Seth's forge (Revamped) (Full Version)

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Seth Hydra -> Seth's forge (Revamped) (4/1/2014 11:15:02)

Foreword: I'm cleaning up this thread, and keeping only what I deem my best ideas, rather than anything that just pops into my jobless head! :P
Anything you think should be up in here, feel free to PM me!


Weapons:



DreadKnight's cleaver
Image: Link
Level: 150
Power Level: 153
Price: 24,004,697 Gold
Sellback: 12,002,348 Gold
Location: ???

Element: Darkness
Type: Melee / Magic toggle
Damage: 16 - 48
BTH: 19

EFFECT - Weapon deals 109% damage to compensate for the lack of a special

MC ability: Weapon has a chance of inflicting a status, Fragile (Renamed Dread), making the monster lose 50*(Hits connected/Hits attempted) END for the remainder of the battle.





RuneKnight's Oath
Level: 143Z
Image: HERE!
Power Level: 153
Price: 13860 Ztokens
Sellback: 6930 Ztokens
Location: LTS

Element: Light
Type: Melee
Damage: 16 - 48
BTH: 19

EFFECT - Weapon deals 109% damage to compensate for the lack of a special

MC ability:
Against Monster category :
Demons, Undead, Zombie, Dread, Necromancer

It triggers, and a temporary spell is added to the spell slot.

Holy Rage:
Takes a turn for activation. After activation, you receive a damage increase for your attacks for 5 turns:
Melee and Ranged weapon attacks and specials deal 2x damage while this weapon is wielded. Light Spells will deal 1.5x damage if this weapon is equipped. The boost will no become void if the weapon is switched.

Cost: 392 SP






Tectonic Rampage staff
Level: 150
Power Level: 153
Price: 48,009,394Gold
Sellback: 24,004,697 Gold
Location: ???

Element: Fire
Type: Magic
Damage: 20-28
BTH: 19

EFFECT: It gets -5 bth, but deals 85/80* damage to compensate

Special:
Element:Fire
Hits: 5
Damage:
Bth:
Rate: 5%

MC ability: Spell compression

Tectonic Shockwave

Element: Fire
Level: 150
Power Level: 153
MP Level: 152


Element: Fire
Cost: 653 MP

Hits: 3
Type: Magic
Element: Fire
Damage: 59.7-179, 370% Stats
BTH: +38

Effect: The spell deals 85/80* damage and gets -5bth to compensate
MC effect:
The spells attempts to create a shockwave that strikes the monster after ~8-10 turns. It cannot miss, so it deals 0.85 for auto hit. It saves
level: 150
major: INT vs Vstat
minor: YLUK vs MLuK
The penalty of the effect is covered by the increased cost of the original weapon.






Necrotic Hellfire blade
Level: 150
Power Level: 153
Price: 24,004,697 Gold
Sellback: 12,002,398 Gold
Location: ???

Element: Fire
Type: Magic
Damage: 20-28

Effect:
Click on the hilt to change between Fire and Darkness elements
Weapon deals 109% damage to compensate for the lack of a special
The weapon takes -3bth, but deals 85/82* damage. This stacks with the above

Description: Forged to commemorate the historic alliance between Demons and Necromancers to rid the world from the tyrannical rule of the paladins in an alternate reality, this blade has crossed dimensions to aid you in battle.






Shining Manticore Staff
Level: 150
Power Level: 153
Price: 24,004,697 Gold
Sellback: 12,002,398 Gold
Location: ???

Element: Light
Type: Magic
Damage: 12-36

Effect:
The staff deals 85/82* damage , but gets -3th to compensate. This applies to all specials, and player attacks.
Click on the staff to cast a Light spell, costing MP. It deals standard damage.

SPECIAL
Hits: 4
Type: Magic
Element: Light
Damage: 358.75% Base and Random each
Stats: No normal stats; 277.5% Lucky Strike damage each
BTH: +54 each
Rate: 20%
The special deals 25% damage, and in turn tries to inflict a powerful fear status on the monster, as well a burn.

Description: Forged and fashioned in the appearance of the last Shining Manticore, the mere sight of this weapon will make your opponent flinch with fear, and its touch is enough to burn them with the Manticore's essence. Click on the staff to cast the breath of a manticore.




Shadowsteel Axe of Vengeance
Level: 150
Power Level: 153
Price: 24,004,697 Gold
Sellback: 12,002,398 Gold
Location: ???

Element: Light
Type: Melee
Damage: 24-40

Effect:
The Axe deals 85/82* damage , but gets -3th to compensate. This applies to all specials, and player attacks.


SPECIAL
Hits: 3
Element: Light
Type: Ranged
Damage: 625.66% Base and Random each
Stats: No normal stats; 370.00% Lucky Strike damage each
BTH: +54 each
Rate: 10%

Mastercraft Bonus:
Click on the Axe to swap between Light and Darkness.




Vampire Knight's Crucible
Level: 143Z
Image: I'll post it soon enough
Power Level: 153
Price: 13860 Ztokens
Sellback: 6930 Ztokens
Location: LTS / Mogloweeen

Element: Darkness
Type: Melee / Magic
Damage: 16 - 48 / 12 - 36
BTH: 19

EFFECT - All player attacks deal +9% damage to compensate for the lack of a special. All weapon based attacks also deal 1.25x damage, and in return the player also takes in 25% more damage from all sources.

MC ability: Against monster category Vampire/Zombie/Undead, all weapon based attacks heal X% of the damage dealt as SP.


Description:
A symbol that represents the despair of those bound to the eternal servitude of the Queen. This weapon amplifies your pain, but in return grants you insurmountable power and a chance to strengthen your reserves when facing your prey.








Seth Hydra -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/1/2014 11:17:50)

Galanoth’s Temporal Madness Part 1


Note: Instead of typing <Chosen> or<Player>, I will be using the name Seth in all instances for simplicity.

*Scene zooms in on Battleon. Galanoth and Seth are standing outside Yulgar’s Inn, in conversation*

Galanoth: ….. And that is the true story of why I always wear this cape.

Seth: Wow, you’ve had a pretty eventful past I may say so. Still doesn’t it bother you? What if Akriloth hadn’t attacked your house? Things would’ve been so different perhaps.

*Truffle flies in*

Truffle: Meep Meep!

Seth: I almost forgot! I had to run an errand for Valencia. Thanks for reminding me Truffle!

Truffle: Meep Meep >_<

Seth: Well, catch you later Galanoth! Be back in a flash!

*Seth Exits the scene with the Truffle*

Galanoth: ….. Hmm. What could have been huh?

*Scene fades*

Seth: Where am I?

???: Open your eyes, then you’ll see.

*Seth stares at Galian’s face*

Seth: Lord Galin, where am I? What am I doing here?

Galian: Sorry for the abrupt way I had to bring you here. Some events have transpired that have changed the course of history.

