mainstat depending on weapon type held (Costs 10% Melee in SP for upkeep)

Description- A shield made to compliment the UltraGuardian armor! This shield is built for more offense oriented tactics of the current guardians of today!
Info- Honestly inspired by Aerin (Lv.1000)'s idea here because it's a solid but good identity that fits an offense oriented playstyle.


Edits:
-Instead of tracking if the player has 250 INT it just tracks if the player is holding a magic, melee or ranged weapon instead to make it smoother
-Changed the power of the guardians to be 2 or 3 turns instead of just 2, so it won't be too strong
-Clarified the second skills being once per turn
-Added a cost to the QC barriers of the AWE armors
-Reduced the costs of the second skills from 120% to 100%
-Added some stuff on the info sections of the insightful AWE armor and AWE shield
-Changed Deft UG Armor's cost from 75% to 100%
-Changed Mighty AWE skill cost to 75% SP and 25% Damage from 100% SP
-Changed Mighty UG skill to cost 75% SP and 25% HP from 100% SP
-Gave AWE armor skills a -20 Save and gave Mighty and Deft specific durations

< Message edited by JhyShy -- 3/3/2025 11:01:56 >
Post #: 84
2/27/2025 11:03:44   
JhyShy
Member
 

No-Drop Items Part 2; Rhywork V2
Info: Part 2 of my No-Drop Rhyworks, here to Rhywork the rider armors in the guardian tower alongside making improvements to the original guardian armor and adventurer items

IMPORTANT CHANGE - In the guardian tower at Nimrod you can change your lean independent of the armors, so for example you could have a Might armor of AWE be FO or SC instead of the usual FD, I honestly just wanted this change for different loadout creations and combinations in that each item can be useable by any build but still have the items offer something unique to them. Additionally, while I did want the respective builds to benefit the most out of the armors respective to them (FO warrior to Mighty Ultra Guardian for example) I did not want to limit them too much so in the end, they still won't be min maxed for their respective build. The ideas here are largely inspired by Aerin (Lv. 1000)'s ideas, so big shoutouts to him


Rider Armors-
Basic beginner armors focusing on one DoT skill and one Stun skill


Horse Riding Armor
MC [Lean] Earth Armor. MC is spent on compression
Appearance- Horse Riding Armor from the guardian tower
Cost: None

Elements-

Animation- 2 hits

Effects-
You gain a lean
You gain 2 skills
MC is spent on compression of the two skills

Skills-
Bucking Blow- Spell-based skill that costs 100% melee in SP and trades 50% of it's damage to inflict Daze on the opponent
Bleeding Blow- Spell-based skill that costs 100% melee in SP and trades 50% of it's damage to inflict Bleed on the opponent

Description- Same description
Info- I went for bleed for this one because I felt it fit the most compared to the other rider armors.


Unicorn Riding Armor
MC [Lean] Light Armor. MC is spent on compression
Appearance- Same
Cost: None

Elements-

Animation- 2 hits

Effects-
You gain a lean
You gain 2 skills
MC is spent on compression of the two skills

Skills-
Controlling Charge - Spell-based skill that costs 100% melee in SP and trades 50% of it's damage to inflict Control on the opponent
Searing Strikes - Spell-based skill that costs 100% melee in SP and trades 50% of it's damage to inflict Light Burn on the opponent

Description- Same
Info- More of the same but much more thematically fitting


Nightmare Riding Armor
MC [Lean] Fire Armor. MC is spent on compression
Appearance- Same
Cost: None

Elements-

Animation- 2 hits

Effects-
You gain a lean
You gain 2 skills
MC is spent on compression of the two skills

Skills-
Paralyzing Pound - Spell-based skill that costs 100% melee in SP and trades 50% of it's damage to inflict Paralyze on the opponent
Poisoning Pounding - Spell-based skill that costs 100% melee in SP and trades 50% of it's damage to inflict Fire Poison on the opponent

Description- Same
Info- You know the drill by now


Pegasid Riding Armor
MC [Lean] Wind Armor. MC is spent on compression
Appearance- Same
Cost: None

Elements-

Animation- 2 hits

Effects-
You gain a lean
You gain 2 skills
MC is spent on compression of the two skills

Skills-
Sleeping Soar - Spell-based skill that costs 100% melee in SP and trades 50% of it's damage to inflict Sleep on the opponent
Seeding Skies - Spell-based skill that costs 100% melee in SP and trades 50% of it's damage to inflict Wind Leech Seed on the opponent

Description- Same
Info- You know the drill by now


Black Dragon Rider Armor
MC [Lean] Darkness Armor. MC is spent on compression
Appearance- Same
Cost: None

Elements-

Animation- 2 hits

Effects-
You gain a lean
You gain 2 skills
MC is spent on compression of the two skills

Skills-
Fear Breath - Spell-based skill that costs 100% melee in SP and trades 50% of it's damage to inflict Fear on the opponent
Burning Fangs - Spell-based skill that costs 100% melee in SP and trades 50% of it's damage to inflict Darkness Burn on the opponent

Description- Same
Info- You know the drill by now


Guardian Items-
Focuses on Generic skills to reflect them being the first items players claim as a guardian (Well, supposed to be) as well as them being STRICTLY inferior to their questable upgrades such as the Ultraguardian set and the AWE set


Guardian Plate
MC [Lean] [Element] Armor. MC is spent on compression
Appearance- Guardian Plate
Cost: None

Elements-

Animation- 2 hits

Effects-
You gain a lean
You gain 1 skill
MC is spent on compression of the skill

Skills-
Guardian Fury - Uses 3 hit animation, Regular spell-based skill that follows weapon element that costs 100% melee in SP (If the player is using a magic weapon, it splits costs between MP and SP)

Description- Same
Info- I think this is a pretty barebones but sufficient enough armor to be able to go against other items


Guardian Leather
MC [Lean] [Element] Armor. MC is spent on compression
Appearance- Guardian Leathers
Cost: None

Elements-

Animation- 2 hits

Effects-
You gain a lean
You gain 1 skill
MC is spent on compression of the two skills

Skills-
Guardian Eye - Uses 3 hits, Regular spell-based skill that follows weapon element that costs 100% melee in SP and trades some damage for a +Bth Boost (If the player is using a magic weapon, it splits costs between MP and SP)

Description- Same
Info- Not much to say ngl


Guardian Robes
MC [Lean] [Element] Armor. MC is spent on compression
Appearance- Guardian Robes
Cost: None

Elements-

Animation- 2 hits

Effects-
You gain a lean
You gain 1 skill
MC is spent on compression of the two skills

Skills-
Guardian Spell - Regular spell-based skill that is 3 hits costs 125% Melee in MP (If the player uses melee or ranged it converts cost to SP instead)

Description- Same
Info- Same thoughts.


Savant Robes
MC [Lean] [Element] Armor. MC is spent on compression
Appearance- Guardian Leathers but with a skirt
Cost: None

Elements-

Animation- 2 hits

Effects-
You gain a lean
You gain 1 skill
MC is spent on compression of the two skills

Skills-
Savant Spindle - Regular Spell-based skill that costs 125% Melee in MP and sacrifices 50% of it's damage for an omni elemental shield (If the player uses melee or ranged it converts cost to SP instead)

Description- Same
Info- Okay, so truthfully Student Robes came up first but I also wanted to do something with eleshields and I didn't think it'd fit well thematically on Mighty AWE over barrier and choke, so I put it here instead.


Guardian Shield
MC [Element] Shield. MC is spent on a damage boost
Appearance- Guardian Shield
Cost: None

Elements-

Effects-
When used increases damage of attacks by 5%

Description- Same
Info- Honestly was thinking about just keeping the regular effect but since this a bit more offense oriented like the UltraGuardian set, might as well make it have an offensive capability.


Adventurer Items-
Focuses on Generic Defensive Boosts to so that guardian players have an option to go for them before going after the UltraGuardian and AWE sets, and honestly if I had my way, I'd have these also be active for adventurers too.


Steel Plate
MC [Lean] [Element] Armor. MC is spent on compression
Appearance- Same
Cost: None

Elements-

Animation- 2 hits

Effects-
You gain a lean
You gain 1 skill
MC is spent on compression of the skill

Skills-
Adventurer Advantage - Toggle that reduces damage and costs 20% Melee in SP for upkeep

Description- Same
Info- Pretty Eh, I'm not going to lie, but it's mostly just there until you get the better No-Drops


Leather Armor
MC [Lean] [Element] Armor. MC is spent on compression
Appearance- Same
Cost: None

Elements-

Animation- 2 hits

Effects-
You gain a lean
You gain 1 skill
MC is spent on compression of the two skills

Skills-
Adventurer Agility - Toggle that reduces enemy bth and costs 20% melee in SP for upkeep

Description- Same
Info- Pretty much built this to reflect the AWE set


Cloth Robes
MC [Lean] [Element] Armor. MC is spent on compression
Appearance- Same
Cost: None

Elements-

Animation- 2 hits

Effects-
You gain a lean
You gain 1 skill
MC is spent on compression of the two skills

Skills-
Adventurer Abraxas - Toggle that passively reduces enemy resources (SP and MP specifically), costs 20% Melee in SP for upkeep

Description- Same
Info- Okay, I have to admit this is a pretty out of nowhere effect and doesn't fit in with the AWE set but I figured this would be unique spin on a defensive toggle.


Student Robes
MC [Lean] [Element] Armor. MC is spent on compression
Appearance- Same as Cloth Robes but with Brown clothes instead, or you could make it a full on Brown Robe like the old art.
Cost: None

Elements-

Animation- 2 hits

Effects-
You gain a lean
You gain 1 skill
MC is spent on compression of the two skills

Skills-
Student Synchronization - Toggle that passively increases spells and spell like attacks. Costs 20% Melee in SP for upkeep

Description- Same
Info- OKAY, now this is really out of left field but I honestly had another idea for this and it would be pretty cool if all of a sudden the student and savant switched themes with the usual defensive set having a offensive toggle and the offensive set having a defensive spell.


Adventurer Shield
MC [Element] Shield. MC is spent on stat toggle
Appearance- Same
Cost: None

Elements-

Effects-
Reduces incoming by 5%

Description- Same
Info- Basic counterpart to the Guardian Shield.


Edits:
-Changed Guardian Leathers' BTH Lean to BTH Boost

< Message edited by JhyShy -- 3/1/2025 10:04:26 >
Post #: 85
3/1/2025 13:21:22   
JhyShy
Member
 

No-Drop Items Part 3; Rhywork V2
Info: Onto No-drop weapons this time and I figured to make them much more stronger than the ones we have right now. Since it'd be pretty redundant if the armor and shields grow stronger but not the weapons, but I honestly feel the Blade of AWE and the Guardian Weapons are in a pretty good spot right now though, so I might as well make new ones

Thing to consider: What if Elementalizing was made possible for Adventurers? I know it's long been a Guardian feature but I feel with modern times and lack of good compression items, it's time to throw adventurers at least a bit of bones. My suggestion:

Adventurer elementalization be:
- Made in Guardian's tower at Nimrod
- Strictly limit it to weapons
- Armor and shield remain Neutral
- Make it cost 30 Tokens instead of Gold
- Have this option be locked out to Guardians and converted to the normal guardian elementalization to prevent Guardians from having different No-drop weapon elements from their No-drop armor and shield


Mighty/Deft/Mystic Fists
MC Harm Melee/Ranged/Magic Club. MC is used for +5% damage
Appearance- Fists
Cost:

Type: Melee/Ranged/Magic
Element: Harm

Effect:
Has no true special
Has the usual No Proc Bonus
Has +5% damage from MC

Description- Your Mighty/Deft/Mystic Fists! Make your enemies feel the power of these hands!
Info: A basic but I feel necessary no drop weapon to create, and they're pretty easy to fit in the lore I feel


Blade/Spear/Staff of Prime Guardians
MC [Element] Melee/Ranged/Magic Weapon. MC is used for increasing the proc rate of the silent specials.
Appearance- Guardian Blade but with a mix of the aesthetics of the Blade of AWE
Cost: Nothing, but must have unlocked the Ultra-Guardian no drops

Type: Melee/Ranged/Magic
Element: No-Drop Element

Effect:
Has no true special
Instead of the usual No-proc bonus it does different effects based on the AWE specials
- Spiral Carve turns into a direct +Damage boost and is further boosted when aligned
- AWE Blast turns into making the weapon auto-hit randomly and has it's damage boosted further when aligned
- Health Vampire turns into randomly healing the player based on damage dealt on that turn, if aligned it boosts the health gained to +150% damage dealt, if the player's health is above 75% it simply deals increased damage if proc'd instead
- Mana Vampire turns into randomly healing the player's Mana based on damage dealt on that turn, if aligned it boosts the Mana gained to +125% damage dealt, if the player's health is above 75% it simply deals increased damage if proc'd instead
- Soul Vampire turns into randomly healing the player based on damage dealt on that turn, if aligned it boosts the health gained to +125% damage dealt, if the player's health is above 75% it simply deals increased damage if proc'd instead
- Guardian Dragon turns into an additional Harm hit after the player's turn (Think like Gingerbrute)
- PWD turns into inflicting the opponent with a "Death Seed" basically inflicting PWD on the enemy after their turn

Description- Your own soon to be legendary weapon! A mix of modernized UltraGuardian enchantments and Ancient magic and techniques of the old kingdom of Awethur, this is a weapon fit for a legend soon to be born!
Info: A basic but I feel necessary no drop weapon to create as well, it's a pretty wonky weapon for the lore, yeah but I feel this would be a good alternative to making a more consistent and 0-proc versions of the AWE weapons without changing the AWE weapons themselves


Bow of Prime Guardians
MC Ranged [Element] 100-Proc Bow. MC is used for increasing the proc rate of the silent specials.
Appearance- Bow but with a mix of the aesthetics of the Blade of AWE and Modern UltraGuardian Aesthetics
Cost: Nothing, but must have unlocked the Ultra-Guardian no drops

Type: Ranged
Element: No-Drop Element

Effect:
Is a 100-Proc
Has no true special
Instead of the usual No-proc bonus it does different effects based on the AWE specials
- Spiral Carve turns into a direct +Damage boost and is further boosted when aligned
- AWE Blast turns into making the weapon auto-hit randomly and has it's damage boosted further when aligned
- Health Vampire turns into randomly healing the player based on damage dealt on that turn, if aligned it boosts the health gained to +150% damage dealt, if the player's health is above 75% it simply deals increased damage if proc'd instead
- Mana Vampire turns into randomly healing the player's Mana based on damage dealt on that turn, if aligned it boosts the Mana gained to +125% damage dealt, if the player's health is above 75% it simply deals increased damage if proc'd instead
- Soul Vampire turns into randomly healing the player based on damage dealt on that turn, if aligned it boosts the health gained to +125% damage dealt, if the player's health is above 75% it simply deals increased damage if proc'd instead
- Guardian Dragon turns into an additional Harm hit after the player's turn (Think like Gingerbrute)
- PWD turns into inflicting the opponent with a "Death Seed" basically inflicting PWD on the enemy after their turn

Description- Your own soon to be legendary weapon! A mix of modernized UltraGuardian enchantments and Ancient magic and techniques of the old kingdom of Awethur, this is a weapon fit for a legend soon to be born!
Info: Ngl, I feel this is just a straight upgrade to the Regular Bow but hey, Guardians have gotta one up Adventurers


Scepter of Prime Guardians
MC [Element] Magic 100-Proc Wand. MC is used for increasing the proc rate of the silent specials.
Appearance- Wand but with a mix of the aesthetics of the Blade of AWE and modern UltraGuardian Aesthetics
Cost: Nothing, but must have unlocked the Ultra-Guardian no drops

Type: Magic
Element: No-Drop Element

Effect:
Is a 100-Proc
Sacrifices 20% of SP for Spells of the no-drop element casted to deal +20% Damage (If it's neutral, it gets reduced to +15% but is applicable to all spells)
Has no true special
Instead of the usual No-proc bonus it does different effects based on the AWE specials
- Spiral Carve turns into a direct +Damage boost and is further boosted when aligned
- AWE Blast turns into making the weapon auto-hit randomly and has it's damage boosted further when aligned
- Health Vampire turns into randomly healing the player based on damage dealt on that turn, if aligned it boosts the health gained to +150% damage dealt, if the player's health is above 75% it simply deals increased damage if proc'd instead
- Mana Vampire turns into randomly healing the player's Mana based on damage dealt on that turn, if aligned it boosts the Mana gained to +125% damage dealt, if the player's health is above 75% it simply deals increased damage if proc'd instead
- Soul Vampire turns into randomly healing the player based on damage dealt on that turn, if aligned it boosts the health gained to +125% damage dealt, if the player's health is above 75% it simply deals increased damage if proc'd instead
- Guardian Dragon turns into an additional Harm hit after the player's turn (Think like Gingerbrute)
- PWD turns into inflicting the opponent with a "Death Seed" basically inflicting PWD on the enemy after their turn

Description- Your own soon to be legendary weapon! A mix of modernized UltraGuardian enchantments and Ancient magic and techniques of the old kingdom of Awethur, this is a weapon fit for a legend soon to be born!
Info: Felt this one to be the one to sacrifice SP instead of the Scepter of AWE


Bow of AWE
MC [Element] Ranged 100-proc Bow. MC is used for the special
Appearance- A bow but with the same Aesthetics as the other AWE weapons
Cost:

Type: 100-proc ranged
Element: No-drop element

Effect:
Is 100-Proc, 2 hit animation
Has 10% special
Has the same system as the other AWE weapons

Description-
Info: Sorry about this Anim, but yeah, a bow of AWE is definitely needed so bad, FD rangers are feening so hard for compression because of this specifically.


