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RE: Armours - Read the first post!

 
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3/6/2026 16:02:04   
  Kamui
 Hashire sori yo Kaze no you ni!


Legion Dreadnought

FD Ice armour, compresses a skill and a toggle.

  • Dreadnought Blast: If the armour is in Spellcaster lean, this is an overcharged raw damage Ice spell, -10 BtH lean, charges 175% Melee in MP cost to deal 250% Melee in damage, 2 hits. Otherwise, it charges 100% Melee in SP (125% Melee if using Magic weapon) to fire a status only skill that does two 1 damage hits, each hit that connects attempts a 4 turn (200 / 0.5 / 2 / 4 = 50)% Melee Ice Burn, inflicting with WpnMainstat/LUK vs foe DEX/LUK, 50% save. Both of these are affected by the EleComp of the armour, and have -10% DmgDlt/x0.9 Burn value normally, but +20% DmgDlt/x1.2 Burn value if the foe is Bleeding.

  • Dreadnought's Confidence: Can swap armour's lean from whatever its current lean is (starts in Full Defensive) to Full Defensive, Dire, or Spellcaster leans. This can only be used once per battle, and your selection becomes your starter lean in the next battle, so battle 1 you can do FD > Dire, and battle 2 you can do Dire > Caster.

    Level	10Z	35Z	60Z	85Z	110Z	135Z	143Z
    PowLvl	44	57	73	95	120	145	153
    						
    BR%	232	271	319	385	460	535	559
    Stat	390.4	476.2	581.8	727	892	1057	1109.8
    BtH	5	7	9	11	15	18	19
    							
    Fire	105	100	100	100	100	100	95
    Water	88	87	86	80	76	72	70
    Ice 	76	69	62	54	47	41	39
    Wind	99	97	96	95	93	92	89
    Earth	81	74	72	70	68	63	62
    Energy	88	87	86	80	76	72	70
    Light	99	97	96	95	93	92	89
    Dark	81	74	72	70	68	63	62
    							
    Melee	34	36	39	43	47	51	52
    Ranged	34	36	39	43	47	51	52
    Magic	34	36	39	43	47	51	52
    							
    MCPrice	396	814	1474	2409	3674	5324	5940
    MCSell	Z	Z	Z	Z	Z	Z	Z
    
  • AQ DF MQ  Post #: 251
    3/10/2026 8:10:51   
    Mystical Warrior
    Helpful!


    quote:

    Retro Mythical Warrior

    Uses same stats as regular Mythical Warrior, however this and the existing Mythical Warrior armours have had a 1-turn cooldown added to the quick-cast heal skill, so you can only use it once/turn.


    Has the potency been change in accordance to it getting a cooldown? From its initial info sub, it was specifically stated it is half as effective for being a quick cast heal, now that it has a cooldown, shouldn't it be equal to an actual healing spell?
    AQ DF AQW  Post #: 252
    3/22/2026 3:03:03   
      Kamui
     Hashire sori yo Kaze no you ni!


    Shrieking Protean Predator

    FD Energy armour, 3 hit attack by default, compresses two toggles and a skill, detailed below.

    Bio-Storm Rampage: Reduce your max HP by 10%, blocks changing of armour while active and grants 9% Melee of +DmgDlt to weapon/special/spell attacks, and +10% DmgDlt for Burn/PrisBurn.

    After surviving a monster turn in this, you can Empower this skill to increase it to -20% max HP, 18% Melee of +DmgDlt to wep/spc/spl attacks and +30% DmgDlt for B/PB.
    The turn after you can Empower it to have it reach its maximum at -30%, +27%, and +30%.

    Shrieking Charge: Standard damage Energy skill that's spell-like for Magic weapon, bow-like for Melee/Ranged, has -10 inaccurate lean and gets EleComp to damage. Normally has -10% DmgDlt, but if the enemy has at least -30 Blocking or -30 Accuracy The Cold currently active, then the skill has +40% DmgDlt instead*.

    If using the set weapon AND it's in Burn mode, then the skill trades 1/4 of its damage to attempt a 2 turn (50 x TriggerMult x EleComp x HitRateMult / 0.5 / 2 / 4 = 12.5)% Melee Energy Burn after each hit and 50% Melee (Basically you pay -50/EleComp% DmgDlt, since EleComp can't apply to the Prismatic Burn) to attempt a 2 turn (50 x TriggerMult x (132/108) x HitRateMult / 0.5 / 2 / 4 / 8 ~= 1.91)% Melee Prismatic Burn after each hit. Similar to the damage only version, TriggerMult is 0.9 normally, but becomes 1.4 if the enemy has at least -30 Blocking or -30 Accuracy The Cold currently active. This inflicts with WpnMainstat/LUK vs enemy DEX/LUK, 50% save.

    Shrieking Savagery: Toggle, while active your weapon attacks/specials/spells get -10 to their BtH lean (not applied if an auto-hit effect is active for the hit), and you also pay 20% Melee in SP on first attempted weapon/special/spell hit of the turn or at end of turn, whichever comes first, to gain 4 Shrieker stacks, which can be used by the weapon/armour of the set. These do not carry across battles, if in the armour when battle ends and you have any Shrieker stacks active, you'll replenish 5% Melee in SP per Shrieker stack.

    *Basic idea here is that a regular trigger is -5% down for +10% up, we've had "sliding" triggers where it caps out at +15% up for things like Frostval Overlord capping at +85 blocking, but you get half the bonus for having +42.5 blocking. This one only gives the bonus if you're at/above a specific threshold, so it gets to be +20% up since it requires you be at this specific value or higher.

    Lvl	59	78	98	118	138	153
    						
    BR%	277	334	394	454	514	559
    Stat	489.4	614.8	746.8	878.8	1010.8	1109.8
    BtH	7	9	12	14	17	19
    						
    Fire	70	63	57	52	48	45
    Water	100	97	96	93	91	90
    Ice 	88	87	85	83	81	79
    Wind	79	78	77	75	72	68
    Earth	79	78	77	75	72	68
    Energy	66	58	52	47	42	39
    Light	70	63	57	52	48	45
    Dark	88	87	85	83	81	79
    
    Melee	30	33	36	40	43	45
    Ranged	30	33	36	40	43	45
    Magic	30	33	36	40	43	45
    
    AQ DF MQ  Post #: 253
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