Seth: How could that possibly happen, I was just speaking to Galanoth today… before heading off to Valencia.
Galian: Why don’t you see for yourself?

*Cutscene: Artix with Black hair and a Black/grey paladin attire leading an army of undead against Paladins . Truphma under Vox destroying Deren. Saphiria and Constantine falling at the hands of Nightbane and Cyrus launching a dragon assault on Battleon.*

Seth: How could all this happen? Everything was normal until … Lord Galin, please tell me how am I not affected by these events?

Galian: Upon feeling the temporal disturbances, I placed you in a temporal stasis, seeing as you are the best hope to set things right.

Galian: Upon doing so, I have created a fair bit of indifference among the Lorian pantheon. My direct involvement in this case hasn’t been as welcomed, seeing as how we aren’t supposed to affect the outcomes of events directly.

Seth: Even if the world is engulfed in turmoil, and the end is seemingly near? Surely there has to be an exception.

Galian: That is how others normally would expect us to act, but sadly we have rules. There are Lines that cannot be breached. Regardless, let us tend to the issue at hand.

Seth: Any idea what catastrophic event could have caused this?

Galian: Temporal effects are hard to monitor, since we can’t pinpoint with absolute accuracy the root cause of an event. Even a small event can set off a chain of events that result in such a cataclysm.

Seth: We have to search for on causal event amongst an infinite number of events?

Galian: Precisely.

Seth: ….

*Falerin teleports*

Falerin: We have to manually search every record in the Hall of Memories. Quite an uphill task in my opinion, and we’re going to need a lot of help.

Seth: Hold on, I remember talking to Galanoth today regarding his past; about How he became a dragonslayer.
Galian: Yes Seth, what is the significance of that?

Falerin: Galanoth doesn’t seem to be an important player in any of the wars that are taking place right now.
Seth: So, could something or someone have prevented Galanoth becoming something he was meant to be?

Galian: It could be a real possibility. Why don’t you go on and have a look for yourself Seth? I could employ my other helpers to study the situation more closely.

Falerin: I should come with you Seth, the world as you know has changed quite drastically. You will certainly need help navigating through Battleon in all this chaos.

Seth: Agreed. Let’s go!

6 Battles (Undead)
<Full Heal after battle #2, 4 and 6>

Falerin: Hmm, this seems to be the place.

*Knock Knock*
*Door Opens*


Galanoth: Falerin, Seth?

Seth: You recognize us?

Galanoth: Why wouldn’t I? Someone care to explain what in the world is going on?

Falerin: How is this possible? You shouldn’t retain any memory of the older timeline …

Seth: Unless… you’re the root cause of the shift in the first place.

Falerin: What do you mean Seth?

Seth: Galanoth, what is the memory of your childhood incident with Akriloth?

Galanoth: What has this got to do with that?

Seth: It could be nothing, or it could be everything.

Galanoth: Well, my family was attacked during Akriloth’s assault, but a dragonslayer appeared out of nowhere and engaged in battle.

Falerin: How does this hold any significance Seth?

Seth: Did the dragonslayer wear a torn red cloak like you once did? Did he kill Akriloth?

Galanoth: He did kill the wretched beast. And yes he did….

Galanoth and Seth in unison: I was/You were the dragonslayer.

Falerin: This would explain why he still retains his memories of the timeline. He has something to do with both versions.

Seth: But how did he go back in time in the first place?

Falerin: Using Kamui’s devices, with the aid of a chronomancer … there are possibilities.

Galanoth: We can figure that out later, look DRAGONS!

6 Battles (Dragons)
<Full heal after ever 2 battles>

Falerin: It looks like Artix’s undead army and Cyrus’s dragons are almost at the doorstep. We need to retreat back.

Seth: For once, I concur. We need to regroup back, and find a way to reverse the events that have transpired.

Galanoth: But, what about my family? What happens to them if we…

Seth: I think you know the answer to that.

Falerin: We can discuss in detail the effects of playing around with time in detail later, but for now we must retreat

*Falerin opens a portal. Galanoth, Falerin and Seth enter the portal and the scene shifts*

*At the Library, Galian enters*


Galian: Did you find out anything of importance?

*Seth and Falerin explain the situation*

Galian: *Sigh* That is most unfortunate Galanoth. We don’t have much control over the outcomes out actions cause, however it is worse when they result in tragedies of such proportion.

Seth: Is there any way we can travel back to reverse this?

Galian: Neither me, nor Falerin can aid you in this regard directly, seeing as how it may de-stabilize our positions in the pantheon.

Seth: Hmm, great. What are we to do now? Galanoth, do you remember how you jumped through time in the first place?

Galanoth: Huh…. I cant’t remember. It had something to do with Kamui’s lab. But, I’m losing pieces of it.

Falerin: He’s losing the memories of the previous timeline, this can’t be a good sign.

Seth: Wait, then how are my memories still intact?

Galian: You’re still in temporal stasis, which is why the new effects of this timeline haven’t affected you. Galanoth is not quite as lucky.

Galanoth: What do we do now? We’re at the brink of war on two fronts and an added task of searching for a temporal device.

Falerin: Hmm… Seth can you help the guardians protect Battleon from the attacks? I’ll aid Galanoth in searching for Kamui till then.

Galian: Are you sure you wish to do this? You risk potential sanctions if this falls apart.

Falerin: Desperate times call for such measures Lord Galian. This world will not be able to withstand the combined thread of Artix, Nightbane and the Truphma.

Seth: We cant waste any more time then! I’ll head over to battleon, while you two head off for Kamui.

Galanoth: I agree. Lead the way Falerin!

Rewards:

Galanoths Cape
Mastercrafted Misc
Element: Neutral
Effect(s):
  • Provides 0.4x damage taken against attacks from dragons. Can only change once per turn.
  • +50 END
  • All dragons get -10 to saves.

    Black Paladin armor
    Mastercrafted armor

    Fully Offensive Dark armor with Light secondary

    Combat Defence:
    Melee - 54
    Ranged -50
    Magic - 54

    Resistances:
    Dark: 39%
    Light / Energy : 55%
    Other resists: Max resist to compensate for high MRM

    Mastercraft Bonus: Obsidian Dragon Lance

    Darkness Armor skill without the need of compression penalty
  • Follows Weapon element, so no unnecessary lock to ranged/magic.
  • Player loses 10% HP for a damage boost to the skill




  • Seth Hydra -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/1/2014 11:19:20)

    Armors

    Dreadknight's Pledge
    Image: His/ Her's / FULL SET MALE
    Level: 150G
    Power Level: 153
    Price: 13,860 Z tokens
    Sellback: 6,930 Z tokens
    Location: ???
    Element: Darkness

    COMBAT DEFENCE
    Melee: +55
    Ranged: +50
    Magic: +55

    ELEMENT MODIFIERS
    Fire: 65%
    Water: 95%
    Wind: 100%
    Ice: 95%
    Earth: 95%
    Energy: 100%
    Light: 44%
    Darkness: 40%