Bow
MC [Element] 100-proc Ranged. MC is used for +4.25 bth (If Guardian)
Appearance- Regular Wooden Bow
Cost:

Type: Ranged
Element: No-drop Element

Effect:
Is 100-Proc, 2 hit animation
Has no true special
Has the usual No Proc Bonus
Has +4.25 Bth from MC if Guardian

Description- This Basic Bow with Basic enchantments, it improves as you level up!
Info: Adventurers deserve rights too!! Also for those Guardian players that prefer to have no special on their bows


Scepter of AWE
MC [Element] Magic 100-Proc Wand. MC is used for special
Appearance- Staff of AWE (No need to change the size since it's the perfect size for a scepter as well)
Cost:

Type: Magic
Element: No-drop element

Effect:
Is 100-proc, Uses the beam animation the Dragon Scepter uses (So 4 hits)
Sacrifices 7.5% damage to make spells of the no drop element to gain +15% damage (If the no-drop is neutral, it gets reduced to +10% but is applicable to all spells)
Has 10% true special
Has the same system as the other AWE weapons

Description- Same description
Info: I usually don't make No-drops sacrifice damage and such since they're supposed to be beginner friendly equipment as well, but I didn't know how to fit in a spellbooster here without making it sacrifice SP and that didn't sit right with me. But I might just change it to do that next time


Student's Spellcasting Staff
MC [Element] Magic 100-Proc Wand. MC is used for +4.25 Bth
Appearance- Wooden Staff (Again, no need to change it, but this time it's because in my opinion the art is already perfect)
Cost:

Type: Magic
Element: No-drop element

Effect:
Is 100-proc, Uses the spell animation the Magus Staffs uses (So 4 hits)
Sacrifices 25% damage to make spells gain +15% damage and +8.5 Bth (If Neutral, boost gets reduced to +7.5% damage and +5 Bth but is applicable to all spells)
Has no true special
Has the normal no proc bonus

Description- This Basic Stave with Basic enchantments uniquely built for spells and students!! It improves as you level up!
Info: Figured to make this one specifically weaker than the AWE version, but have more Bth since people might like that! But yeah, in the future I might change this to making it sacrifice SP instead of weapon damage.


Tome of Guardians
MC [Element] Magic Tome. MC is used for Compression
Appearance- Basic Golden Book
Cost:

Type: Magic
Element: No-drop element

Effect:
Uses Expert Warlic Spells and Guardian Shop Spells as animations based on No-Drop element, if the No-drop element is Neutral it deals random element spells (Stuff like those in Sila's Staff)
If spellcasting is unable to be used, it does a Wand attack
Spell format is:
1. Overcharged Spell that sacrifices damage for elemental vulnerability (If the No-Drop is neutral, it inflicts Omni Elemental Vulnerability)
2. Normal Spell
3. Efficient Spell that has a +10 Bth Lean
4. Draw Mana

Animations Used:
Fire - Uses
1. Overcharged Spell Limkragg's Prana (6 Hits)
2. Normal Spell MegaInferno (6 Hits)
3. Efficient Spell Drakkonan's Fury (3 Hits) (I like the idea of making the Adventurer's strongest move be the Guardian's most efficient one or most normal one, shows the gap in experience, etc etc)
4. Draw Mana
Water - Uses
1. Overcharged Spell WhirlTide (9 Hits)
2. Normal Spell Riiiptide (6 Hits)
3. Efficient Spell Aquabat Swarm (4 Hits)
4. Draw Mana
Wind - Uses
1. Overcharged Spell Brilhado Feathers (8 Hits)
2. Normal Spell Cyclone (5 Hits)
3. Efficient Spell Musical Stomp (4 Hits)
4. Draw Mana
Ice - Uses
1. Overcharged Spell Ice Nine (9 Hits)
2. Normal Spell Ice Needles (8 Hits)
3. Efficient Spell Jack Frost in a Box (5 Hits)
4. Draw Mana
Earth - Uses
1. Overcharged Spell Earth Fury (6 Hits)
2. Normal Spell Cave Collapse (6 Hits)
3. Efficient Spell Earthsplosion (3 Hits) (Normally, I'd make Cave Collapse an efficient spell, but it felt more lore fitting that Earthsplosion is a more efficient and focused version of Earth Fury)
4. Draw Mana
Energy - Uses
1. Overcharged Spell Robear Rampage (6 Hits)
2. Normal Spell MegaGigaHyperShock (6 Hits)
3. Efficient Spell Twig's Ewectic Dishawge (5 Hits)
4. Draw Mana
Light - Uses
1. Overcharged Spell Illuminate Ultra (6 Hits)
2. Normal Spell Fwying Wonder (6 Hits) (Twig's love for his crush is too strong to become an efficient spell so it's the regular spell instead)
3. Efficient Spell Guardian Skyblade (3 Hits)
4. Draw Mana
Darkness - Uses
1. Overcharged Spell Ninjat Flip-Out (8 Hits)
2. Normal Spell Damnation (4 Hits)
3. Efficient Spell Quester's Antimatter Splatter (4 Hits)
4. Draw Mana
Omni Elemental - Uses
1. Overcharged Spell Champions of Lore II (12 Hits) (Same idea as the adventurer one to be honest, the strongest spell a battleonian guardian has in their sleeve is summoning more of their friends, HAHAHAHAHA)
2. Normal Spell Perfect Elemental Unity (8 hits)
3. Efficient Spell Champions of Lore (12 Hits) (12 Hits)
4. Draw Mana

Description- The tome of the Guardians! Improves as you level up!
Info: I was so close into making this a Tome of AWE, but thinking about, how can you integrate the legendary specials into them? Well, it didn't feel like you could so I figured to go for themeing it to the guardians instead. Alongside that, I figured to make the Adventurer's tome the better one for straightforward damage while this one has versatility in Hit count (That's why none go below 6 hits) and effects (A better Bth on the efficient spell and elemental vulnerability on the Overcharged spell) which of course those effects may come with some downsides but I feel that's warranted. (Also, I wanted to fit here some nostalgic animations that wouldn't have fit with the Adventurer's one due to hit count, especially Ice Nine)


Student's Journal
MC [Element] Magic Tome. MC is used for Compression
Appearance- Basic Brown Book (The one used by Nebron the Mage trainer)
Cost:

Type: Magic
Element: No-drop element

Effect:
If the player is not a Guardian, the player takes -Bth to compensate
Uses Beginner Warlic Spells as animations based on No-Drop element, if the No-drop element is Neutral it deals random element spells (Stuff like those in Sila's Staff)
If spellcasting is unable to be used, it does a Wand attack
Spell format is:
1. Overcharged Spell
2. Normal Spell
3. Efficient Spell
4. Draw Mana

Animations Used:
Fire - Uses
1. Overcharged Spell Drakkonan's Fury (3 Hits)
2. Normal Spell Meteors (3 Hits)
3. Efficient Spell Arrows of Virtue (2 Hits)
4. Draw Mana
Water - Uses
1. Overcharged Spell Aquabat Swarm (4 Hits)
2. Normal Spell Tentacle Fury (3 Hits) (It's rare? Yeah I know but it's a shame to keep it rare, it fits with the aesthetic and themes too)
3. Efficient Spell Torturous Torrent (2 Hits)
4. Draw Mana
Wind - Uses
1. Overcharged Spell Musical Stomp (4 Hits)
2. Normal Spell Vortex (3 Hits)
3. Efficient Spell Deadly Dunce Dust (2 Hits)
4. Draw Mana
Ice - Uses
1. Overcharged Spell Jack Frost in a Box (5 Hits) (Guardian only? I DON'T CARE LET ME COPE ;_; It fits with the aesthetic)
2. Normal Spell Ice Dragon Spirit (3 Hits)
3. Efficient Spell Vile Shadow (2 Hits)
4. Draw Mana
Earth - Uses
1. Overcharged Spell Cave Collapse (6 Hits)
2. Normal Spell Moglin War Party (4 Hits) (Now we're 2 for 2 on ugly moglin earth spells, who would have thought, also, I really wish I could have used Earth Rage for this one but it's sadly two hits, but it looks like 5 hits though!!)
3. Efficient Spell Ebil Pencil (2 Hits)
4. Draw Mana
Energy - Uses
1. Overcharged Spell Twig's Ewectic Dishawge (5 Hits)
2. Normal Spell BigZapAttack (4 Hits)
3. Efficient Spell Arm-Ageddon (3 Hits)
4. Draw Mana
Light - Uses
1. Overcharged Spell Fwying Wonder (6 Hits)
2. Normal Spell 5th Day of Frostval (5 Hits)
3. Efficient Spell Luminous Wyrm Strike (3 Hits)
4. Draw Mana
Darkness - Uses
1. Overcharged Spell Damnation (4 Hits), alternatively, you can use Groglurk's Rage (4 Hits)
2. Normal Spell Ghost Blast(4 Hits)
3. Efficient Spell Fossilized Dracolich Femur (3 Hits)
4. Draw Mana
Omni Elemental - Uses
1. Overcharged Spell Champions of Lore (12 Hits) (Yeah, I got to agree that this is too many hits but I do love the idea that the strongest spell of an adventurer in battleon is summoning their friends)
2. Normal Spell 8th Day of Frostval (8 hits) (Too many hits? I don't care, it fits the aesthetic and it doesn't matter anyways since Adventurers are stuck with earth as their no drop so they can't even use this spell unless they turn guardian...)
3. Efficient Spell Colored Pencils (8 Hits)
4. Draw Mana

Description- A basic scholarly journals with Basic spells on them! Improves as you level up!
Info: Okay, so when I say Beginner spells, I mean like BEGINNER BEGINNER, this is strictly an inferior copy of the Tome of the Guardians when it comes to hit count, also I wanted to make this an excuse for a nostalgia trip when it comes to animations HAHAHAHAHHA. I specifically chose the animations that would make players go "Wow this is early game" or "Wow, this is OLD" alongside that I wanted to make this the more basic tome compared to the Guardian version, which may entice others so there's a reason to go back to this. But then again, Adventurers can't even elementalize their no drops, so literally, there is no point in creating a hit count disparity aside from the earth spell because Adventurers are stuck with earth as their no-drop weapon, and that SUCKS. I'll think about that at some point.


Edits:
-Lowered Scepter of AWE's Spell Damage buff to 15% from 25% as to not step too much on the toes of Cutlasses for completely free
-Lowered Scepter of Prime Guardian's as well for the same reason
-Added different Animations for the tomes as to not make them boring, still stuck with the animation aesthetic and themes though
-Clarified that the spell boosts are for the no drop element, and if it's neutral it gets weaker
-Removed the need for collecting all the AWE pieces to unlock Prime weapons, so they're easier to unlock as a result
-Added "Thing to Consider" at the top
-Swapped Guardian Skyblade and Luminous Wyrm Strike for the adventurer and guardian tomes, since that makes more sense in hindsight when I think about it

< Message edited by JhyShy -- 3/21/2025 2:58:39 >
Post #: 86
3/7/2025 3:52:18   
JhyShy
Member
 

Glory Beast Set
Info: A FO/FD Energy set that morphs into a beast form to increase damage. Made to be basic mid-game items with some use for endgame niches
FSB: Decrease cost of Morph Form


Grounding/Freezing Glory's Beast
MC FD Energy/Ice Armor. MC is spent on compression
Appearance- Bluddron and Shield from AQW with Beast King's Lightning on the offhand with the shield that turns into Bluddron the Beast when Morphed with Beast King's Lightning on the offhand with the shield
Cost: Gold

Elements- 39 Energy when in Energy mode and 39 Ice when in Ice mode

Animation- 4 hits

Effects-
You gain a N lean
You gain 2 skills
MC is spent on compression
Player gains -4.25 Bth to gain a toggle on the sword, when clicked it switches between Energy ( Beast King's Lightning) and Ice mode ( Ultra Beast king's Glory)

Skills-
Glory's Renewal - Once per use toggle that lets the player choose between FO and FD Leans
Beast's Burden - Morphs player into a beast mode and locks attacks the armor's primary element and gains berserk lean. Pays 35% Melee to maintain the mode

Description- A legend amongst the Werewolves, turning their violent tendencies into a powerful force of Glory.
Info- Wanted this one to be a pretty basic armor, since I've been doing a lot of complicated over the top suggestions, figured to make this one basic


Glorious Beast's Claw
MC Energy Melee Sword. MC for compression
Appearance- Beast King's Lightning from AQW
Cost: Gold

Type: Melee
Element: Energy**

Effect:
Has no true special
Gains usual 0-proc bonus
Clicking the blade will switch between Energy and Ice

Flavor Effect-
Gains -9 MRM to gain +15% Damage

Description- The Claw of the legendary warrior amongst the Wolf clan! Aside from dealing more damage than normal, It can switch between Electric imbued strikes or ice cold steel!
Info: Basic but I feel a good weapon for those struggling with compression


Beast Howling Guard
MC Energy Misc. MC Pays for compression
Appearance- Sigil on the armor
Cost: Gold

Effects-
Switches between defending from Energy or Ice
Gives +50 STR/END and +40 CHA
Makes player deal +20% damage

Description- A sigil of the glorious beast, it can defend against energy and ice attacks alongside helping you deal more damage!
Info- Again, basic but useful enough misc for warriors


Glorious Beast
MC Energy Pet. MC Pays for compression
Appearance- Mini Version of Bluddron
Cost: Gold

Animation- 3 hits

Effects-
Can switch between Ice and Energy
Makes player take -8.5 Bth and inflicts defloss onto the player to gain +50% Damage

Description- A simulacrum of the legendary warrior amongst Werewolves!
Info- A basic but nice Ice and Energy compressing pet


Edits
-Changed the resists of the armor

< Message edited by JhyShy -- 3/15/2025 4:49:11 >
Post #: 87
3/7/2025 6:24:06   
JhyShy
Member
 

Neo-Necro Lich Set
Info: A SC/FD Energy set that focuses on spell boosts. Focuses on Basic but effective application of effects, perfect for Mid-game nearing Endgame potential
FSB: Decreases costs Lich-Like empowerment


Neo-Necromancer Lich
MC FD Energy Armor. MC is spent on compression
Appearance- Wrathful Lich from AQW but floating
Cost: Gold

Elements- 39 Energy/42 Darkness/42 Ice

Animation- 2 hits

Effects-
You gain a FD lean
You gain 2 skills
MC is spent on compression
Player gains -4.25 Bth to gain a toggle that lets players switch between FD and SC Leans

Skills-
Controlling Grasp - Once per use toggle that lets the player choose between FD and SC Leans
Lich-like Empowerment - Sacrifices player's turn and 150% Melee in SP and 50% Melee in HP to gain Spell boost for 3 turns
Neo Wrath - Standard Energy Spell, Gains Elecomp to damage (6 Hits)

Description- While you may not be a true Lich, you have done the nearest approximation of one! With Kaley's Style, you can sacrifice a few moments of the battle to boost your power for the next few beats!
Info- I wanted this one to be a lesser Necro, one that replicates it but not to the same degree as it, originally I wasn't going to include the HP cost but it felt appropriate to the Lich motif.