    ATTACK #1 - Blade slash
    Hits: 1
    Element: «As Weapon»
    Type: «As Weapon»
    Damage: 642.22% Base, 642.22% Random, and 1,271.46% Stats
    BTH: 23 plus Stats
    Rate: 33.33%
    Animation: You swipe your blade, sending a red aura'd shockwave towards the monster

    ATTACK #2 - Dark Pulse
    Hits: 2
    Element: «As Weapon»
    Type: «Melee converts to Ranged; Else as Weapon»
    Damage: 340.00% Base, 340.00% Random, and 673.13% Stats each
    BTH: 18 plus Stats each
    Rate: 33.33%
    Animation: A vortex begins swirling in front of your chest plate, and then two beams strike the opponent

    ATTACK #3 - Giga Impact
    Hits: 1
    Element: «As Weapon»
    Type: «Ranged converts to melee; Else as Weapon»
    Damage: 722.50% Base, 722.50% Random, and 1,430.39% Stats
    BTH: 13 plus Stats
    Rate: 33.33%
    Animation: You hurl yourself, weapon first into the enemy, impaling them

    MC effect

    Has two built-in skills.

    1) Soul Ravager.
    Analysis: 2 hits, EleLocked to deal Light Damage. It is an enhanced weapon attack, dealing 2x a weapon attack, and deals 0.5*damage to heal the damage you dealt.
    Animation: A Golden blaze surrounds your clenched fist, and then strikes the enemy

    2) Armaggedon Crusher
    Analysis: 1 hit, eleLocked to darkness. Deals damage depending on the monsters available Hp, relative to its max HP.
    Animation: You raise your palm, and dark energy starts revolving around it. It then strikes the enemy in a lightning fast animation






    Dystopian Cloak, Fully Defensive Armor

    Level: 150
    Image: Hers/ His
    Power Level: 153
    MP Level: 152
    Price: 96,820,666
    Sellback: 48,410,333
    Location: ???.
    Element: Neutral
    HAS A 0.8x LEAN!

    COMBAT DEFENCES
    Melee: 45
    Ranged: 55
    Magic: 55

    ELEMENT MODIFIER
    Fire: 100%
    Water: 68%
    Wind: 40%
    Ice: 40%
    Earth: 100%
    Energy: 68%
    Light: 100%
    Darkness: 100%

    ATTACK
    Hits: 2
    Type: «As Weapon»
    Element: «As Weapon»
    Damage: 201.2% Base, 201.2% Random, and 399.8% Stats each
    BTH: +19 plus Stats each
    Animation: You jump, then first kick and twirl around and send a blast with the device on your arm

    MCs of the armor go into two passive skills:

    Passive Ability Number 1, Two Face: There is an X*(Number of hits attempted/Number of hits connected)*EleMod/100% chance to inflict Afraid on the monster. Monster takes a +0 to its roll, lasts 2 turns.*
    **The EleMod used is the same as the attack element used for weapon/spell in the same turn**
    Level: 150 vs MonsterLevel
    Major: YourCHA vs MonsterEND
    Minor: YourINT vs MonsterINT

    *Your opponent is freaking out about your darker side! "Oh my falling heavens, what shall I do?"*

    Passive ability#2, Smooth talk: The monster makes a save every turn. If it fails, it will get a choked status( A Y% damage redux), There is a flat Z% chance of this happening, and the monster gets +0 to its save. It lasts only for 1 turn.*
    Level: 150 vs MonsterLvel
    Major: YourCHA vs MonsterCHA
    Minor: YourLUK vs MonsterLUK

    *You're the talk of the town, the toast of every conversation! Everybody loves you!*





    RuneKnight's Honour

    Level: 143Z
    Image: HERE
    Power Level: 153, Mastercraft
    SP Level: 152
    Price: 13860 Ztokens
    Sellback: 6930 Ztokens
    Location: LTS
    Element: Light

    COMBAT DEFENCE
    Melee: 55
    Ranged: 45
    Magic: 55

    ELEMENTAL MODIFIER
    Fire: 95%
    Water: 110%
    Wind: 95%
    Ice: 95%
    Earth: 95%
    Energy: 40%
    Light: 40%
    Darkness: 110%

    ATTACK #1
    Hits: 1
    Type: «As weapon»
    Element: «As weapon»
    Damage: 660.16% Base, 660.16% Random, and 1310.18% Stats each
    BTH: +24 plus Stats each
    Rate: 50%
    Animation: You form an energy ball in the palm of your hand, and let it loose towards the enemy

    ATTACK #1
    Hits: 1
    Type: «As weapon»
    Element: «As weapon»
    Damage: 742.68% Base, 742.68% Random, and 1473.68% Stats each
    BTH: +14 plus Stats each
    Rate: 50%
    Animation: You rush, weapon first towards the enemy, impaling them

    SKILL:
    Shining Nova Blast:
    Starts of as a standard weapon based skill locked to light damage for which it receives en EleComp. Normally deals 95% damage, but triggers against the following monsters, with variable damage boosts.

    Necromancer, Undead, Zombie, Incorporeal, Demon:

    Necromancer/Undead/Zombie/Lich : Deals 110% damage
    Incorporeal/Demon : Deals 105% damage
    Animation: You hover over the air, then the gems on the armor glow with a blue light, and a blob pulsating with energy forms in front of you, and hurls itself towards the enemy






    OmniLich

    Image: IMAGE(Same for male and female)
    Level: 143Z
    Power Level: 153
    Price: 13,860 Ztokens
    Sellback: 6930 Ztokens
    Location: ???
    Element: Darkness
    Has a 1.25x Lean

    COMBAT DEFENCE
    Melee: +50
    Ranged: +50
    Magic: +60

    ELEMENT MODIFIERS
    Fire: 100%
    Water: 100%
    Wind: 100%
    Ice: 44%
    Earth: 100%
    Energy: 100%
    Light: 60%
    Darkness: 39%

    ATTACK #1 - Normal Attack
    Hits: 1
    Element: «As Weapon»
    Type: «As Weapon»
    Damage: 642.22% Base, 642.22% Random, and 1,271.46% Stats
    BTH: 23 plus Stats
    Rate: 33.33%
    Animation: You raise the scythe, and and strike the ground, and a shockwave is sent towards the monster

    ATTACK #2 - Void Pulse (Just the name, it follows your weapons element)
    Hits: 2
    Element: «As Weapon»
    Type: «Melee converts to Ranged; Else as Weapon»
    Damage: 340.00% Base, 340.00% Random, and 673.13% Stats each
    BTH: 18 plus Stats each
    Rate: 33.33%
    This attack gets a damage penalty (Not factored in) It tries to Inflict Fear on the monster. Undead/Zombies are resistant to this effect.
    Animation: You shoot purple beams from your eyes


    ATTACK #3 - Soul Slash
    Hits: 1
    Element: «As Weapon»
    Type: «Ranged converts to melee; Else as Weapon»
    Damage: 722.50% Base, 722.50% Random, and 1,430.39% Stats
    BTH: 13 plus Stats
    Rate: 33.33%
    The player heals damage HP equal to the damage done. If the MP is below 60%, then the heal is evenly distributed between MP and HP. It Deals (100-X)% damage, where X is the penalty for the heal.

    Animation: The scythe wielded by the armor slashes at the monster, and then you glow with a purple light.

    MC effect

    Has two built-in spells.

    1) Summon Undead
    Analysis: Standard Summon spell, doesnt cost a turn. Summons a guest named Undead Nexus. Its damage and BTH are taken from CHA and INT. It deals only 50% damage, but boosts player damage by ~30%. The damage boost occurs only if the player has the armor equipped. If the player switches the armor, the guest will NOT boost player damage and will still do 50% damage
    Note: This has been calculated on the assumption that Guests deal ~60% of a standard warrior. So essentially, the guest deals 30% of the player damage, and provides the other 30% boost to the player. Any abuse by not taking LSs into consideration is negated by the fact that the player is locked into using the armor to gain the boost.


    2) Undead Assault.
    Analysis: A pure damage skill, cost MP to use. Its not a spell, essentially an enhanced player attack, and it depends on the weapon etc. The attack is locked to Darkness, hence it gains EleComp to the damage. This is treated as a normal player attack and NOT a spell.






    Tank Mage

    Fully Defensive Fire armor
    Power Level: 153
    MP Level: 152
    Price: 96,820,666
    Sellback: 48,410,333
    Location: ???.
    Element: Fire
    HAS A 0.8x LEAN!

    COMBAT DEFENCES
    Melee: 50
    Ranged: 55
    Magic: 60

    ELEMENT MODIFIERS:
    Fire: 38%
    Water: 110%
    Wind: 110%
    Ice: 110%
    Earth: 44%
    Energy: 110%
    Light: 100%
    Dark: 100%


    ATTACK
    Hits: 2
    Type: «As Weapon»
    Element: «As Weapon»
    Damage: 191.03% Base, 191.03% Random, and 377.58% Stats each
    BTH: +24 plus Stats each

    Effect:
    All normal player attacks will take +5bth, but deal *85/90 damage(Already factored in)
    All normal attacks, weapons, specials etc deal 81.75% and you regen mana 56-170(not modified by stats)

    Mastercraft Bonus:
    The armors MC is used to gain an enhanced attack, which is treated as a spell. The second is used to negate the effect penalty(Or decrease it... whichever)

    Spell: Rampart Wrecker
    Spell analysis:
    Hits: 2
    bth: +24
    Im not sure about the mechanics or the numbers, but here is the general idea. Basically this is just a weapon attack, so it deals the same damage as that of a weapon, but its treated as a spell(So it wont get the 0.8*0.8 multiplier) The idea is, that you pay 1/4 the cost of a regular spell, to boost the damage of the weapon attack by 200/4=50% the damage of a regular normal armor attack. So that's (regular attack+spell damage=726.2%) for 163 MP. Since this is dependant on the weapon element, it deals 84% damage and costs 114.28% the cost. Since this is applied calculated from a melee perspective, the attack deals *4/3 if the weapon is magic

    Animation: Light from the palms, chest and feet passes through the lines present on the armor to the cannon, which then lets loose a blast.


    * Popup: Fire in the hole! DIE! DIE! DU-DIE!






    Cyber Nighthawk suit

    Level: 150G
    Power Level: 153
    Price: 96,820,666
    Sellback: 48,410,333
    Location: ???
    Element: Energy

    COMBAT DEFENCE
    Melee: +50
    Ranged: +60
    Magic: +50

    ELEMENT MODIFIERS
    Fire: 100%
    Water: 44%
    Wind: 100%
    Ice: 100%
    Earth: 100%
    Energy: 39%
    Light: 100%
    Darkness: 60%


    ATTACK #1
    Hits: 4
    Element: «As Weapon»
    Type: «As Weapon»
    Damage: 185.6% Base, 185.6% Random, and 379.95% Stats each
    BTH: 13 plus Stats each
    Rate: 50%
    Animation: You make a pose, like your transforming into a super saiyan, and then beams explode out of the receptors(Gems) on your body.

    ATTACK #2
    Hits: 1
    Element: «As Weapon»
    Type: «As Weapon»
    Damage: 642.22% Base, 642.22% Random, and 1,271.46% Stats
    BTH: 23 plus Stats
    Rate: 50%
    Animation: You punch the air, and then a shockwave attacks the opponent.

    MC effect: Armor skills without the need of a damage penalty

    Armor Skill(1): Falcon Pawn-ch!
    Analysis: Standard MP spell, takes a turn to activate(Turn cost). All player attacks, weapon specials, spells etc will deal 50% more damage(/2 for spells, *4/3 for magic), as long as the attacks are of the Energy element. This boost will be indicated by a change in armor art, where wings of blue light sprout out of the gems at the back, and spiky feather/talons project themselves from the arms and legs. Also, if the weapon changes to another element, this boost will go away.
    (The boost is ele-locked, so it gets the full damage boost, and not the *0.8 mod and 1.2 cost)

    Armor Skill(2): Hawk Lance
    Analysis: Standard SPell, deals damage equivalent to that of a regular spell, gets ele-comp for being locked into an Energy armor (1.26~) and is treated as a normal player attack. It Deals 75% damage, and costs 50% of the cost (That's how mana/sp efficient spells work right?). Does 1 hit and deals 85/80x damage, but takes -5BTH.
    Animation: A gems on the body glow, and the armor lifts its right arm, and a lance materialises. The lance is then projected at the enemy.





    Psionic Beastmage, Fully Defensive Armor

    Level: 150
    Power Level: 153
    MP Level: 152
    Price: 96,820,666
    Sellback: 48,410,333
    Location: ???.
    Element: Neutral
    HAS A 0.8x LEAN!

    COMBAT DEFENCES
    Melee: 55
    Ranged: 55
    Magic: 55

    ELEMENT MODIFIER
    Fire: 100%
    Water: 68%
    Wind: 100%
    Ice: 90%
    Earth: 68%
    Energy: 68%
    Light: 40%
    Darkness: 40%

    ATTACK
    This armor CANNOT ATTACK with any normal player attack, ie weapon attacks, weapon specials etc. Spells can be cast in this armor

    MCs of the armor go into two passive skills:

    Passive 1: Psionic Mind merge
    Boosts Pet attacks by X bth for a MP cost(Activated by clicking on the helm)

    Passive 2: Beastly Vengeance
    Z% chance of a 100% backlash for whatever damage you recieve

    All your player damage and BTH will be transferred to your PET. If you press the attack button, you will in turn do nothing and your pet/ guest->pet will proceed. However, Lucky Strikes will not occur and such the damage boost that the pet recieves will get a corresponding boost to compensate for the lack of LSs

    Also if there is no pet equipped, you will not deal any damage for that turn.