Neo Lich's Orb
MC Energy Magic Tome. MC for compression
Appearance- Wrathful Lich's Orb from AQW
Cost: Gold

Type: Magic
Element: Energy

Effect:
If spellcasting is unable to be used, it does a Wand attack
Clicking attack will open a menu:

1.) Neo Lich's Touch - Overcharged Energy spell that sacrifices 75% damage for Energy elevuln for 4 turns (4 Hits)
2.) Wrathful Runes - Regular Energy spell (4 Hits)
3.) Lich's Domain - Efficient Energy spell (3 Hits)
4.) Cursed Knowledge - Overcharged Spell that gives the player +INT and Spellboosts (Not quickcast and costs the player's turn)
5.) Draw Mana

Description- An orb containing not just cursed energy but also cursed spells too! Fun for the whole family!
Info: More of an outlier in the basic department, but I don't think it'd be too much to add one more option when it comes to tomes?


Neo Lich's Stave
MC Energy Magic Staff. MC for compression
Appearance- Wrathful Lich's Staff from AQW
Cost: Gold

Type: Magic
Element: Energy

Effect:
Has no special
Instead of the usual no proc bonus, it instead makes the costs of the weapon's modes cost less
MC is spent on a toggle that when the weapon is pressed makes the weapon either boost the damage of energy spells for 20% SP upkeep or Makes energy spells inflict energy elevuln for 50% SP

Description- A terrifying staff of a Lich that could hex your opponent or boost your damage!!
Info: A basic but I feel worthwhile spell booster without having it have fake penalties?


Neo Necro Runes
MC Energy Misc. MC Pays for compression
Appearance- Wrathful Necro Runes and Scarf from AQW
Cost: Gold

Effects-
Gives +50 INT/END and +40 CHA
Toggle 1: Makes spells deal +20% damage
Toggle 2: Makes spells have +BTH

Description- The runes of a Neo Necromancer, boosting either the damage of your spells or your undead companions!
Info- Pretty basic spell misc.


Neo Necro's Pet Orb
MC Energy Pet. MC Pays for compression
Appearance- Wrathful Lich's Orb Pet from AQW
Cost: Gold

Animation- 3 hits

Effects-
Switches between Damage mode and Boost mode
Damage mode - Deals +50% damage but gives the enemy an omni ele-empower
Status mode - Sacrifices all damage to boosts the player's spell damage

Description- A Neo Necromancer's orb that can deal serious orbital damage or boost your power!
Info- A basic but sorely needed F2P spell booster for mages


Redeemed AngeLich Set
Info: A SC/FD Light set that focuses on boosting companions, primarily for Beastmages. Focuses on Basic but effective application of effects, made to be a mirror of the Neo Necromancer Lich set, focusing more on companions and less on the player's spells. Still the same niche for late mid-game and giving it endgame niches
FSB: Decrease cost of companions


AngeLich Robes
MC FD Light Armor. MC is spent on compression
Appearance- Arch Lich from AQW but floating
Cost: Gold

Elements- 39 Light

Animation- 2 hits

Effects-
You gain a FD lean
You gain 2 skills
MC is spent on compression
Player gains -4.25 Bth to gain a toggle that lets players switch between FD and SC Leans

Skills-
Angelich Adaptation - Once per use toggle that lets the player choose between FD and SC Leans
Light Lich's Blessing - Sacrifices player's turn and 150% Melee in SP, and if the player has enough resources, 50% Melee in MP to give the player pet and guest omni elemental empowerment for 3 turns
Redeemed Rain of Light - Standard Light Spell, Sacrifices damage to inflict Light Elevuln onto the enemy (6 Hits)

Description- An armor to make a mockery of those who choose the path of Lichdom, and a symbol for those who want to become redeemed, it can empower your companions and even make your opponents weak to light.
Info- I wanted this one to be a lesser Necro, one that replicates it but not to the same degree as it, originally I wasn't going to include the HP cost but it felt appropriate to the Lich motif.


AngeLich's Staff
MC Light Magic Tome. MC for compression
Appearance- Staff of Blessings from AQW
Cost: Gold

Type: Magic
Element: Light

Effect:
If spellcasting is unable to be used, it does a Wand attack
Clicking attack will open a menu:

1.) ArchLich's Blessing - Overcharged Light spell that sacrifices 75% damage for Light guest and pet elemental empowerment for 4 turns (4 Hits)
2.) Light Runes - Regular Light spell (4 Hits)
3.) AngeLich Domain - Efficient Light spell (3 Hits)
4.) Blessed Charisma - Overcharged Spell that gives the player +CHA and Pet and Guest empowerment (Not quickcast and costs the player's turn)
5.) Draw Mana

Description- A blessed staff, capable of empowering your companions or inflicting light empowerment for your light companions!
Info:


AngeLich's Spear
MC Light Magic Spear. MC for compression
Appearance- ArchLich's Spear from AQW
Cost: Gold

Type: Magic
Element: Light

Effect:
Has no special
Instead of the usual no proc bonus, it instead makes the costs of the weapon's modes cost less
MC is spent on a toggle that when the weapon is pressed makes the weapon either boost the damage of companions for 20% SP upkeep or Makes light spells inflict light elevuln for 50% SP

Description- A spear from the light realm, powerful and inspiring. It can boost the damage of your companions or inflict light weakness to your elements!
Info: A basic but I feel worthwhile spell booster without having it have fake penalties?


Light Lich's Scrolls
MC Energy Misc. MC Pays for compression
Appearance- ArchLich's Scrolls from AQW
Cost: Gold

Effects-
Gives +50 INT/CHA and +40 END
Toggle 1: Makes pets and guests have +BTH
Toggle 2: Makes pets and guests deal +20% Damage

Description- A purified and contained rune that used to be cursed, it still has the same enchantments for your companions however!
Info- Again, pretty basic.


AngeLich's Spears
MC Light Pet. MC Pays for compression
Appearance- ArchLich's Spears from AQW
Cost: Gold

Animation- 4 hits

Effects-
Switches between Damage mode and Boost mode
Damage mode - Deals +50% damage but gives the player blind and defloss
Status mode - Sacrifices all damage to boosts the player's spell damage

Description- A set of sentient spears from the light realm, it deals empowered but blinding attacks or empower your spells!
Info- Again, a basic but sorely needed F2P spell booster for mages
Post #: 88
3/7/2025 9:08:06   
JhyShy
Member
 

Random Item Ideas
Info: Just wanted to make a list of random napkin ideas I had for items in AQ


Magitech Piercing/Flowing Railgun
MC Ranged Energy/Water Rifle. MC is used for Compression
Appearance- This by Lootavern
Cost:

Type: 100-Proc Ranged
Element: Energy/Water

Animations - 2 Hits

Effect:
Has no true special
Instead of having the usual 0-proc bonus, it contains a toggle that makes the weapon deal +20% more damage for either SP or MP when clicked on the handle
Clicking on the barrel will make the weapon deal a regular spell (4 hits) costs 100% Melee in SP
Has a -10 Bth

Description- A powerful weapon created from magitech, what civilization would have been able to create this monstrous weapon?
Info: A ****ing railgun, who doesn't love those? Again, basic 100-proc, mainly built for those who have DEX/INT hybrids like myself, but I still wanted to accompany the FDBR players


Frigid/Stunned Delayed Rifle
MC Ranged Ice/Energy Rifle. MC is used for Compression
Appearance- This by Lootavern
Cost:

Type: 100-Proc Ranged
Element: Ice/Energy

Animations - 2 Hits

Effect:
Has no true special
Instead of having the usual 0-proc bonus, it contains a toggle that makes the weapon deal either full damage or go into status mode
Clicking on the barrel switches between dealing Ice (If frigid) or Harm. While for Shocking it's Energy and harm damage
Status mode sacrifices 50% Damage and 20% SP to inflict a leech seed that is dependent on the weapon's current element. Player heals 100% of the damage dealt by the leech seed
Has a -10 Bth

Description- An alien weapon, who could make such a thing? Well, either from the future, it can fire off projectiles that can delay their explosion to boost their damage even further
Info: I love guns, and I also wanna make more stuff with leech seed, alongside wanting a water/harm compressing weapon


Flying Fauna Fiend
MC Earth armor. MC is used for Compression
Appearance- This by Loot Tavern
Cost:

Element: Earth 39/Light 42 in Earth mode
Wind 39/Darkness 42 in Wind mode

Animations - 3 Hits

Effect:
Comes in FO and FD flavors (So no toggle this time)
Comes with 2 skills
Forest Match - Switches between Earth and Wind mode
Fiend of the Fauna - Locks attacks to primary element

Description- An armor made for the fiends of the forest, can switch between defending from earth or wind.
Info: Pretty basic but pretty big, essentially an ultra compression armor that isn't boring or lacks a damaging skill


CobblePot Champ
MC Earth Pet. MC is used for Compression
Appearance- This by Lootavern
Cost:

Element: Pet

Animations - 3 Hits (Hits an elbow drop then spins around)

Effect:
Has -15 Bth
Can toggle between Damage mode and REALLY damaging mode
Really damaging mode - Makes the player take damage and get inflicted with blind to deal +100% damage and makes it deal 5 hits instead of 3

Description- LOOK AT THIS THINGS ARMS
Info: I thought it'd be pretty funny if one of the most powerful pets would be one of the goofiest looking


Satori
MC Melee Light Sword. MC is used for Compression
Appearance- This by LootTavern
Cost:

Type: Melee
Element: Light

Effect:
Has no true special
Has the usual 0-proc bonus
Has four modes:
Damage mode - Deals full light damage
Auto hit mode - Deals auto hit light damage
Elemental Seeking mode - Seeks between the 8 standard elements but costs 20% in HP and 20% in SP to upkeep
Satori Mode - Seeks between the 8 standard elements but costs 20% in HP and 20% in SP to upkeep but also has auto-hit

Description- A weapon for the enlightened, but also for those that seek to defend themselves.
Info: I liked the idea of Fathershed but figured it had to be tweaked a bit more, figured to make this one auto-hit to differentiate it, I was close to making this an omni weapon where it switched between elements per attack but that didn't sound like it fit the word "Enlightened" for me.


Bright Shot
MC Ranged Light Gun. MC is used for Compression
Appearance- This by Lootavern
Cost:

Type: 100-Proc Ranged
Element: Light

Animations - 2 Hits

Effect:
Has no true special
Instead of having the usual 0-proc bonus, it alongside -3 MRM gives the player +10 Generic potency
Clicking on the barrel will make the weapon deal a regular spell (4 hits) costs 100% Melee in SP and trades 50% of it's damage to inflict burn and blind
Has a -10 Bth

Description- A modified gun that shoots magical flares to either blind or burn opponents
Info: Again basic but I feel useful weapon, especially because of the generic potency


Fluttering Sight
MC Melee Darkness Sword. MC is used for Compression
Appearance- This by LootTavern
Cost:

Type: Melee
Element: Darkness

Effect:
Has no true special
Instead of the usual 0-proc bonus, contains an efficient weapon skill
Has three modes:
Damage mode - Deals full darkness damage
Poison mode - Trades 25% damage to inflict darkness poison
Control mode - Trades 50% damage to inflict control, has a -20 Save

Description- A poisonous weapon made by the fae, it can poison, control or simply hurt your opponents.
Info: Basic weapon, basically copied from the autumn weapon rares.


Celestial Needle
MC Melee Light Sword. MC is used for Compression
Appearance- This by LootTavern
Cost:

Type: Melee
Element: Light

Effect:
Has no true special
Has the usual 0-proc bonus
MC is spent on a skill that trades 50% damage but inflicts dazzled on the opponent

Description- A blessed weapon that can dazzle your opponent.
Info: Not much here, just wanted a cool status to have more stuff.


Disease Robes
MC Spellcaster Darkness armor. MC is used for Compression
Appearance- This by Loot Tavern
Cost:

Element: 39 Darkness

Animations - 2 Hits

Effect:
Gains a spellcaster lean
Gains 2 skills
Cursed infliction - Pays 20% melee in SP to inflict disease when casting spells
Disease ridden - Standard darkness spell, sacrifices 25% damage to inflict disease on the opponent (4 hits)

Description- A disgusting armor, it can be used to inflict diseases and hexes on your opponent! Mind the itchiness though.
Info: I don't wanna use Necro any more man...


Metal Edge Robes
MC Spellcaster Earth armor. MC is used for Compression
Appearance- This by Loot Tavern
Cost:

Element: 39 Earth/42 Fire

Animations - 2 Hits

Effect:
Gains a spellcaster lean
Gains 2 skills
Cutting Edge - Pays 20% melee in SP to inflict bleed when casting spells
Metallurgy Madness - Standard earth spell that trades damage to inflict bleed, pays -4.25 Bth to seek between earth and fire

Description- A cutting edge armor, MADE IN THE MINES AND FORGED BY FIRE THAT'S A TRUE MAGE'S ROBES.
Info: Again, basic but nice armor built primarily for compression, bleed was just there to make it unique


Darkovian Nightmare
MC Ranged Darkness Gun. MC is used for Compression
Appearance- This by Lootavern
Cost:

Type: 100-Proc Ranged
Element: Darkness

Animations - 4 Hits

Effect:
Has no true special
Instead of having the usual 0-proc bonus, when clicking the barrel it deals a weapons based skill
Has 4 modes:
Darkness Mode - Deals full Darkness Damage
Fire Mode - Deals full Fire Damage
Darkness Bleed - Deals darkness and trades 50% damage to inflict bleed
Fire Mode - Deals fire damage and trades 50% to inflict bleed
Has a -15 Bth

Description- A darkovian classic, sprays silver bullets and can scare away any darkovian threat! At least, that's what it says in the manual.
Info: One of my more stacked ideas here in the pile alongside Satori. Pretty surprising we don't have much miniguns in AQ despite the magitech fantasy it can have


Peace Creator
MC Ranged Light Gun. MC is used for Compression
Appearance- This by Lootavern
Cost:

Type: 100-Proc Ranged
Element: Light

Animations - 2 Hits

Effect:
Has no true special
Instead of having the usual 0-proc bonus, when clicking the barrel it deals a spell based skill that trades damage to inflict light elevuln on the opponent
Has 2 modes:
Damage mode - Deals full light damage
Companion mode - Trades 50% damage and 25% Melee in SP to boost pet and guest damage and bth
Has a -10 Bth

Flavor effect:
Trades -9 MRM to gain +15% damage

Description- A weapon from the light realm, at least, that's what you were told, this weapon can pack a punch or empower your guests with your cowboy charisma.
Info: Pretty stacked, yeah, I agree, but I just love revolvers man


Peace Seeker
MC Ranged Light Spear. MC is used for Compression
Appearance- This by Lootavern
Cost:

Type: Ranged
Element: Light


Effect:
Has no special
Instead of having the usual 0-proc bonus, when clicking the barrel it deals a spell based skill that trades damage to inflict light elevuln on the opponent
Has 2 modes:
Damage mode - Deals full light damage
Companion mode - Trades 50% damage and 25% Melee in SP to boost pet and guest damage and bth
Has a -10 Bth