    Puppet Master

    Fully Defensive Armor
    Level: 150
    Power Level: 153
    MP Level: 152
    Price: 96,820,666
    Sellback: 48,410,333

    Location: ???.
    Element: Neutral
    HAS A 0.8x LEAN!

    COMBAT DEFENCES
    Melee: 53
    Ranged: 51
    Magic: 55

    ELEMENT MODIFIER
    Fire: 100%
    Water: 95%
    Wind: 100%
    Ice: 95%
    Earth: 39%
    Energy: 55%
    Light: 55%
    Darkness: 55%

    ATTACK
    Hits: 2
    Type: «As Weapon»
    Element: «As Weapon»
    Damage: 201.2% Base, 201.2% Random, and 399.8% Stats each
    BTH: +19 plus Stats each

    Mastercraft Bonus:
    The MC is used to give the armor two skills without the need of a compression penalty

    Skill 1: Double Decoy
    Replaces your current Pet and Guest with Decoy and Decoy(Guest). The decoy pet deals 50% damage, but in turn gives a boost to your MRM. The Guest decoy deals 50% damage and decreases the MRM of your foe.

    Skill 2: Threads of Fate
    The skill does no damage. Every turn your opponent makes a save, if it fails it receives two statuses. Entangled (-50DEX) and Bleed (power 9) for 1 turn.





    Vampire Knight's Soul
    Image: Coming Soon
    Level: 143Z
    Power Level: 153
    Price: 13,860 Z tokens
    Sellback: 6,930 Z tokens
    Location: LTS
    Element: Darkness

    COMBAT DEFENCE
    Melee: +53
    Ranged: +53
    Magic: +53

    ELEMENT MODIFIERS
    Fire: 91%
    Water: 75%
    Wind: 100%
    Ice: 91%
    Earth: 100%
    Energy: 100%
    Light: 40%
    Darkness: 40%

    ATTACK #1 - Blade Barrage
    Hits: 4
    Element: «As Weapon»
    Type: «As Weapon»
    Damage: 165.041% Base, 165.041% Random, and 327.54% Stats each
    BTH: 23 plus Stats
    Rate: 50%
    Animation: You raise your weapon, sending FOUR spectral blades at your foe.


    ATTACK #2 - Im-Pale-er
    Hits: 1
    Element: «As Weapon»
    Type: «Ranged converts to melee; Else as Weapon»
    Damage: 722.50% Base, 722.50% Random, and 1,430.39% Stats
    BTH: 13 plus Stats
    Rate: 50%
    Animation: You strike the ground sending a shockwave, and a giant bone impales your foe.

    MC effect: Has a skill.

    1) Soul Blast
    Analysis: 1 hit, This is a weapon based skill that is EleLocked to deal darkness Damage. Player looses % of their MAX HP and in return the Skill does increased damage.

    Cost: 392/490 SP depending on Melee or Ranged/Magic
    Animation: You hover over the ground, and a glyph appears in front of you, firing off a purple blast.





    Chevalier de Sang
    Image: S. O O .N
    Level: 143Z
    Power Level: 153
    Price: 13,860 Z tokens
    Sellback: 6,930 Z tokens
    Location: ???
    Element: Fire

    COMBAT DEFENCE
    Melee: +52
    Ranged: +45
    Magic: +52

    ELEMENT MODIFIERS
    Fire: 39%
    Water: 90%
    Wind: 90%
    Ice: 96%
    Earth: 82%
    Energy: 82%
    Light: 44%
    Darkness: 47%


    ATTACK #1 - SLASH
    Hits: 1
    Element: «As Weapon»
    Type: «As Weapon»
    Damage: 660.00% Base, 660.00% Random, and 1310% Stats
    BTH: +24 plus Stats each
    Rate: 50%
    Animation: Player Lunges at the monster and attacks with a single strike

    ATTACK #2 - Triple Barrage
    Hits: 3
    Element: «As Weapon»
    Type: «Ranged converts to melee; Else as Weapon»
    Damage: 233% Base, 233% Random, and 462.3% Stats each
    BTH: +19 plus Stats
    Rate: 50%
    Animation: Flames Engulf your back and your arms/feet. You drop your weapon and shield and punch, punch and scissor kick the monster.

    Effect: All Player Attacks are locked into dealing Fire damage.

    Mastercraft Bonus: Comes with a skill compressed.

    Blood Lust!
    Quickcast skill. All player attacks deal +30% melee damage. In turn, the player loses 45 HP everytime the player attacks with the armor equipped.
    Animation: A red aura surrounds you, pulsating with red lightning periodically and then explodes in a burst imbuing your armor with a crimson flame.






    Wanderer's Stand
    Image: S. O O .N
    Level: 150G
    Power Level: 153
    Price: 72,xxx,xxx Gold
    Sellback: 36,yyy,yyy Gold
    Location: ???
    Element: Earth

    COMBAT DEFENCE
    Melee: +55
    Ranged: +55
    Magic: +55

    ELEMENT MODIFIERS
    Fire: 91%
    Water: 91%
    Wind: 100%
    Ice: 91%
    Earth: 39%
    Energy: 100%
    Light: 50%
    Darkness: 91%

    ATTACK: We GO SWINGIN'
    Hits: 3
    Element: «As Weapon»
    Type: «As Weapon»
    Damage: 233% Base, 233% Random, and 462.3% Stats each
    BTH: +19 plus Stats
    Rate: 50%
    Animation: Player Jumps, Lands in front of the mob and swings his/her weapon to deliver three colossal strikes.

    Effect: Locks the player from Using/Summoning Pets while the armor is equipped. The player in turn deals +40*(CHA/Exp.CHA)% damage . The MC bonus is used to boost the damage further.





    DrillBeast Rider
    Image: S. O . O .N
    Level: 150G
    Power Level: 153
    Price: 72,xxx,xxx Gold
    Sellback: 36,yyy,yyy Gold
    Location: ???
    Element: Energy

    COMBAT DEFENCE
    Melee: +45
    Ranged: +45
    Magic: +45

    ELEMENT MODIFIERS
    Fire: 91%
    Water: 91%
    Wind: 100%
    Ice: 91%
    Earth: 42%
    Energy: 39%
    Light: 50%
    Darkness: 91%

    ATTACK: Four Hits. All hits deal equal damage. The attack deals reduced damage to inflict a strong bleed on the monster (stacks)
    Animation: Drillbeast lunges with its drill head, bites and then the player attacks twice with the weapon

    Drillbeast Rider's Rejuvenation
    Level: 150G
    Image: I'll post it soon enough
    Power Level: 153
    Price: 24,xxx,xxx
    Sellback: 12,xxx,xxx

    Element: Energy
    Type: Ranged
    Damage: 16 - 48
    BTH: 19

    EFFECT - All player attacks deal +9% damage to compensate for the lack of a special.