Flavor effect:
Trades -9 MRM to gain +15% damage

Description- A weapon from the light realm, at least, that's what you were told, this weapon can pack a punch or empower your guests with your celestial charisma.
Info: Same as the revolver, I wanna give FO Rangers a bit of love too here


Unparalleled
MC Melee Light Sword. MC is used for Compression
Appearance- This by Lootavern
Cost:

Type: Melee
Element: Light

Effect:
Has no special
Has the usual 0-proc bonus
Has 2 modes:
Damage mode - Deals full light damage
Unparalleled mode - Player is inflicted with permanent defloss and blind to gain +20% damage
Has a -15 Bth lean

Flavor effect:
Trades 15% HP to gain +15% damage

Description- A beloved weapon from an old kingdom, it seems to be of unimaginable strength at a great and blinding cost that costed it it's kingdom.
Info: Kind of wanted to make a light hubris but went overboard, still, it's still a pretty simple weapon but definitely powerful, a bit too powerful it seems


DayCatcher's Staff
MC Magic Light Staff. MC is used for Compression
Appearance- This by Lootavern
Cost:

Type: Magic
Element: Light

Effect:
Has no special
Instead of the usual 0-proc bonus, it alongside -6 MRM makes light spells deal +25% damage
Contains an standard light spell that trades 50% damage to inflict sleep, if the enemy has freedom it inflicts light elevuln instead

Description- An elusive staff that has ended up in your arms, use it with care as it can put your opponent to sleep.
Info: Sleep is meh but sky's the limit when it comes to spellboosters


Searing/Sounding/Swearing Heck's bane
MC Ranged Fire/Wind Gun. MC is used for Compression
Appearance- This but with Demonic stylings
Cost:

Type: 100-Proc Ranged
Element: Fire or Wind or Darkness

Animations - 4 Hits

Effect:
Has no true special
Instead of having the usual 0-proc bonus, when clicking the barrel it trades -9 MRM gain +15% damage (Because unwieldly)
MC is spent on a SPell that costs 100% melee in SP
Has a -15 Bth (Unwieldy and heavy)

Flavor effect:
Trades 15% melee in HP to gain +15% damage (Recoil)

Description- One of the most destructive thing Heck has ever seen, it's dangerous and unwieldy, perfect for the likes of yourself.
Info: HOW COME WE NEVER GOT QUAD BARREL SHOTGUNS??? THEY'RE LITERALLY ONE OF THE COOLEST THINGS IN THE WORLD. In any case I really set out to make this the Hubris/MultiMaul of 100-procs since A.) It fits, it's a goddamn shotgun and B.) I purposefully made this be in the most crowded elements of 100-proc (Fire) and the most deserted elements of it (Wind and Darkness) cause I was feeling really evil when I made this. But all things considered, in gameplay it's got two things it can do 1.) Deal a gorillion damage and 2.) Do a SPell, so in my eyes, pretty basic. (I made it a spell because I wanted this to be costly and iirc, SPells are like 490 SP, so, yeah, costly)


Aged Energy Staff of Light
MC Magic Light Staff. MC is used for Compression
Appearance- BrightGuard's Staff
Cost:

Type: Magic
Element: Light**

Effect:
Has no special
Instead of the usual 0-proc bonus, traded for a toggle that makes Energy or Light spells do full damage or give them-50% damage to inflict their elemental burn
MC is used for a toggle that switches between energy and light

Description- A surging staff of energy and light, can trade spell damage to inflict burn of their element.
Info: Back to basics with this one

< Message edited by JhyShy -- 3/7/2025 12:08:38 >
Post #: 89
3/7/2025 9:50:36   
JhyShy
Member
 

Strangled Vines of Light set
Info: Spellcaster Light set focused on choke and elemental compression


Choked Light
MC Light Magic Staff. MC is used for Compression
Appearance- Staff of Strangled Light from AQW
Cost:

Type: Magic
Element: Light**


Effect:
Has no true special
Instead of having the usual 0-proc bonus, it contains a toggle that makes spells either deal full damage or make them deal 50% less damage to make elemental spells deal choke, based on elemental mode the weapon is in
Clicking on the head of the staff will shift element from light to earth to darkness
Weapon gets -3 MRM to cover for the extra elemental coverage

Description- A weapon of choked light built from the elements of earth and darkness, who would make such a thing? Could this be from the second elemental war?
Info: Again, honestly just for the compression


Strangler of Light
MC Spellcaster Light armor. MC is used for Compression
Appearance- Soulsworn of Eos from AQW
Cost:

Element: 39 Light/42 Earth/42 Darkness

Animations - 2 Hits

Effect:
Gains Spellcaster lean
Gains 2 skills
Strangling Symphony - Costs 20% melee in SP to inflict choke on the enemy when casting spells
Choking Hold - Standard Spell, seeks between Light, Earth and Darkness, takes -8.5 Bth to cover the damage penalty for elemental seeking

Description- A strange armor, built for those who try to deceive and destroy the light
Info: Honestly just here for the compression, and the choke gimmick.



< Message edited by JhyShy -- 3/15/2025 15:03:36 >
Post #: 90
3/7/2025 12:07:59   
JhyShy
Member
 

Sword Spirit Shield Sage Set
Info: A FO Wind set that focuses on charging up to deliver different effects on it's skills. Back to complicated ideas I go!!
FSB: Gains an extra +3 Sage Step


Important Mechanic:
Sage Step: A charge worth 5% melee, capping at 40 charges. These charges do NOT carry over between fights, this set is built around aggressive play and quickly charging and capping, it's why a lot of the items passively give out +1 charge.


Sword Spirit Shield Sage
MC FO Wind Armor. MC is spent on compression
Appearance- Sword Spirit Shield Knight from AQW
Cost: Gold

Elements- 39 Wind but 100 Earth/100 Darkness to increase Elecomp

Animation- 3 hits (For the sword, the shield and the spirit in the name :DD)

Effects-
You gain a FO lean
You gain 3 skills
MC is spent on compression

Flavor Effect-
Gains -6 MRM to passively gain +2 Sage Steps
Clicking on the shield makes the player wield the sword and locks weapons based attacks (Even skills and specials) to melee wind.

Skills- (All these skills consume the charges when it can, for example at 25 sage steps, using the sword would immediately consume 20 sage steps)

The Sword - (4 hits, uses the player's weapon to attack the enemy)
No Sage steps consumed - Normal Weapons based attack, follows weapon element. (392 SP, deals 200%, like Master Fighter's skill without a trigger)
10 Sage steps consumed - Costs 50% Melee in SP while still doing full damage. (196 SP, deals 200%)
20 Sage steps consumed - Costs 25% Melee in SP and deals +25% damage. (98 SP, deals 225%)
30 Sage steps consumed - Costs 25% Melee in SP and deals +60% damage and 15% to Auto hit. (98 SP, deals 260% and has Auto-Hit)
The Spirit - (3 hits, summons spirit swords to attack the opponent)
No Sage steps consumed - Normal Weapons based attack, follows weapon element and takes -50% damage to inflict Weapon element elevuln
10 Sage steps consumed - Deals full damage while still inflicting elevuln worth 50% melee.
20 Sage steps consumed - Deals full damage while costing 50% Melee in SP while still inflicting elevuln worth 50% melee.
30 Sage steps consumed - Deals full damage while costing 50% Melee in SP and gives the elevuln a 40% boost and a -20 Save.
The Shield - (3 Hits, bashes the enemy with the shield)
No charges consumed - Normal Weapons based attack, follows weapon element and takes -50% damage to gain eleshield.
10 Sage steps consumed - Deals full damage while still giving an eleshield worth 50% melee.
20 Sage steps consumed - Deals full damage while costing 50% Melee in SP while still Gaining Eleshield worth 50% melee.
30 Sage steps consumed - Deals full damage while costing 50% Melee in SP and strengthens the skill's Eleshield by giving it an additional +30% boost and a stun resistance. (Future stuns have a less chance of being inflicted)

When the weapon is Elelocked:
The Soaring Sword - (4 hits, uses the player's weapon to attack the enemy)
No Sage steps consumed - Efficient Weapons based attack, Locked to Wind. (98 SP due to getting Elecomp to Cost, deals 200%)
10 Sage steps consumed - Costs 25% Melee in SP and deals +25% damage alongside having +15% spent to make the skill auto-hit.
20 Sage steps consumed - Costs 25% Melee in SP and deals +50% damage alongside having +15% spent for auto-hit with the remaining 35% Melee given to Wind Ele Empower for 3 turns.
30 Sage steps consumed - Costs 25% Melee in SP and deals +50% damage and 15% melee spent for auto-hit and gets the remaining 95% Melee to Ele Empower for 3 turns.
The Souring Spirit - (3 hits, summons spirit swords to attack the opponent)
No Sage steps consumed - Overcharged Weapons based attack, Locked to wind and takes -50% damage to inflict Wind elevuln for 3 turns.
10 Sage steps consumed - Overcharged Weapons based attack, Locked to wind, Boosts wind elevuln inflicted by 25% gives a -20 save on the elevuln inflicted (10% Melee Used) alongside giving it auto-hit (15% Melee used). Elevuln inflictend is for 3 turns
20 Sage steps consumed - Overcharged Weapons based attack, Reduces cost by 50% Melee, boosts wind elevuln inflicted by 25% gives a -20 save on the elevuln inflicted (10% Melee Used) alongside giving it auto-hit (15% Melee used). Elevuln inflictend is for 3 turns
30 Sage steps consumed - Overcharged Weapons based attack, Reduces cost by 50% Melee, boosts wind elevuln inflicted by 75% gives a -20 save on the elevuln inflicted (10% Melee Used) alongside giving it auto-hit (15% Melee used). Elevuln inflictend is for 3 turns
The Souring Shield - (3 Hits, bashes the enemy with the shield)
No Sage steps consumed - Overcharged Weapons based attack, Locked to Wind and takes -50% damage to gain an omni eleshield for 3 turns.
10 Sage steps consumed - Overcharged Weapons based attack, Locked to Wind, reduces skill cost by 50%.
20 Sage steps consumed - Overcharged Weapons based attack, Locked to Wind, reduces cost by 50%, boosts the omni eleshield given by 25% and gives stun resistance worth 25% Melee for 1 turn.
30 Sage steps consumed - Overcharged Weapons based attack, Locked to Wind, reduces cost by 50% boosts the omni eleshield given by 35% and gives the player stun resistance worth 65% Melee for 3 turns.

Description- This armor is made for those who have sworn by the sword to fight back, the shield to protect and the spirit to persevere! Those who claim this title gain the rank of a sage!
Info- Honestly, I feel I was cooking here


Sage's Sensational Sword
MC Wind Melee Sword. MC for compression
Appearance- Knight's Sword of brilliant honor from AQW
Cost: Gold

Type: Melee
Element: Wind

Effect:
Has no true special
Instead of the usual no proc bonus, it gains +1 charge
Clicking the blade makes it switch between 3 modes
Damage mode - Deals full damage, gets stronger the more sage steps the player has
Choke mode - Deals -50% damage to gain an Omni elemental shield, eleshield gets better the more sage steps the player has
Elevuln mode - Deals -50% damage to inflict Wind elevuln with -20 save, Elevuln gets stronger the more sage steps the player has

Description- This sagely sword is built to smite your enemies in all kinds of ways, from choking to weakening to pure slashing combat!
Info: Not much to say, mostly just for the compression


Sage's Safe Shield
MC Wind Shield. MC Pays for compression
Appearance- This
Cost: Gold

Effects-
Take less damage based on the amount of Sage steps the player has

Flavor Effects-
Sacrifices -4.25 Bth to passively gain +1 Sage steps

Description- This daunting shield made to take up damage while you protect the innocent, taking less damage the more sagely steps you take!
Info- Pretty useless outside the set, but hey, what can you do but make it stay in theme


Sage's Secured Spirit
MC Wind Misc. MC Pays for compression
Appearance- Cosmic Spirit of the sword from AQW
Cost: Gold

Effects-
Passively gives +1 Sage step
Makes attacks when wielding a sword (Specials, skills or normal attacks) deal +30% damage, increases even more the more sage steps you have
Gives +50 STR/LUK and +40 END

Description- The secured spirit of a sage, made for persevering any kind of adversity!
Info- I feel a pretty solid misc outside the set, since the Stat boost and the amount of sword weapons we have can make this a pretty solid attacking misc.


Sage's Sacred Squires
MC Wind Pet. MC Pays for compression
Appearance- Spirit of the swords from AQW with Brilliant sword of cosmic fate in the middle of them
Cost: Gold

Animation- 0 Hits

Effects-
Has 2 modes
Booster Mode - Sacrifices all damage to boost melee damage, increases boost the more sage steps the player has
Defensive Mode - Sacrifices all damage to reduce damage taken from all elements, increases reduction the more sage steps the player has

Description- A group of spirit squires to aid you in battle, they can either boost your attacks or help you reduce the damage you take!
Info- Basically a more specialized version of angra linorm, honestly I just want a F2P Dunamis, but since I don't want to overstep compared to that premium item, I'll stick with it being boosted by sage steps


Edits-
-Removed the miscs' .5x Wind resist
-Added that charges do not carry over between fights
-Added the misc passively gaining +1 Charge
-Removed the elelock pushing attacks to skill level (*2 damage), since it opens a big can of worms I don't fully get as well as giving more incentive to gain charges to keep using the skills
-Clarified the costs going into sword
-Reduced max sword's +damage from +100% to +50%
-Added the sword's effects going stronger the more charges you have
-Changed all choke effects to ele shield
-Weakened Eleshield's boost at 30 charges from +50% to +30% and a stun resistance
-Clarified some stuff
-Added the "Soaring" adjective to the elelocked skills of the armor as to differentiate it

< Message edited by JhyShy -- 3/9/2025 3:43:50 >
Post #: 91
3/8/2025 13:22:31   
JhyShy
Member
 

Fulfilled Fate Set
Info: A FO Ice/Darkness set that focuses on charging up fast and incentivizing spending them fast and being punished with an overload mechanic to focus on fast paced battles.
FSB: Gains an extra +15 Fate Fulfilled


Important Mechanic:
Fate Fulfilled: A charge worth 1% melee, has no cap, but once the player goes past 80 charges, they are inflicted with a self burn that isn't cleansed until the player makes the charges go back down to 80 or lower. These charges do NOT carry over between fights, focusing on an extreme but simpler version of my Sword Spirit Shield Sage set, this one has no cap on the charges but is punished for hoarding it.

Quick thank you to Dardiel for the idea for the misc and weapon and for pushing for the removal of QC and for Chaotic to the FD idea, I made it have a toggle myself.


Faithful/Feared Fate's Champion
MC FO Ice/Darkness Armor. MC is spent on compression
Appearance- Rugged Shield Mercenary from AQW for Ice and Exalted Shield Knight from AQW for Darkness
Cost: Gold

Elements- 39 Ice/42 Light for Faithful and 39 Darkness/42 Earth for Feared

Animation- 4 hits (To maximize aggressive play)

Effects-
You gain a FO lean
You gain 3 skills
MC is spent on compression

Flavor Effect-
When the player has more than 80 Fate Fulfilled charges, they gain a permanent power 1 harm burn that grows stronger the more Fate fulfilled charges they have. This cannot be cleansed by other means aside from reducing the charges, if it is cleansed by different means, it is reapplied.
Gains -6 MRM to passively gain +10 Fate Fulfilled charges
Gains -4.25 Bth to gain a toggle in the shield to swap between FO and FD lean once per battle

Skills- (All these skills consume the charges when they can)
Fate's Power - Locks to armor's attacks (Even specials and skills) to the armor's element and to Melee. Spends 20% melee in SP to give an additional +20 Fate Fulfilled charges
Fruits and Favors - Regular weapons based attack, follows weapon element. Eats upto +50 Fateful fulfilled Charges to increase it's damage by that amount.
(When Elelocked, Fruits and Favors instead becomes) - Efficient Weapons based attack. Eats upto +75% of Fate fulfilled charges to increase it's damage by +75%.
Destiny's Grasp - Skill that costs 100% Melee in SP that gives the player an Omni Ele-Empower for 3 turns, eats upto 50 charges to give the Ele Empower a boost to a maximum of +50%

Description- The Faithful/Feared Armor of one who has fulfilled their fate and has chosen an even greater one!
Info- For this one I wanted it to be much more simple and simple in how it eats the charges. I made Fruits and Favor to follow weapon element due to the thought of "What if someone is using this as their regular armor and doesn't wanna use the elelock and just wants to bash stuff" They'll get punished for hoarding it, so I made not just Destiny's Grasp but a separate version of Fruits and Favors.