    MC ability: Against monsters that are bleeding, you regen HP. The HP regen'd is proportional to the power of the bleed.


    Drillbeast Rider's Resolve
    Level: 150G
    Image: I'll post it soon enough
    Power Level: 153
    Price: 24,xxx,xxx
    Sellback: 12,xxx,xxx

    Element: Energy (-26%)
    Combat Defences::
    Melee : +9
    Ranged : +9
    Magic : +9

    MC ability: When a monster's attack successfully connects with the player, there is a % chance of backlash. The shield sacrifices blocking to further increase the potency of the backlash.







    Seth Hydra -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/1/2014 11:28:56)

    Shields and Stand-alone spells

    Dread Bolt

    *Call a mercenary to aid you in battle*
    1) Lightning overload. Deals reduced damage to inflict Elemental Vulnerability on the monster. All energy attacks deal 20% more damage.

    2) Kamekaze Bolt. Takes 2x gold and deals lowered damage for a 100% chance of paralysis for (1-3) turns depending on eleRes. Auto dismmissed

    3) Energy Overload. Against Energy monsters, this attack deals (highest resist/energy resist)*100% damage, but the monsters deals 50% more damage on LS.

    4) Dismissed

    All attacks cost 6618 Gold and deal 1.2x damage, while attack 2 costs 13236 Gold and deals 1.4*(Damage penalty)




    Cyber Ninjat

    *Calls a cybernetically enhanced Ninja cat to aid you in battle*

    Attack 1:
    2 hits
    No BtH lean
    Deals 75% damage
    rate: 80%

    Attack 2:
    1 hit
    +5 Bth Lean
    Deals 200% damage
    rate: 20%

    Effect: There is an X*(hits connected/attemped)*(eleRes)% of the monster being inflicted with AWwww( renamed Control).
    Save: Monster gets +0
    Level: 153 vs MonsterLvl
    Major: YourCHA vs MonsterCHA
    Minor: yourLUK vs MonsterLUK

    As a result of the above effect, all attacks deal reduced damage.




    Summon Lightning Monger

    *Summons energy guest*
    Appearance: Muscular frame with viking armor (Think berzerker hides, and the viking face-male)

    Attack 1:
    Hits: 1
    Effect: The guest targets you. Deals 0 damage and your next energy element attack deals 60% more damage and receives a BtH boost.
    Rate: 50%

    Attack 2:
    Hits: 2
    Effect: The guest targets The monster. If it deals <0 damage, then there is a 50*(hits attempted/ hits connected)% chance of inflicting Energy weakness on the monster. The monster takes in 10% more damage from all energy attacks.
    Rate: 50%




    Summon Dystopian Gentlemen

    Appearance: Like the dystopian gentlemen armor

    Regular energy guest. MC enables the player to chose between paralysis infliction or Control on the guests 2nd attack.

    Attack 1:
    +5BtH lean
    Hits: 3
    Ranged hits
    Animation: The guest sends three pulses of energy from his bionic arm.
    Rate: 70%
    Animation: The guest takes off its smiley mask and swivels it sideways(so you cant see its face), and depending on whether paralysis mode or control mode is choses, it fires a red beam or wave.

    Attack 2:
    +5BtH lean
    Hits: 2
    Ranged hits
    Rate: 30%

    Paralysis
    level: 153 vs MonsterLvl
    Major: CHA vs MonsterEND
    Minor: LUK vs MonsterLUK

    Monster gets +0 to save
    Monster has a 25*(EleRes)*(Hits connected/attempted)% chance of getting paralysed.
    Guest gets the appropriate penalty for the status infliction.
    Depending on the monsters elemental resistance, the guest will inflict paralysis for 1-2 turns.

    Control:
    Has a 100% chance of control if >0 hits connect. Attack deals 38.33% damage




    Ice Queen
    MC Ice Guest


    Tiers: 10, 30, 50, 70, 90, 110, 130, 150G

    Attack 1:
    Hits: 1
    Animation: She raises her clenched fist, and a Large fist of Snow strikes the foe.
    *Have you met my friend SNOOWWW FIST!!*
    Effect: Deals 75% damage. Gains 4MP

    Attack 2:
    Hits: 3
    Animation: Her eyes glow red, and she thrusts her hands forward, sending a storm of icicles at the monster.
    *And when she rages, Your blood shall run cold*
    Effect: Deals 100-X% damage to pay for the freeze penalty. Consumes 5MP

    Attack 3:
    Hits: 1
    Animation: She raises her hands upwards, and a large fireball starts swirling above her. This is then thrown towards the foe.
    *You better hide from her freezing hell*
    Effect: Deals 300% damage and in addition deals 85/80 damage, but takes -5BtH. Consumes 5MP

    Appearance: A lean woman with blonde hair in a braid. She wears a pale blue gown with black gauntlets on her arms and legs, along with an obsidian crown and an chestplate that covers her torso. Her facial expression is one of sadness, and her she's got blotched mascara.

    Note: MP counter starts of with 20MP. The guest uses attack 1 if it doesnt have enough MP to perform both attacks 2 and 3. The guest will not use attack 2, if it doesnt have enough MP to perform attack 3 in succession. The counter resets at the end of every battle.




    Dreadknights Rampart

    Level: 150
    Price: 48,xxx,xxx Gold
    Sellback: 24,xxx,xxx Gold
    Location: ???
    Element: Darkness

    COMBAT DEFENCE
    Melee: +17
    Ranged: +10
    Magic: +13

    ELEMENT MODIFIER
    Fire: 0%
    Water: 0%
    Wind: 0%
    Ice: 0%
    Earth: 0%
    Energy: 0%
    Light: 0%
    Darkness: -26%


    MC effect:
    SP Regen spell
    It's similar to the Mana Regen spell present in warlic store/Neberon's training, except here you pay the cost of a standard MP spell, for SP regen. Standard calculations, and penalties apply.






    Lycan Lightning

    Level: 150
    Power Level: 153
    MP Level: 152
    Price: 22,004,697 Gold
    Sellback: 11,002,348 Gold
    Location: WereWolf shop

    Element: Energy
    Cost: 653 MP

    Hits: 3
    Type: Magic
    Element: Energy
    Damage: 59.7-179, 370% Stats
    BTH: +38

    If your Subrace is Vampire, the spell deals 90% damage.
    If Human, Werepyre, Dracopyre or other, the spell deals 97.5% damage.
    If Werewolf, the spell unlocks the following effect
    If the Monster's Energy Resistance is greater than 100%, then there's a (0.11255*[Hits Connected])% chance of paralysing the monster. There's a ([Monster's Energy Resistance]-100)% chance of the Paralysis lasting two turns*; otherwise, it lasts for one turn**.
    Either way, the monster can resist*** with a save at a -20 penalty. Energy Monsters are immune&:

    Level: 153 vs MonsterLvl
    Major: 200 vs MonsterEND
    Minor: YourLUK vs MonsterLUK

    If the monster is paralysed and the duration is greater than 0, then the spell deals *1.05 damage.