Faithful/Feared Fate's Hand
MC Ice/Darkness Melee Sword. MC for compression
Appearance- Royal Crystalline Sword from AQW for Ice and Exalted Sword of Fulfilled Fate from AQW for Darkness
Cost: Gold

Type: Melee
Element: Ice/Darkness

Effect:
When the player has more than 80 Fate Fulfilled charges, they gain a permanent power 1 harm burn that grows stronger the more Fate fulfilled charges they have. This cannot be cleansed by other means aside from reducing the charges, if it is cleansed by different means, it is reapplied
Has a -10 Bth Lean
Has no true special
Instead of the usual no proc bonus, it gains +8 Fate Fulfilled charges
Clicking the blade makes it open a menu:

Destined Fate - Normal Weapons based attack. Sacrifices 25% of it's damage to inflict a Omni Elemental defloss that does not need to hit to be inflicted. Eats upto 40 Fate Fulfilled charges to boost the defloss even further.
Chanced Meeting - Skill, costs 100% melee in SP to make the next attacks with the weapon deal x1.25 damage for the next turn. Eats upto 50 Fate Fulfilled extend the duration by two turns.
Rearranged Destiny - Does a skill that costs 50% melee in SP to reverse statuses inflicted on the player, eats up to 80 Fate fulfilled charges to give the player a better save. (Can only be used once per turn)

Description- This sword is wielded only by those who chose a great fate but seek to fulfill an even grander one, whether saintly or nefarious!
Info: Honestly, I was so close to making this an Exalted Unity clone, but I figured to make it a much more basic one rather than stepping on the toes of the premium weapon.


Faithful/Feared Fate's Veil
MC Ice/Darkness Shield. MC Pays for compression
Appearance- The shield here for Ice and The shield here for Darkness
Cost: Gold

Effects-
Clicking on the shield opens a menu:
First option: does a skill that costs 50% melee in SP to reverse statuses inflicted on the player, eats up to 80 Fate fulfilled charges to give the player a better save. (Can only be used once per turn)
Second option: Sacrifices 100 Fate fulfilled Charges to gain 100% Melee in SP

Flavor Effects-
When the player has more than 80 Fate Fulfilled charges, they gain a permanent power 1 harm burn that grows stronger the more Fate fulfilled charges they have. This cannot be cleansed by other means aside from reducing the charges, if it is cleansed by different means, it is reapplied
Sacrifices -6 MRM to passively gain +10 Fate Fulfilled Charges

Description- A veil created by the fates that lead the greats to where they are! Be they feared or renowned.
Info- Pretty big outlier, yeah, but I had a vision of a risky play, think the player stacking a permanent power 3 burn the reflecting that to the opponent via the shield. Now the enemy has a power 3 10 turn harm burn, pretty cool to me not gonna lie.


Faithful/Feared Fate's Helmet
MC Ice/Darkness Misc. MC Pays for compression
Appearance- Rugged Mercenary Scarf from AQW for Ice and Exalted Knight of Fate Scarf from AQW for Darkness
Cost: Gold

Effects-
Clicking on the misc opens a menu:
First option: Makes the player eat 50 Fate Fulfilled charges to gain +25 Bth for two turns
Second option: Does a skill that costs 50% melee in SP to reverse statuses inflicted on the player, eats up to 80 Fate fulfilled charges to give the player a better save. (Can only be used once per turn)
Passively gives +5 Fate Fulfilled Charges
Gives +50 STR/END and +40 LUK

Description- The helmet of fate, while it can't make you invisible it can make existing burns stronger or make you deal stronger ice/darkness damage!
Info- Not much on the misc, I don't think it does too much I hope?


-Reduced Non punished cap from 100 to 80
-Changed water to ice because it looked more like Ice than water
-Added a misc
-Added lean toggle via the armor shield
-Removed NEARLY ALL Quickcast effects, as to make it more risky, made the shield one stay to make that the default option when sacrificing charges to the skills not enough
-Removed the miscs two modes, to make it simpler and more in tune with the set's themes and gameplay
-Added the shield's second skill
-Added the shield's redirection mechanics to the weapon and misc to fully embrace the reflection gimmick the set has

< Message edited by JhyShy -- 3/21/2025 2:19:02 >
Post #: 92
3/8/2025 15:29:50   
JhyShy
Member
 

Ancient Defender Set
Info: A FO/FD Water set that focuses on self poison for more damage or converting it to regeneration
FSB: Gives additional 15% Melee in SP per turn


Ancient Defender
MC N Water Armor. MC is spent on compression
Appearance- Grandmaster Trainer from AQW
Cost: Gold

Elements- 39 Water in water mode and 39 Earth in Earth mode but both have 100 resist to fire

Animation- 3 hits

Effects-
You gain a N lean
You gain 3 skills
MC is spent on compression

Flavor Effect-
Gains -6 MRM to gain -12.5 Heal resist
Attacks from this armor gain +20% Damage and +8.5 Bth but self inflict the player with poison
Clicking on the flame switches the armor between Water mode (Blue flames) and Earth Mode (Green Flames).

Skills-
Ancient Test - Once per battle toggle that let's the player choose between FO and FD
Corrosive Flames - Locks Element to the primary resist of the armor and Melee damage. Boosts the damage of the lock by self inflicting poison.
Guardian's Manners - Overcharged Weapons Based skill, Element is based on the armor's primary element, Sacrifices 50% of it's damage to reflect the player's self inflicted poison to the enemy and convert it to Siphon Poison, the reflect has a 50% save.

Description- An ancient relic of an ancient trainer, old and corroded, yet somehow the enchantments seem to make it so that's on purpose, it can inflict you with poison but boosts your attacks and can reflect those poisons to the enemies!
Info- Honestly, I just wanted to make a weaker but more defensively focused version of Hexbound, also I wanted this to be compression since I saw the perfect opportunity to do it via the flame.


Ancient Defender's Sword
MC Water Melee Sword. MC for compression
Appearance- Master Trainer's Sword from AQW
Cost: Gold

Type: Melee
Element: Water**

Effect:
Has no true special
Instead of the usual no proc bonus, Clicking the handle makes it change modes:
Mode 1: Self inflicts poison on the player to boost damage, also gains a trigger if the enemy has a poison (Downtrigger if they don't)
Mode 2: Sacrifices 25% damage and self inflicting poison to the player to inflict the weapon's element poison
Clicking the blade makes it switch Water and Earth

Description- The ancient blade of an ancient guardian, it's seem to have corrosive properties and can use that your advantage!
Info: Okay, yeah I have to see that this is just a stronger version of the Hexbound blade, but honestly I don't really mind as much since I want compression weapons to be stronger.


Ancient Defender's Helmet
MC Water Misc. MC Pays for compression
Appearance- Master Trainer's Helm from AQW
Cost: Gold

Effects-
Clicking the helm makes it switch between defending from Water or Earth
Increases the damage dealt by poisons
Gives +50 STR/END

Description- The helm of an ancient guardian that protects against it's corrosive elements and can boost the poisons on your enemy!
Info- Ngl, it felt like I powercrept that one Mark Misc, but I'm fine with that, those things shouldn't be the only compression miscs that cover those elements after all this time.


Ancient Defender Moglin
MC Water Pet. MC Pays for compression
Appearance- Master Trainer Minion from AQW
Cost: Gold

Animation- 2 Hits

Effects-
Has 2 modes
Booster Mode - Sacrifices all damage and inflicting the player with poison to boost Melee damage and give the player a +Bth boost.
Damage Mode - Pet has a trigger that gives it additional damage if the enemy has a poison inflicted on them, down trigger if not. Inflicts poison on the player to boost damage by 45% and to cover for the damage penalty of seeking between Water and Earth

Description- An ancient moglin, the companion of the ancient guardian of these equipment, they will poison you but they can assist you along the way or pack a whallop!
Info- Not much to say aside from compression good and I want another F2P Booster pet


Edits:
-Removed the armor have 42 Earth and 42 Water in water and Earth mode respectively
-Made the weapon inflict self poison regardless of mode
-Made the armor self inflict poison to boost damage like hexbound, to further push the aspect of reflecting the poison back to the enemy.
-Made the pet give a +Bth to the player as to not overshadow Dunamis
-Made the reflect have a 50% save, Recent ideas given by both Dardiel and Chaotic, so thanks to both of them

< Message edited by JhyShy -- 3/14/2025 2:29:32 >
Post #: 93
3/11/2025 5:54:33   
JhyShy
Member
 

Illustrious Saviour of Battleon; Rhywork V2
Info: I WILL NOT ALLOW MY BOY TO SUFFER LIKE THIS. Also the idea of a battleon defender quickly switching tactics when fighting mobs and when fighting bosses sounded cool, but I mostly did this just because I don't want a sick design like this to be straight TRASH. TS A YULGAR ARMOR BRUH
Full FSB: Depending on the armor's toggle, it would either give an additional +15% damage or give an additional 15% SP per turn


IMPORTANT CHANGE: This set will no longer focus on +MRM and trigger effects, instead the only item that checks if the player is fighting a boss is the armor, everything else will be in the control of the player, whether they want to play defensively or offensively. Alongside that, I'm including an energy version because why not, the design and animations is right there, perfect for a recolor.


Illustrious/Gilded Saviour of Battleon Garments
MC FO Water/Energy armor. MC is spent on compression
Appearance- Water (Armored Defender of Battleon with Silver Savior's Magical Wrap as a removable cape)/ Energy(Gilded Defender of Battleon with Battleon Savior's Magical Wrap as a removable cape)
Cost: Gold

Elements- Water/Energy(Separate versions)

Animation- 3 hits

Effects-
You gain a FO lean
You gain 3 skills

Flavor Effect-
Sacrifices -6 MRM to gain an additional 10% melee in SP per turn

Skills-
Adventurer Adaptation - Once per battle toggle that can switch between FO and FD
Battleon Fury - A weapons based water skill that changes when fighting mobs and when fighting boss monsters
When fighting mobs: Overcharged weapons based skill
When fighting bosses: Efficient weapons based skill
Savior Focus - Toggle that lets the player switch between dealing +20% damage for 20% Melee in SP upkeep or gaining -12.5 Heal resists for 15% Melee in SP

Description- This armour is granted to those whose earned a great victory against a mighty foe in AQW! It can switch tactics on the fly from defensive and offensive plans. It's ultimate move changes when you're fighting regular foes who needs to be dispensed off quickly or against mighty foes who need to be drawn out with more efficient moves.
Info- I chose to forgo the +MRM since that's just stinky poopoo on a set that has no blinds on it. And this didn't seem like the type of set to fit a blind focused playstyle, additionally I figured with the mechanics I laid out, a FD mode would be helpful to FD warriors especially. I once thought about making the heal res and +damage separate and dependent on the lean but the original armor let you choose between an offensive effect and defensive effect and that's one of the things I want to keep in this one.


Illustrious/Gilded Saviour of Battleon Armaments
MC Melee Sword/Magic Staff/Ranged Spear weapons. MC for compression
Appearance- Water (Illustrious Savior's Blade) Energy(Glorious Savior Blade) and please make them proper BIG SWORDS this time. PLEASE ;^; like, in AQW they're huge but here it's just so sad to look at
Cost: Gold

Type: Melee/Magic/Ranged respectively
Element: Water or Energy

Effect:
Has a 32-32 Damage range
Has a -5 Bth Lean
Has no true special
Instead of a regular 0-proc bonus, it instead gains a silent proc that let's you randomly gain a burst of SP (Maybe around 25% or 32% Melee in SP?)
Has 2 modes
Damage mode: Regular damage mode +5% MC
Heal mode: Sacrifices 15% damage for auto-hit, and sacrificing 50% damage to heal a fixed amount of HP. Heal is capped at 3 hits (for maximum synergy with the armor) or 4 (Depends on whichever makes better synergy with the armor)

Flavor Effect-
Sacrifices -6 MRM for:
- Damage mode to gain +10% damage
- Heal mode to have it's heal boosted by +10%

Description- These weapons are granted to those whose earned a great victory against a mighty foe in AQW! It can switch between damaging your opponents for powerful damage against weaker foes or become unerring in it's attack and heal you for it perfect for outlasting powerful foes.
Info: Honestly, I just wanted a more accessible version of Devoured Earth that isn't Blade of Actuation. Alongside that, wanted to make it sacrifice 50% damage instead of 33% because I REALLY wanted this mode to be a certified heal mode


Illustrious/Gilded Battleon Saviour Defender
MC Water or Energy shield. MC Pays for effect
Appearance- Same
Cost: Gold

Effects-
Pays MC and -6 MRM to gain an additional +15% SP per turn

Description- A shield granted to those whose earned a great victory against a mighty foe in AQW! It makes you relax your nerves and lose some of your vision to make you compose and gain back some of your energy.
Info- Honestly? I was so close to making it sacrifice -6 MRM instead, but a total of -12 MRM on this set is insane. (Honestly if I was less restrained, I would have done that) Update: I HAVE NO RESTRAINT


Edits-
- Changed the shields -8.5 Bth to -6 MRM, personally I'm fine with it, it's a small shield and it's a bulky armor, you won't be dodging in this gang
- Added the 32-32 damage range thing on the weapon so it can be more dependable and non RNG, good for boss fights and proper nuking I feel
- Added either making the weapon cap 3 or 4, whichever has better synergy with the armor of the set
- Changed the FSB to giving the player 15% melee in SP instead of health since that's more useful regardless if you're FD or FO
- Changed the weapon's Bth to -5 from -10

< Message edited by JhyShy -- 3/22/2025 11:32:20 >
Post #: 94
3/15/2025 4:27:31   
JhyShy
Member
 

Pyrite DracoKnight of Old set
Info: FO/FD Darkness/Energy set that focuses on powering up the weapon's skills, mainly built for the midgame, before the player gets some really good options\
FSB: Gains +15% Damage


Fool's DracoKnight of Old
MC N Darkness/Energy armor. MC is used for Compression
Appearance- Legendary Member Armor from AQW with Legendary Member cape as it's cape
Cost:

Element: 39 Darkness for Dark and 39 Energy for Energy version

Animations - 3 Hits

Effect:
Gains N lean
Gains 2 skills

Skills:
Old School - Once per battle toggle that lets players switch between FO and FD leans
Old and Gold - Locks attacks to the armor's element. Sacrifices 50% damage when using the regular attack to inflict elevuln. Specials and skills are locked to armor element but gain a +50% boost to their damage for 25% Melee in both SP and HP equally

Description- An old armor with strange symbols, said to be wielded by legendary heroes of old! (At least, that's what it said on the tin)
Info: Wanted to make this one more basic, with the idea being Inflicting elevuln with attacking regularly and then going with a big move.


Pyrite DracoKnight's Old Blade
MC Darkness/Energy Melee Sword. MC is used for Compression
Appearance- Legendary Member Blade from AQW
Cost:

Type: Melee
Element: Darkness or Energy


Effect:
Has no true special
Gains the usual 0 proc boost
Clicking on the Blade will open a menu:
Strike of the Old days - Efficient weapons based skill that deals 4 hits
Strike of Greed - Overcharged weapons based skill that deals 8 hits

Description- An old weapon wielded by legendary old heroes, you can even recreate their legendary swings! (At least, that's what was sold to you)
Info: This is mostly for the hit count of the skills.