    *Your opponent is paralyzed by the electric simulacrum*

    Animation: A lightning aura surrounds you, and a lightning simulacrum of a werewolf forms, attacking your opponent






    Gravity Bomb

    Level: 150
    Power Level: 153
    MP Level: 152
    Price: 22,004,697 Gold
    Sellback: 11,002,348 Gold
    Location: Warlic Spells - Advanced

    Hits: 3
    Type: Magic
    Element: Harm
    Damage: 59.7-179, 370% Stats each
    BTH: +38

    Effect:
    Creates a status effect on the monster and the PC, ie Intensifies Gravity. For X turns, both the monster as well as the player make a save. Failing said save against a Vstat will make the player or monster unable to act for the turn*

    Level: 150
    Major: END vs Vstat
    Minor: LUK vs Vstat

    *You/The monster is unable to overcome the strength of the increased gravity
    **The damage penalty that this spell may incur for the above effect has not been calculated.
    ***The spell deals 0.9* to compensate for the always useful nature of harm damage
    Animation: Three blobs form over the monster, and fall down one by one, each sending a massive shockwave






    Necrosis

    Level: 150
    Power Level: 153
    MP Level: 152
    Price: 22,004,697 Gold
    Sellback: 11,002,348 Gold
    Location: Necromancer Class shop

    Element: Darkness
    Cost: 653 MP

    Hits: 3
    Type: Magic
    Element: Darkness
    Damage: 59.7-179, 370% Stats
    BTH: +38

    If your class is Paladin, the spell deals 90% damage.
    If other, the spell deals 97.5% damage.
    If Necromancer, the spell unlocks the following trigger,

    Trigger category:
    Zombies, Undead, Dracolich etc (Undead does not include Vampires)

    The spell deals (Highest Elemental mod/Darkness modifier)*1.1 damage, so you're effectively seeking the highest mod. If the darkness modifier is <=0, then the spell defaults to Earth resistance.
    Animation: A portal forms under the monster, and then a dark, pitch black pulse shoots upwards

    *The spell gains +5 bth, but deals 85/90* damage

    Description: Sometimes destroying undead is just as necessary as raising them!






    Summon Shadow Portal

    Level: 150
    Power Level: 153
    MP Level: 152
    Price: 22,004,697 Gold
    Sellback: 11,002,348 Gold
    Location: The Veil

    Element: Dark
    Cost: 0 MP

    Effect: Summons a guest called SHADOW PORTAL. It is a quick cast spell

    Shadow Portal Guest
    SPcost: Standard lv150 Guest cost

    Attack 1:
    Effect: It doesn't deal any damage. Instead it makes the monster make a save. If the monster fails the save, then the monster gets Choked.
    The monster gets a -X to save

    Level: 153 vs MonsterLvL
    Major: PlayerCHA vs MonsterEND
    Minor: PlayerLUK vs MonsterLUK

    The strength of the CHOKE is modified based on the monsters Light or Dark resistance Randomly shifts. As its shifty, its strength is higher compared to another of the same level

    Rate: (100-MonsterHP)*0.2%

    Attack 2:

    Effect: The Guest deals significant damage, but also tries to inflict a Fragile status
    Has 4 hits (More focus on the Status infliction, so guest damage can be reduced accordingly). The monster gets -50 to save

    Level: 153 vs MonsterLvl
    Major: CHA vs MonsterEND
    Minor: LUK vs MonsterDEX

    If the monster fails the save, then it loses
    -100*(No of hits attempted/Total attempted) for 1 Turn.

    Animations:
    A1: A few small Tendrils come out of the portal and grab the monster, then fade
    A2: Four colossal vines emerge from the portal, and strike the monster. They then slowly, as if pulling the monster in with them slide back in to the portal





    Double Edged blade

    Element: Earth
    Type G
    Level 150
    PowLvl: 153 MC
    MPLvl : 152

    Price : 24205166 Gold
    Sell : 12102583 Gold

    SPCost : 490 SP

    Hits: 1
    Dmg : 179-537
    Stat% : 1110
    BTH : +38

    Stat bonus: Stat bonus to damage is END/4 (+LUK/2 on a LS), stat bonus to BTH is END/16 + DEX/16 + LUK/20.

    Over the next couple of turns, the monster and the player take harm damage (A very strong bleed) each turn. The cost of the damage taken by the monster is paid for by the damage the player takes.

    Level: 153 vs MonsterLvl
    Major: DEX vs MonsterEND
    Minor: LUK vs MonsterLUK





    Lament of the IceQueen


    Power Level: 153
    MP Level: 152
    Price: 24,205,167 Gold
    Sellback: 12,102,584 Gold

    Element: Ice
    Cost: 653 MP

    Hits: 4
    Type: Magic
    Element: Ice or Wind, whichever is higher.
    Damage: 44.75-134.25 plus 277.5% Stats each
    BTH: 38 plus Stats each

    MASTERCRAFT BONUS: Used to grant the spell the ability to Seek between Ice and Wind

    Description: Whether you're a dark eyed teen having issues with the world or a teenage queen stuck in a snowstorm, one thing you'll be singing about is.... I'll stop right there.




    Sacred Monsoon / Mystic Gale / Call of Winter

    Power Level: 153
    MP Level: 152
    Price: 24,205,167 Gold
    Sellback: 12,102,584 Gold

    Element: Water / Wind / Ice
    Cost: 653 MP

    Hits: 1
    Type: Magic
    Element: Water, Wind or Ice, depending on version
    Damage: 0
    BTH: NA

    Effect(s):
    - The spell deals no damage.
    - It's effects last for 5 turns.
    - The background of the battle changes to Heavy Rain / Stormy Winds / Hailstorm when the spell is cast.
    - All Water / Wind and Ice normal attacks, specials and spells get a boost to their damage (Spells get /2, Magic attacks 4/3 )
    - For the first two spells, the damage of Fire and Earth attacks from monsters is reduced. For the Ice spell, the monster takes damage every turn in the form of an Ice burn (Power 4, 1 turn, subject to a save)








    Seth Hydra -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/1/2014 12:06:01)

    Miscs and Pets


    Hydra's Berzerker Seal

    Level: 150G
    Pvlvl: 153
    Price: 24,011,206 Gold
    Sellback: 12,005,103 Gold
    Element: Neutral

    Activation: 40 SP, takes a turn to activate
    Upkeep: 40 SP

    +35 STR/ INT
    +10 BTH to all player attacks (5 to Spells, 13 to magic)

    On clicking the misc on the screen, you active the following effects, in addition to the ones above
    Effect:
    -35 END
    All Monster attacks deal *1.6/1.4 damage to you.