Pyrite DracoKnight's Old Helmet
MC Darkness/Energy Misc. MC is used for Compression
Appearance- Legendary Member Helm from AQW
Cost:

Effect:
Makes specials and skills deal +30% Damage
Gives player +50 END/LUK
Clicking on the helmet lets it switch between defending from energy or darkness

Description- An old Helmet wielded by legendary old heroes, built to empower their legendary moves! (At least, that's what you were told)
Info: Mostly just to power creep that MechaKnight misc, always hated that quest.


Edits
-Changed the name, thanks to the idea of Botto
-Changed the lore to fit the name, from being legit items of a legend, to a carbon copy sold to you from a flee market

< Message edited by JhyShy -- 3/15/2025 4:59:42 >
Post #: 95
3/15/2025 8:09:16   
JhyShy
Member
 

Iron Naval Admiral Set
Info: A FO Mainstat/FD CHA Water set that focuses on inflicting bleed via the skills or companions
FSB: Makes enemies gain a Bleed weakness


Commanding Iron Admiral
MC FD Water Armor. MC is spent on compression
Appearance- NarwhalSlayer Admiral from AQW but no sword holster and with NarwhalSlayer Crest as a Cape
Cost: Gold

Elements- 39 Water (Use Umazen Armor animation or even better, a modified Dragon's Leathers)

Animation- 3 hits

Effects-
You gain a FD lean
You gain 2 skills
MC is spent on compression

Flavor Effect-
Gains -8.5 Bth to gain +CHA whenever hit by the opponent

Skills-
Snipe Shot - Water skill that sacrifices 50% Damage to inflict Bleed
If 100 Proc: Spell type skill, elecomp to damage, sacrifices 50% damage to inflict bleed
If Non 100 Proc: Overcharged weapons based skill, sacrifices 50% damage to inflict bleed
Military Marvel - Gains +50 CHA for 10% Melee in SP for upkeep and sacrifices 20% Melee in SP to make pets and guests inflict bleed

Description- An ironclad admiral from the strange seas, use your charisma to inspire your pets and guests to inflict bleed.
Info- Pretty basic but strong I feel? Hopefully it's basic, they're all pretty straightforward


Conquering Iron Admiral
MC FO Water Armor. MC is spent on compression
Appearance- NarwhalSlayer Admiral from AQW
Cost: Gold

Elements- 39 Water

Animation- 3 hits (Use Umazen Armor animation or even better, a modified Dragon's Leathers)

Effects-
You gain a FO lean
You gain 2 skills
MC is spent on compression

Flavor Effect-
Gains -3 MRM to gain +20% damage when the enemy is bleeding

Skills-
Conquering Clash - "Overcharged" Water weapons based skill that takes an additional 50% Melee in SP to inflict bleed onto the opponent (Use Dragon Leather's Sword animation modified to 3 hits)
Military Might - Gains +50 Mainstat (Depending on weapon held) for 10% Melee in SP for upkeep and sacrifices 10% Melee in SP to gain a -20 Bleed potency

Description- An ironclad admiral from the strange seas, use your Power to make your opponents bleed.
Info- I NEED AN FO WATER ARMOR, also having a mainstat toggle outside class armors is nice and I wanted to see more if it


Iron Navy Commander's Sword
MC Water Melee Sword. MC for compression
Appearance- NarwhalSlayer Sword from AQW
Cost: Gold

Type: Melee
Element: Water

Effect:
Has no true special
Instead of the usual no proc bonus, gains -10 Bleed potency
Clicking on the blade switches between 2 modes:
Mode 1: When the enemy is bleeding, sacrifices 15% SP to boost the power of the bleed
Mode 2: Sacrifices 50% Damage and 25% SP to make the weapon and pets and guests inflict bleed

Description- The Iron Blade of a Navy Commander, it's strikes can make your opponent bleed or open their wounds even more
Info: Hopefully it doesn't overshadow the Anniversary weapons too much.


Iron Navy Commander's Rifle
MC Water 100-Proc Ranged Gun. MC for compression
Appearance- NarwhalSlayer Rifle from AQW
Cost: Gold

Type: Ranged 100-Proc
Element: Water

Animations - 2 hits

Effect:
Is 100-Proc
Has no true special
Instead of the usual no proc bonus, gains -10 Bleed potency
Clicking on the Bayonet switches between 0-proc and 100-proc modes
Clicking on the Body 2 modes:
Mode 1: When the enemy is bleeding, sacrifices 15% SP to boost the power of the bleed
Mode 2: Sacrifices 50% Damage and 25% SP to make the weapon and pets and guests inflict bleed

Description- The Iron Rifle of a Navy Commander, it's streams can make your opponent bleed or open their wounds even more
Info: Okay yeah, this might've overshadowed the Lovstruck Caliber a bit too much.


Iron Commander's LootBox
MC Water Misc. MC Pays for compression
Appearance- NarwhalSlayer Supply Box from AQW
Cost: Gold

Effects-
Gains 0.5x resistance to water attacks
Increases the damage dealt by Bleeds
Clicking on the box makes it take your turn and upto 200% worth of bleed to make everyone on your side (You, pets and guests) deal +30% damage for 3 turns

Description- A lootbox filled with goodies for your companions and yourself, it can even protect you from sudden streams of water and help your bleeds deal more damage!
Info- Pretty basic but strong misc, If I do say so myself.


Iron Elite Soldier
MC Water Pet. MC Pays for compression
Appearance- Iron Narwhal from AQW
Cost: Gold

Animation- 4 Hits

Effects-
Has 2 modes
Bleed Mode - Sacrifices 15% damage to gain auto-hit, and 50% damage to inflict bleed on the opponent
Damage Mode - Deals -5% damage if the enemy has no bleed, deals +20% damage if the enemy is bleeding

Description- An elite soldier of the Iron Navy! They can aim true and make your opponents bleed or rapid fire without a care in the world
Info- Stronk Bleed pet, just wanted to add the auto-hit for shiz and giggles ngl

< Message edited by JhyShy -- 3/15/2025 8:27:53 >
Post #: 96
3/15/2025 12:05:20   
JhyShy
Member
 

Eternal Blade's Lord set
Info: FO Ice set that has an Alternate mode that focuses on Elemental Seeking or Random Element Attacking
FSB: Further empowers any Eternity's Eye inflicted


Important Mechanic: Eternity's Eye is a renamed Permanent Omni elevuln.


Eternal Blade's Lord
MC FO Ice armor. MC is used for Compression
Appearance- Armor with these kind of Aesthetics: Pic 1 Pic 2 Pic 3 Pic 4 Pic 5
Generally, a Grey Military uniform with small shoulder pauldrons on the side, a light combat uniform. It has floating swords of various elements as a cape
Cost:

Element: 39 Ice, Low elecomp to compensate for the insane effects it has

Animations - 4 Hits

Effect:
Gains FO lean
Gains 3 skills

Flavor Effects-
Lose -3 MRM to gain +105 Initiative

Skills:
Lord Of Swords - Switches Between Ice, Elemental Seeking and Random Element mode

ArchLord Potential - Locks armor attacks to the element of the given mode above
Ice Mode - Sacrifices 15% HP and loses -8.5 Bth to inflict Eternity's Eye on the opponent
Elemental Seeking mode - Takes more damage and loses Bth to compensate for the 35% Melee needed to cover the elemental seeking from the eight standard elements. Sacrifices 15% Melee in SP to inflict Eternity's Eye on the opponent
Random Element mode - Sacrifices 15% Melee in both SP and HP equally to deal +15% Damage and boost the power of Eternity's Eye on the opponent


Sword Formation: Shower - 8 hit Overcharged weapons based skill that does different effects depending on what mode the armor is in:
Ice Mode - Eats up to 200% Melee worth of Eternity's Eye to make it auto-hit and deal +185% damage
Elemental Seeking mode - Eats up to 200% Melee worth of Eternity's Eye to make the skill give a 3 turn Omni Elemental Empowerment
Random Element mode - Eats up to 200% Melee worth to boost damage, But needs at least 300% Melee worth of Eternity's Eye to make the skill deal true void damage


Description- An armor from unknown lands, each sword it summons being directly from the elemental plane they're in. Unstable but powerful, it could even harness the power of the void with enough time.
Info: Honestly, I was just reading my usual OP MC Manhwa slop called "I killed an Academy Player" and saw the immaculate drip this man "Dorron Warsky" has and I KNEW I needed that in AQ ASAP.


Eternity Blade
MC Ice Melee Sword. MC is used for Compression
Appearance- Eternity Blade from AQW
Cost:

Type: Melee
Element: Ice

Flavor Effect
Makes the player take +10% damage to deal +10% Damage

Effect:
Has a -5 Bth Lean
Has no true special
Gains the usual 0 proc boost, when clicking the handle it makes it switch between Ice mode, Elemental Seeking mode (Inflicts the player with permanent defloss and Eternity's Eye to cover for seeking between the eight standard elements + Harm) and Random Element mode (Sacrifices 15% HP to gain +15% Damage)
Clicking on the Blade will make the weapon do a regular weapons based skill that trades 50% damage to boost the power of any inflicted Eternity's Eye

Description- A weapon said to wield the eternal power of the elements, no one knows where it came from and what it could truly do when unleashed.
Info: Mostly a support weapon for the armor, especially with the skill it has.

< Message edited by JhyShy -- 3/17/2025 9:32:28 >
Post #: 97
3/22/2025 10:24:28   
JhyShy
Member
 

Haunted Dragonlord Set; Rhywork
Info: A FO STR based wind set that focuses on the STR based shield's barrier. Gameplay loop is turn on toggle, get 4 hits, get SP, get barrier, get SP again, get barrier, repeat until you can nuke with the armor's skill.
FSB: Makes the heals from the weapons boosted by 15%


Haunted Dragonlord Armour
MC FO Wind Armor. MC is spent on compression
Appearance- Same
Cost: Gold

Elements- Same

Animation- 2 hits

Effects-
You gain a FO lean
You gain 2 skills
MC is spent on compression

Skills-
Dragon's Might - Makes attacks 4 hits, sacrifices 10% SP to gain +50 STR.
Dragon's Vengeance - 4 hit, Weapons based "overcharged" wind skill, takes an additional 60% melee in HP to gain +20% Damage and +8.5 Bth and eats player barrier upto 200% melee to boost damage

Description- Same.
Info- So I wanted a more basic rhywork for this one since with the advent of one storm and a bunch of new armors, Haunted DLord kinda got left to the wayside despite being relatively modern. And also I just don't like Daze, Dragon's Might fits more with giving +STR than it is giving Daze


Haunted Dragonlord's Might/Charge
MC Wind Melee/Ranged Sword/Spear. MC for compression
Appearance- Same
Cost: Gold

Type: Melee/Ranged
Element: Wind

Effect:
Has no true special
Instead of the usual no proc bonus, boosts the SP healed by the weapon
The weapon sacrifices MC and 10% Damage to heal SP, this is capped at 8 hits.

Description- Same
Info: Not much to say with this one, just wanted to make the weapon's no proc bonus boost the SP especially for the shield so it can continuously give barrier.


Haunted Dragonlord's Insight
MC Wind Magic Staff. MC for compression
Appearance- Same
Cost: Gold

Type: Magic
Element: Wind

Effect:
Has no true special
Instead of the usual no proc bonus, boosts the MP healed by the weapon
The weapon sacrifices MC and 10% Damage to heal MP, this is capped at 8 hits.

Description- Same
Info: Same as the melee and ranged ones.


Haunted Dragonlord's Will
MC Wind shield. MC Pays for compression
Appearance- Same
Cost: Gold

Effects-
Clicking the shield does a oncer per turn "Heal" spell that gives barrier, costs 100% Melee in SP and deals -25% Damage. Scales with STR stat

Description- Same
Info- So the idea here is that since the shield scales off STR, and this is the only source of barrier, I figured to tie it all up with the armor where the loop is to use the 4 hit attack to continuously hit 4 times, gain SP, get barrier, repeat until you can nuke with the overcharged skill.


Hollow Dragon Amulet
MC Wind Misc. MC Pays for compression
Appearance- Same
Cost: Gold

Effects-
Heals 50% from Wind attacks
Gains +10 Bth
Gains +50 STR/END and +40 CHA

Description- Same
Info- Honestly not much change, just wanted to get rid of the DEX part and wanted to make the Mainstat have +50 instead of Charisma, which just confused me.

< Message edited by JhyShy -- 3/22/2025 10:46:00 >
Post #: 98
3/24/2025 8:44:49   
JhyShy
Member
 

Random Compression Spell and Misc Ideas
Info: Got some random compression ideas on this one, all spells and miscs for this one. Stuff here I just want to mostly be basic midgame to near endgame items that are free since we desperately need compression stuff that aren't lame or suck compared to premium items (Like sacrificing damage or sacrificing hit counts)


SPELLS


Formation Creation
MC Neutral Spell. MC is used for Compression
Appearance- Spawning various spells and insignias from the ground
Cost:

Type: Magic
Element: Light/Ice

Animations - 3 Hits

Effect:
MC is used on making the spell seek between Ice and Light
Comes in Efficient, Normal and Overcharged flavors

Description- Unleashing the Draconic aspect of Creation onto your enemies, making them hurt from powerful light or ice elemental attacks.
Info: Honestly just wanted to make spells out of all the other draconic deities.


Primordial Pandemonium
MC Neutral Spell. MC is used for Compression
Appearance- Spawning various dragons of all shapes and sizes from the sky towards the enemy
Cost:

Type: Magic
Element: Energy/Earth

Animations - 3 Hits

Effect:
MC is used on making the spell seek between Earth and Energy
Comes in Efficient, Normal and Overcharged flavors

Description- For dragons, sometimes Chaos reigns, havoc and barbaric insanity is a nature Dragons who seek true power would want to quell, but unleashed, Primordial Earth and Energy emerge from the purest Chaos.
Info: Got the idea from both Bahamoth and Tiamoth combining to create a Draconic Pandemonium, perfect for the Draconic aspect of Chaos.


Draconic Calm Calamity
MC Neutral Spell. MC is used for Compression
Appearance- Generates strong waves and winds that turn turbulent when casted
Cost:

Type: Magic
Element: Water/Wind

Animations - 3 Hits

Effect:
MC is used on making the spell seek between Water and Wind
Comes in Efficient, Normal and Overcharged flavors

Description- Flowing rivers and strong winds are hallmarks of Chaos waiting to be unleashed, but Draconic Order remains for them to be calm until the time is right.
Info: Wanted this to be Order since Flowing rivers and wind are so organized yet are absolutely destructive when the time to cause mayhem and natural calamity.


Apex Balance
MC Neutral Spell. MC is used for Compression
Appearance- Summons a Dragon's eye on top of the opponent.
Cost:

Type: Magic
Element: Harm

Animations - 3 Hits

Effect:
MC is boosts the damage of the spell to +20% but gives the player a harm burn
Comes in Efficient, Normal and Overcharged flavors

Description- Balance comes at a price, one that seers and burns you. But when you achieve it, you will find no greater path for power.
Info: Wanted this to be Order since Flowing rivers and wind are so organized yet are absolutely destructive when the time to cause mayhem and natural calamity.


Force of Heavens and Earth
MC Neutral Spell. MC is used for Compression
Appearance- Boulders and Rocks are carried upwards by the wind as if there is no gravity.
Cost:

Type: Magic
Element: Earth/Wind

Animations - 5 Hits

Effect:
MC is used to seek between Earth and Wind
Comes in Efficient, Normal and Overcharged flavors

Description- Use the force of the heavens and the earths to make your enemies quake.
Info: Not much to say, just wanted a basic but good compression spell.


Presence of the First Snow
MC Neutral Spell. MC is used for Compression
Appearance- Summons a powerful hail from the sky as well as rocks and boulders.
Cost:

Type: Magic
Element: Ice/Earth

Animations - 5 Hits

Effect:
MC is used to seek between Ice and Earth
Comes in Efficient, Normal and Overcharged flavors

Description- Recreate the first ever hail and snow to ever bless upon LORE! Can seek between pelting rocks or sharp hail.
Info: Honestly, I hope the hitcount on my spell ideas won't be too much.


Arriving Daybreak
MC Neutral Spell. MC is used for Compression
Appearance- Summons a storm of fiery leaves and winds.
Cost:

Type: Magic
Element: Fire/Wind

Animations - 5 Hits

Effect:
MC is used to seek between Fire and Wind
Comes in Efficient, Normal and Overcharged flavors

Description- A storm to recreate the presence of the first Daybreak of the first day of the first Fall.
Info: Lots of firsts in that description.


Falling Night
MC Neutral Spell. MC is used for Compression
Appearance- Summons Storms and Enshrouding Darkness.
Cost:

Type: Magic
Element: Darkness/Energy

Animations - 5 Hits

Effect:
MC is used to seek between Darkness and Energy
Comes in Efficient, Normal and Overcharged flavors

Description- A recreation of the first turbulent night of LORE! Stormy and Dark, it were turbulent times back then.
Info: Not much to say about this one.


The First River
MC Neutral Spell. MC is used for Compression
Appearance- Summons a river shining with light.
Cost:

Type: Magic
Element: Water/Light

Animations - 5 Hits

Effect:
MC is used to seek between Water and Light
Comes in Efficient, Normal and Overcharged flavors

Description- A recreation of the first river to form in LORE! Weirdly, it seems to have generated light back then
Info: Not much to say about this one either


Obsidian Storm
MC Neutral Spell. MC is used for Compression
Appearance- A Hurricane of magma and obsidian is showered on the opponent.
Cost:

Type: Magic
Element: Fire/Earth

Animations - 5 Hits

Effect:
MC is used to seek between Fire and Earth
Comes in Efficient, Normal and Overcharged flavors

Description- A primordial spell, said to be created by the first Great dragons of Fire and Earth.
Info: Pretty strong spell I feel, especially since it's 5 hits and eleseeks.


Doom Omen: Starlight Skies
MC Neutral Spell. MC is used for Compression
Appearance- These Pillars erupting from the ground like the AWE armor death animations.
Cost:

Type: Magic
Element: Energy/Light

Animations - 6 Hits

Effect:
MC is used to seek between Energy and Light
Comes in Efficient, Normal and Overcharged flavors

Description- From the Grove, a pillar of light shines. From this Darkness shines the stars, from this light hides the Doom.
Info: Honestly, just wanted to make more references to DOOM, especially from the incredible mapper that is BPRD and his map: GROVE.


Doom Omen: Mushroom King's Grove
MC Neutral Spell. MC is used for Compression
Appearance- These Big mushrooms spawning from the ground.
Cost:

Type: Magic
Element: Wind/Darkness

Animations - 6 Hits

Effect:
MC is used to seek between Wind and Darkness
Comes in Efficient, Normal and Overcharged flavors

Description- From the Grove, sometimes you see a fat dude try to steal your mushrooms, he's got strong wind and darkness powers so steal that from him.
Info: Honestly, just wanted to make more references to DOOM, especially from the incredible mapper that is BPRD and his map: GROVE.


Doom Omen: SUNLUST
MC Neutral Spell. MC is used for Compression
Appearance- Summons a giant sun on top of the enemy and shoots out rays of light and fire.
Cost:

Type: Magic
Element: Fire/Light

Animations - 6 Hits

Flavor Effect:
Burns the player to gain +20% damage

Effect:
MC is used to seek between Fire and Light
Comes in Efficient, Normal and Overcharged flavors

Description- Hard hitting, fast, and shines brighter than any star. Once this omen appears, it shall burn you but you will remain, while your enemy turns into ash.
Info: Again, another Doom reference, this time from one of the greatest and HARDEST Doom maps of all time. Also, yes the all caps is intentional because Sunlust was on a different level.


Doom Omen: Ancient Aliens
MC Neutral Spell. MC is used for Compression
Appearance- Summons Neon Navajo Wolves and Bears to attack the enemy.
Cost:

Type: Magic
Element: Ice/Energy

Animations - 6 Hits

Flavor Effect:
Inflicts Daze on the player to gain +20% damage

Effect:
MC is used to seek between Ice and Energy
Comes in Efficient, Normal and Overcharged flavors

Description- Where did these beings come from, faint words heard when casting these spells are "Your true spirit animal is a Super Shotgun".
Info: I LOVE DOOM, and this time, it's based off of the WAD "Ancient Aliens" playing this was a blast, it's an amazing map, anyone who plays doom should check it out.


Doom Omen: The Boiling Point
MC Neutral Spell. MC is used for Compression
Appearance- Summons a Fireblu river and fire effects from the ground.
Cost:

Type: Magic
Element: Fire/Water

Animations - 6 Hits

Flavor Effect:
Inflicts Harm Burn on the player to gain +20% damage

Effect:
MC is used to seek between Fire and Water
Clicking the skill opens a menu:
Spell 1: Deals full damage
Spell 2: Sacrifices 50% Damage to inflict Burn on the opponent (Element is based on what they are weak to)

Description- What is this thing? Seems to come from Heck, but it's properties is associated with that of Fire and Water. Even being near this thing burns you but imagine the hurt you could do to your opponents.
Info: Another reference this time it's two! First the name comes from a map from Combat Shock 2, and man that map was insane. For the effects, I wanted to reference DOOM's Iconic Fireblu assets.


Doom Omen: Mucus Flow
MC Neutral Spell. MC is used for Compression
Appearance- Summons a pillar with a big runny nose on top of the enemy and sneezes out poisonous mucus.
Cost:

Type: Magic
Element: Earth/Darkness

Animations - 6 Hits

Effect:
MC is used to seek between Earth and Darkness
Clicking the spell opens a menu
Spell 1: Deals full damage
Spell 2: Sacrifices 50% damage to inflict choke on the enemy

Description- This ominous spell, despite it's odd appearance is brimming with dark nature magic, you can even use the mucus that comes flowing out of... the thing, to choke your enemies. You don't know who made this or what was it's purpose. All you know is the person who made this was NUTS.
Info: My final Doom WAD reference for now, this time once again featuring BPRD and his map for Community Chest 2 "The Mucus Flow", you may ask why choke instead of the usual poison, it's because this map was CHOKING me when I played it, it was an insane experience that I urge people to check out.


MISCS


Doomed Artifact: Mucus Pillar
MC Earth Misc. MC is used for Compression
Appearance- A pillar with a big runny nose
Cost:

Effect:
MC is used to swap when clicked between defending from Earth or Darkness attacks
When attacking with the misc equipped, any player hit landed on the enemy will inflict choke based on hits connected
Gives +50 END

Description- This ominous pillar, despite it's odd appearance is brimming with dark nature magic, when equipped, you can make your enemies choked due to the...Thing.
Info: I said DOOM WAD spells, not miscs, basic defensive misc I feel can be good.


Doomed Artifact: Contained Sun
MC Fire Misc. MC is used for Compression
Appearance- An Amulet that contains a mini sun
Cost:

Effect:
MC is used to swap when clicked between defending from Fire or Light attacks
When attacking with the misc equipped, any player hit landed on the enemy will inflict panic based on hits connected
Gives +50 LUK

Description- A contained summon of something like a sun, this thing is ancient, dangerous and makes your opponent panic at the mere sight of it.
Info: I put in LUK because playing Sunlust, man, you needed a whole bunch of lucky RNG a lot of the time.


Doomed Artifact: Little Star
MC Energy Misc. MC is used for Compression
Appearance- A small black star
Cost:

Effect:
MC is used to swap when clicked between defending from Energy or Light attacks
Gives -20 Blind potency
Gives +50 LUK

Description- Twinkle Twinkle, little star, how I wonder what you are.
Info: Not much to say aside from me wanting a blind potency misc.


Doomed Artifact: Berserk Rune
MC Darkness Misc. MC is used for Compression
Appearance- A black chest with a red cross on it
Cost:

Effect:
MC is used to swap when clicked between defending from Darkness or Water attacks
Gives Berserk to the player
Gives +50 STR/END

Description- This chest contains a great rage deep within it, when carrying it with you, it empowers your rage and strength to just.... RIP and TEAR.
Info: Rather than the timed effect of the modern DOOM games, I wanted to carry over the effect of the old doom games where the berserk pack was active every map despite you no longer seeing the red screen.


Doomed Artifact: FireBlu Point
MC Fire Misc. MC is used for Compression
Appearance- A Fireblu amulet
Cost:

Effect:
MC is used to swap when clicked between defending from Fire or Water attacks
Burns the player but gives attacks +30% Damage
Gives +50 LUK/END

Description- A dangerous fire when held, but can empower your attacks even further and can protect you from fire and water attacks.
Info: Not much to say aside from wanting a good generic damage misc while wanting to cover certain elements.


Heart of Winter
MC Ice Misc. MC is used for Compression
Appearance- A glowing ice rune attached to a rock
Cost:

Effect:
MC is used to swap when clicked between defending from Ice or Earth attacks
Gives -12.5 heal res
Gives +50 END/CHA

Description- A healing rune attached to a primordial stone back when it first snowed in the land of LORE. It can help you heal and defend you from Ice and Earth attacks
Info: I'm not power creeping Mermazon crest right? That one gives LUK as well as defend from Water, this does none of that for real (Cope).


Heart of Fall
MC Fire Misc. MC is used for Compression
Appearance- A glowing fire rune attached to falling maple leaf
Cost:

Effect:
MC is used to swap when clicked between defending from Fire or Wind attacks
Gives -12.5 heal res
Gives +50 END/CHA

Description- A healing rune attached to a primordial leaf back to the first time the planet's warmth loosened and arrived the first fall of LORE. Can help you defend from Windy attacks and makes you heatproof to boot
Info: LET'S GO ELEMENTAL COPIES.


Heart of Nightfall
MC Darkness Misc. MC is used for Compression
Appearance- A glowing Energy rune attached to a dark rock
Cost:

Effect:
MC is used to swap when clicked between defending from Darkness or Energy attacks
Gives -12.5 heal res
Gives +50 END/CHA

Description- A healing rune attached to a primordial stone back to the first time the planet had it's first night, defending from stormy and dark nights.
Info: I LOVE ELEMENTAL COPIES.


Heart of Summer
MC Light Misc. MC is used for Compression
Appearance- A glowing Light rune attached to a case of Water
Cost:

Effect:
MC is used to swap when clicked between defending from Light or Water attacks
Gives -12.5 heal res
Gives +50 END/CHA

Description- A healing rune attached to a primordial small pond back to the first time the planet had it's first river form, can help defend from light attacks and water attacks.
Info: ELEMENTAL COPIES FTW, Also for this one I REALLY wanted to get rid of Mark of Serenia, it's old and not worth it's Z-tokens anymore


Obsidian Meteor
MC Earth Misc. MC is used for Compression
Appearance- A small piece of a magma meteor
Cost:

Effect:
MC is used to swap when clicked between defending from Earth or Fire attacks
Makes the player sacrifice 20% HP to boost existing burns on opponents
Gives +50 END

Description- An ancient rock from when before Humans were on LORE and when Dragons first started appearing on LORE. Can defend from Earth and Fire attacks and proliferate existing burns.
Info: Not much to be honest, but I just want the compression and the utility might be nice.


Pyroclastic Chains
MC Energy Misc. MC is used for Compression
Appearance- A small piece of a magma meteor
Cost:

Effect:
MC is used on a QC skill that sacrifices all damage to inflict stun on the opponent.
Makes players resist both Energy and Fire at the same time
Gives +50 END

Description- A set of fire and energy chains that you can use to bind your opponents and make them stunned!
Info: I primarily made this for the adventurers that have no access to love potion so I wanted to give them the same option but with more versatility.


Edits:
- Added Doomed Artifact: Little Star
- Changed Doom Omen: Mushroom King's Grove's description

< Message edited by JhyShy -- 3/24/2025 20:24:33 >
Post #: 99
3/25/2025 7:11:55   
JhyShy
Member
 

BIG 100 MESSAGE WAHOO
So I guess for the Big 100'th message here, I'll put in a big subrace Rhywork that hopefully isn't broken


Subraces Part 1; Rhywork
Info: I'm mainly inspired by the work Lv 1000 (Aerin) did in his own Rework, but I wanted mine to be based off of gameplay styles instead of builds, not just to open up roleplaying aspects of the game but also to open up build diversification and gameplay differences.

IMPORTANT CHANGE - Like my Rhyworks on the No-drops, I'd love to have leans be independent of the armor, so you can choose which lean you want via the subrace leaders, so you can have stuff like Spellcaster Werewolf, Fully Defensive Werepyre and Fully Offensive Vampire. Whatever the lean is on the regular mode will carry to the beast mode. None of the beast forms gain the 4/3 Boost for the magic weapons.


Darkovian Subraces-
Werewolf focuses on Tanking and dealing back consistent damage (Matching their Martial focus in the forest but not relegating them to just Warriors)
Vampire focuses on Bleed and healing back from bleed alongside boosting skill and spell type damage (The boost coming from their lore accurate acumen for magic but not making exclusive to mages)
Werepyre focuses on Elevuln and striking a balance between dealing straight up overall improved damage and managing resources (Making something new out of their dual curse, Wolf's heal becoming converted to energy. Vamp's bleed converted to elemental vulnerability)
Dracopyre focuses on Pure damage and sacrificing resources to boost damage given and mitigate damage taken (To reflect the fact Nightbane was a beast and was the most straight up powerful Subrace leader)


Werewolf
MC [Lean] [Element] Armor. MC is spent on compression
Appearance- Same
Cost: None

Elements- 39 Primary/42 Secondary

Animation- 2 hits

Effects-
You gain a lean
You gain 10 skills
MC is spent on compression of the two skills

Skills-

Level 0: Aggressive presence - Gains -10 Defloss potency and -10 Fear Potency
Level 1: Wolf Claws - 1 hit Enhanced Normal attack that follows weapon element sacrifices 50% Damage to inflict Defloss for 4 turns. Costs 50% Melee in SP (Defloss is applied before the hit, therefore doesn't need the attack to hit)
Level 2: Aggressive Charge - Toggle, Gains -8.5 Bth and -3 MRM to either gain +15% Weapon and bow damage (Spells and skills gain half) or gain +15% SP per turn.
Level 3: Lycan Strength - Toggle, Gains +35 [Weapon mainstat] and +35 END
Level 4: Snarl - Useable once per turn, costs 100% Melee in SP to inflict Fear with a +20 Save.
Level 5: Call Pack - Calls a Werewolf guest, element depends on primary elemental resistance
Damage mode - Regular Damage mode, 3 hits
Defloss mode - Deals no damage, attempts to inflict an omni elemental defloss onto the opponent for 2 turns.
Level 6: Healing Howl - Healing Skill (Spell if holding a magic weapon), uses Weapon [Mainstat] for stat bonuses. Costs 100% Melee in SP when holding a Melee and Ranged weapon, 125% Melee in MP when Magic
Level 7: Lycan Vigor - Toggle, Sacrifices 15% Melee in SP to gain 15% Melee in HP per hit landed
Level 8: Lycan Endurance - Passive, Gains -12.5 Heal resist
Level 9: Wolf Fangs - 2 hits, Weapons based skill (or Spell) that follows primary armor element. When using Melee or Ranged, Skill costs 100% Melee in SP and Elecomp goes to cost. If using Magic weapon, it becomes a Spell that costs 125% Melee in MP. Elecomp goes to damage.
Level 10: Become the Beast - Attack becomes 4 hits, and are raised to skill level but deal -12.5% Damage to bring it to a proper 175% Output. Costs 75% Melee in SP to maintain (When weapon held is Melee or Ranged). If the weapon held is Magic skill costs 50% Melee in SP and 25% Melee in MP to maintain.
Toggles and Passives available in the form:
Level 0: Aggressive Presence
Level 2: Aggressive Charge
Level 3: Lycan Strength
Level 7: Lycan Vigor
Level 8: Lycan Endurance
Level 10: Reclaim Humanity

Description- Same
Info-
- I took the heaviest inspiration for this one from Aerin (Lv. 1000), giving them -12.5 Health resist was so smart.
- While his rendition on the level 0 skill made much more sense, I wanted to keep this one consistent with the level 0 skills I had in mind for the other subraces.
- For the guests, honestly I just wanted them to have 1 regular damage mode and 1 status mode, Werewolf's is the only one that sacrifices all damage in it's status mode but I wanted that to be intentional because defloss having to hit to be inflicted kinda sucks to be honest. And for the animation I envision them doing a howl instead of an attack
- Aggressive charge may be the most broken ability in this set but I wanted to give the idea of Werewolves when ambushing or jumping a target lose some of their senses to just maul at the target, good for hit and run approaches. I made it a choice cause I wanted the players to choose their approach if they want to heal and reserve their energy in fights or go full hog on damage. I wanted to make it 8.5 Bth and -3 MRM instead of just a full -9 MRM to incentivize using Defloss more.
- Skills mainly costing SP was intentional since while I did want to keep this open for all builds, I never wanted these to be THAT optimized for them too. I still want a playstyle fit for the subrace and their lore behind them, so because of that Arcane approaches won't be that big of a focus due to a Wolves' Instincts hampering it at times and I wanted to reflect them here.
- Honestly, I wanted to include a berserk toggle here but I feel it would be too much


Vampire
MC [Lean] [Element] Armor. MC is spent on compression
Appearance- Same
Cost: None

Elements- 39 Primary/42 Secondary

Animation- 2 hits

Effects-
You gain a lean
You gain 10 skills
MC is spent on compression of the two skills

Skills-

Level 0: Ancient presence - Gains -10 Bleed potency and -10 Control Potency
Level 1: Vampire Fangs - Enhanced Normal attack that follows weapon element sacrifices 50% Damage to inflict Bleed. Costs 50% Melee in SP, when holding a magic weapon, it splits costs to 25% equally to SP and MP
Level 2: Ego Driven - Toggle, Take +10% Damage and -3 MRM to either gain +15% Spell, skill and special proc damage (Weapon and bow attacks gain half) or gain +15% MP per turn based on damage dealt by bleed. (If the player has max MP, heals +15% HP)
Level 3: Ancient Wisdom - Toggle, Gains +35 [Weapon mainstat] and +35 CHA
Level 4: Mesmerize - Useable once per turn, costs 100% Melee in SP to inflict Control with a +20 Save.
Level 5: Children of the Night - Calls Vampire Swarm guest, element depends on primary elemental resistance. (Not summon)
Damage mode - Regular Damage mode, 3 hits
Bleed mode - Deals -50% damage to inflict Bleed onto the opponent.
Level 6: Mist Form - Healing Skill (Spell if holding a magic weapon), uses Weapon [Mainstat] for stat bonuses. Costs 100% Melee in SP when holding a Melee and Ranged weapon, Becomes a spell when holding a magic weapon and costs 125% Melee in MP
Level 7: Eldritch Attunement - Toggle, Sacrifices 25% Melee in SP and -20% Damage to boost existing bleed by 16.5% onto the opponent based on hits landed (Can be any kind of damaging attack, just as long as it connects). If there is no bleed present, there is no SP or damage paid.
Level 8: Irresistible Thirst - Passive, Heals HP based on 25% of damage dealt by bleed.
Level 9: Nightfall - 4 hits, Weapons based skill (or Spell) that follows primary armor element. When using Melee or Ranged, Skill costs 100% Melee in SP and Elecomp goes to cost. If using Magic weapon, it becomes a Spell that costs 125% Melee in MP. Elecomp goes to damage.
Level 10: Evolve - Attacks becomes 4 hits, and are raised to skill level but deal -12.5% Damage to bring it to a proper 175% Output. Costs 75% Melee in SP to maintain (When weapon held is Melee or Ranged). If the weapon held is Magic skill costs 50% Melee in SP and 25% Melee in MP to maintain. Pays additional 15% SP when casting Spells, spell type attacks, skills, and special procs to boost them by +15%
Toggles and Passives available in the form:
Level 0: Ancient Presence
Level 2: Ego Driven
Level 3: Ancient Wisdom
Level 7: Eldritch Attunement
Level 8: Irresistible Thirst
Level 10: Stabilize

Description- Same
Info-
- In all honesty, I like the idea of Vampires boosting skills and spells due to their magical and enhanced arcane capabilities but can't quite put themselves on par with Wolves when it comes to physicality
- I wanted to keep both Vampire fangs and Blood letting to give a much bigger focus on what vamps always love. Bleeding, so the idea was to initiate vampire fangs to inflict bleed and then initiate Blood letting to boost the bleed even further whether they be spells or weapon attacks.
- I wanted to keep Control instead of going for Lv. 1000 (Aerin)'s Sleep approach since it made more sense to me and is much better for stunning bosses, I feel it's much more consistent
- Made the cost of the skill 2 +Damage instead of -Bth to incentivize using control or making the opponent bleed to regain the health back.
- I thought the +MRM of Mist form made sense but this time, I feel mechanically it'd be much better to have a better focus on a full heal, especially when it was so costly at -50% damage for +20 MRM
- Irresistible thirst is just there for that lore accurate blood = healing
- I like the idea that Vampires (and by extension Werepyres and Dracopyres) aren't as good as conserving their energy in their beast forms compared to Werewolves who are optimized for long fights and energy conservation. Since Lore accurately, Werewolves do not tire easily and are better at endurance compared to vampires. But due to their Arcane Mastery, they can boost their spells despite this energy disadvantage


Werepyre
MC [Lean] [Element] Armor. MC is spent on compression
Appearance- Same
Cost: None

Elements- 40 Primary and Secondary

Animation- 2 hits

Effects-
You gain a lean
You gain 10 skills
MC is spent on compression of the two skills

Skills-

Level 0: Force of the Night - Gains -10 Elemental Vulnerability potency and -10 Panic potency
Level 1: Superior Claws - Enhanced Normal attack that follows weapon element sacrifices 50% Damage to inflict a 4 turn [Weapon Element] Elemental Vulnerability has +0 Save. Costs 100% Melee in SP (If holding a magic weapon, cost is split between 50% SP and 50% MP)
Level 2: Id and Ego - Toggle, Take +10% Damage and -8.5 Bth to gain +20% damage or gain +10% MP and SP per turn (If MP is maxed out, +10% HP instead)
Level 3: Deadly Predator - Toggle, Gains +35 [Weapon mainstat] and +35 LUK
Level 4: Terror - Useable once per turn, costs 100% Melee to inflict Panic with a +20 Save. (If holding a magic weapon, cost is split 50/50 between MP and SP, otherwise it's fully SP)
Level 5: Call Wolfbat Swarm - Calls Vampire Swarm guest, element depends on primary elemental resistance. (Not summon)
Damage mode - Regular Damage mode, 3 hits
Elevuln mode - Deals -50% damage to inflict Primary armor resist elemental vulnerability onto the opponent.
Level 6: Lunar Vigor - Healing Skill (Spell if holding a magic weapon), uses Weapon [Mainstat] for stat bonuses. Costs 100% Melee in SP when holding a Melee and Ranged weapon, when holding a Magic weapon (Splits costs to 50% SP and MP)
Level 7: Unstoppable - Remains the same.
Level 8: Bloodlust - Remains the same.
Level 9: Dual Fangs - 2 hits, Overcharged Weapons based skill (or Spell) that seeks between primary armor elements. When using Melee or Ranged, Skill costs 150% Melee in SP and Elecomp goes to cost. If using Magic weapon, it becomes an Overcharged Spell that costs 175% Melee split into 125% Melee in MP and 50% Melee in SP. Elecomp goes to damage.
Level 10: Become the Beast - Attack becomes 4 hits, and are raised to skill level. Costs 100% Melee in SP to maintain (When weapon held is Melee or Ranged). If the weapon held is Magic skill costs 50% Melee in SP and 50% Melee in MP to maintain. Pays additional 15% Melee in SP (If using a magic weapon it equally split to SP and MP) to boost all damage by +7.5% and boosts bth by +8.5Bth
Toggles and Passives available in the form:
Level 0: Force of the Night
Level 2: Id and Ego
Level 3: Deadly Predator
Level 7: Unstoppable
Level 8: Bloodlust
Level 10: Reclaim Humanity

Description- Same
Info-
- Honestly, I was so close to making the level 0 skill a -5 generic potency one, but I wanted to reserve that for Dracopyre
- In here I wanted to show due to the hybridization, the optimization of the curses start to dilute and due to that, mechanically I wanted that to be reflected to them costing so much more than the single curses but due to them being greater than the whole, I wanted them to be stronger damage wise.
- Id and Ego is a direct translation of what I meant above in that it has the ability to regenerate both resources or have a much greater damage boost. But just like the curses, it takes the wholes and meshes them together so they gain the more costly parts instead of gaining -3 MRM. Basically greater boosts, but greater overall costs due to lack of efficiency
- Changed Superior claw's weapons based attack to a normal enhanced attack to stay consistent with the other skill 1.
- LUK was mostly just so we can have the trifecta of all the Secondary stats being used in the Darkovian subraces. (Also, I wanted to make a name change to Clever predator)
- A lot of the skills in Werepyre don't exactly need tweaking but I just wanted to get rid of the bleed part of Werepyre, as much as possible, Vampire should be the best at inflicting bleed.
- So with this one, the beast mode follows the idea that they aren't as good as Werewolves in conserving energy but can surpass their physicality due to being boosted by their Arcane amplification


Dracopyre
MC [Lean] [Element] Armor. MC is spent on compression
Appearance- Same
Cost: None

Elements- 41 Primary/Secondary/Tertiary
Maybe for Gracefang (Earth, Energy, Fire)
For Donovan (Darkness, Ice, Water)
For a third variant (Light, Wind, Energy)

Animation- 2 hits

Effects-
You gain a lean
You gain 10 skills
MC is spent on compression of the two skills

Skills-

Level 0: Summit of Darkovia - Gains -5 Generic potency (Maybe can be bumped to 7.5%?)
Level 1: Wing Bash Bite - 3 hits, Enhanced Normal attack that follows weapon element sacrifices 50% Damage to inflict a 4 turn Fragile has +0 Save. Costs 100% Melee in SP (If holding a magic weapon, cost is split between 50% SP and 50% MP)
Level 2: Draconian Darkovian - Toggle, Take -9 MRM and 15% HP cost to gain +10 Generic Status resistance and +20% Damage dealt
Level 3: Apex Predator - Toggle, Gains +50 [Weapon Mainstat]
Level 4: Roar - Useable once per turn, costs 100% Melee to inflict Generic Status Weakness with a +20 Save. (If holding a magic weapon, cost is split 50/50 between MP and SP, otherwise it's fully SP)
Level 5: Call NightRaider - Calls NightRaider guest, element depends on primary elemental resistance. (Not summon)
Damage mode - Regular Damage mode, 3 hits
Fragile mode - Deals -50% damage to inflict Fragile onto the opponent.
Level 6: Dragon's Howl - Healing Skill (Spell if holding a magic weapon), uses Weapon [Mainstat] for stat bonuses. Costs 100% Melee in SP when holding a Melee and Ranged weapon, when holding a Magic weapon (Splits costs to 50% SP and MP)
Level 7: Crusader's Rampage - Gains +20 Immobility resistance.
Level 8: Pinnacle Defense - Sacrifices 15% Melee in SP to gain -15% damage intake.
Level 9: Triple Threat (Fire breath animation) - 3 Hit, Overcharged Weapons based skill (or Spell) that seeks between primary armor resists. When using Melee or Ranged, Skill costs 150% Melee in SP and Elecomp goes to cost. If using Magic weapon, it becomes an Overcharged Spell that costs 175% Melee split into 125% Melee in MP and 50% Melee in SP. Elecomp goes to damage. Pays additional -4.25 Bth to due to seeking with another third element.
Level 10: Apex Unleashed - Attack becomes 4 hits, and are raised to skill level. Costs 100% Melee in SP to maintain (When weapon held is Melee or Ranged). If the weapon held is Magic skill costs 50% Melee in SP and 50% Melee in MP to maintain. Pays additional 15% Melee in HP to boost damage by 15%
Toggles and Passives available in the form:
Level 0: Apex of Darkovia
Level 2: Draconian Darkovian
Level 3: Apex Predator
Level 7: Crusader's Rampage
Level 8: Pinnacle Defense
Level 10: Reclaim Humanity

Description- Drawing on the unstable power of the Dracopyre curse. You can become part of the Apex Predators of Darkovia!
Info-
- I REFUSE TO MAKE 2 DRACOPYRES, I'll just chalk the separate Dracopyres to be like separate armor resistances. F DONOVAN
- 3 showing up a lot in the subrace is intentional to reference the fact the original was 3 curses with 3 skills with 3 relevant individuals (Nightbane, Gracefang, Donovan)
- Okay for this I wanted it to just be straightforward like the Curse itself, almost nothing about it was nuanced, the optimizations and nuances like fear, healing, energy conservation, control and near arcane sorcery is gone in place of pure upfront power. And I wanted to reflect them here with the skills showcasing that. It's why the level 0 skill is just a -5 Generic potency instead of -10 Fragile and status weakness potency. Curse so diluted it only cares about straightforwardness.
- The level 2 skill is mostly me wanting to showcase due to the dilution of the curse, the player no longer has any of the nuances of them and has no more choice in the matter, they either get all that boost or none of them. Both of them being non resource based also because of the trade of nuance for power. -9 MRM was chosen because Dragons are proud and spiteful creatures and the HP cost due to the instability of the curse
- The level 1 skill I made 3 to put more emphasis on the power aspect of the subrace, nothing nuanced or build up to it, just raw damage and a big FU to the opponent via fragile.
- The level 3 skill being a pure +50 Stat is mostly just because I wanted it to be the culmination of the dilution of the curses, trading certain optimizations (+END, CHA, LUK) for more upfront power (Mainstat)
- The generic status weakness was more there to help the fragile more
- Crusader's Rampage was due to me liking the effect of unstoppable but didn't want to just copy and paste it, so I put in here just a normal but useful stun resistance
- Pinnacle defense was once again to show that this thing doesn't heal or conserve energy, it just brute forces it's way to victory.
- Nightraiders, I wanted to make the guest because it's just thematically perfect, it's a mix between a vampire bat, lycanthropy and draconic blood
- Tripe Threat I wanted to make 3 hits to make true to the name but also due to the focus on damage and outlasting here
- Apex Unleashed I see costing HP to boost damage due to the instability of the transformation but man will it hit you hard.
- I REALLY wanted to include a berserk lean here like I wanted to put one in Werewolf but I felt it wouldn't fit anywhere


Edits:
- Added that vampires also boosts special procs (To fit in them not boosting physical stuff but can boosts skills and spells)
- Added vamp's eldritch attunement gaining -20% Damage to boost it even further
- Downsized Dracopyre's second skill damage boost from 25% to 20%
- Removed Werepyre's skill 1's having +20 Saves
- Added Wolves and Vamps having a 175% Output due to costing less than Werepyre and Dracopyre
- Gave Werepyre a second ability a second mode to compliment bloodlust
- Gave Werewolf's Defloss auto hit
- Gave Dracopyre +10 Generic status resistance, replaced -10% damage from the level 2 skill

< Message edited by JhyShy -- 3/28/2025 8:07:06 >
Post #: 100
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