    All player attacks INITIALLY deal 150% damage (1/2 the boost for spells, SPells, 4/3 for magic attacks).
    During consecutive turns, the damage boost decreases by 5(1/2 for spells and 4/3 for magic)%. This decreases until the player damage deals 75% damage.

    Description: Your valiance and courage in the face of battle has impressed the upper echelons of the Hydra Clan, thus prompting you an honorary membership and a small taste of their bloodline's power

    -------------************--------------



    Knights Title

    Level: 150G
    Pvlvl: 153
    Price: 24,011,206 Gold
    Sellback: 12,005,103 Gold
    Element: Neutral

    Activation: 45 SP, no turn cost
    Upkeep: 45 SP

    Effect:
    +45 STR
    +45 END


    This emblem can only remain active if the player's active armor qualifies as KNIGHT. If the armor qualifies, then all normal player attacks, Specials etc deal 121% damage (Not Spells)

    MC:
    Every turn with the Title is equipped, there is a 22.1% chance of invoking Knight's Charge* (re-named Celerity) for yourself and this item. The monster can resist this with a save, for which it takes a +0 penalty:
    Level: 150 vs. MonsterLevel
    Major: 200 vs. MonsterCHA
    Minor: PlayerLUK vs. MonsterLUK
    *You invoke the Knight's Charge!
    **The foe resists your invocation of the Knight's Charge!

    Description: You are a knight, valiant protector of the defenseless and the shield that defends your kingdom. Wear your title with pride.





    Darkfire pact

    Level: 150G
    Pvlvl: 153
    Price: Standard MC misc cost ~12 million
    Sellback: Half of the above cost
    Element: Darkness

    Upkeep: X MP per turn
    Activation: X MP, no turn cost

    Effect:
    +50 CHA/INT
    MC:
    Compresses a spell, a Guest summon.

    Infernal Dracolich
    Guest analysis: Starts off as a standard LV150 guest. Deals (100-Y)% damage where Y is a penalty for eleSeeking between fire and Darkness

    Image: http://i58.tinypic.com/2mfb4me.jpg






    Dragonsbane Shard

    Level: 150G
    Pvlvl: 153
    Price: 24,011,206 Gold
    Sellback: 12,005,103 Gold
    Element: Neutral

    Activation: 40 SP, no turn cost
    Upkeep: 40 SP

    Effect:
    +50 END
    Against Other monster types:
    All player attacks deal 95% damage


    Against Dragons/Drakel/Dragonkin:
    All player attacks against Dragons deal 120% damage
    All player attacks against Drakels deal 115% damage
    All player attacks against Dragonkin deal 110% damage

    MC:
    -All player saves get +20.
    -All damage taken is reduced by 35%

    *Might warrant a higher SP cost*




    Calm Mind

    Quick Cast SPell.
    Element: Neutral
    Spell Cost: Standard MC Spell cost
    Sellback: 50% OF THE ABOVE

    Cost: 490 SP

    The Next attack that the player uses is a guaranteed Lucky Strike. If the player uses a multi hit attack, only the first hit is a guaranteed Lucky strike.

    *This applies only to attacks treated as Normal Player attacks, and not to Spells or weapon specials.

    **Lucky Strikes will occur if the player has LUK or if the weapon/attack substitutes CHA for LUK.





    RMC -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/1/2014 13:07:54)

    The MP upkeep for the doom helm should be x4 or even more and that's only accounting for the regen

    Aside from that
    , the set looks (too) great but i think you overdid it on the damage part. I mean every single item boosts damage one way or another ...

    Why's only armor tokens btw ?




    Seth Hydra -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/1/2014 13:16:30)

    Well, actually I think the cost for the Miscs upkeep interms of MP has to go down, since 56MP for +50END is too much, whereas the 50HP for 40 SP is slightly(If not very less) but then again, I dont know about balancing, so....

    quote:

    Aside from that , the set looks (too) great but i think you overdid it on the damage part. I mean every single item boosts damage one way or another ...

    Thanks, though I dont get how a set can be (Too) great! :P
    The damage part is intended, considering thats what the whole set is all about, maximising the overall damage dealt, while suffocating the monster with multiple status effects. I havent come up with a decent FSB with the set, though considering the apparent synergy...it might not need one. Maybe, SP regen will work well as an SP regen.

    Well considering that Doomknight is pretty much is(or was) the Creme de la creme of armors/classes in the AE games where it was formally released, and on the whole only a few people will be able to access it.. so Tokens!




    RMC -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/1/2014 17:34:34)

    shadowfeeder has a mp upkeep of 75 and regens 37 sp per turn so yeah ...

    Doomknight was a loyalty thing in DF so i'd love it if you'd get a piece of the set for every guardian loyalty package.

    I know you're the biggest 0-proc fan in the whole game but shouldn't the doomknight weapon have some very rare 12 hit special like in DF ? [:D]




    ray zard -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/2/2014 3:15:56)

    Will it be great that the armour will have both a Z token version as well a gold versiom




    Seth Hydra -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/2/2014 3:57:49)

    quote:

    shadowfeeder has a mp upkeep of 75 and regens 37 sp per turn so yeah ...



    Yeah, but you pay HP for the SP regen... which I'm pretty sure warrants a lesser cost! Else, decrease the totalSP regen given by the misc

    quote:

    Doomknight was a loyalty thing in DF so i'd love it if you'd get a piece of the set for every guardian loyalty package.

    I know you're the biggest 0-proc fan in the whole game but shouldn't the doomknight weapon have some very rare 12 hit special like in DF ?


    Well In CASE the staff out of the blue, and in extremely rare circumstance decide to go with this, it'll be upto them to decide where the item goes. Though I really want it to go with the quest!
    About the proc rate, I might think about a 15-10% proc rate and apply the MC to the special to inflict the status. But tbh, 12 hits will take a very long animation and considering the balancing and damage range in AQ is much less, I dont think its viable!

    @Ray Zard: An MC version for Z tokens and a nonMC version for gold.... I'm not sure.

    In all honesty, I want this to be a reward of a ridiculously hard quest, filled with power 3.75 mobs, to make getting the items a challenge... like in AQW, where you have to get a rank of evil, be a member etc...

    Either way, I'll get the art for the Armor and weapon sometime later today!

    Btw, how do you find the items and their effects?




    RMC -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/2/2014 4:34:43)

    Whoops i thought you healed 40 AND 50 HP. My bad [&:]




    ray zard -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/2/2014 4:52:18)

    @SS2195 I mean let the gold version have MC effect but only have one of the build in spell




    Seth Hydra -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/2/2014 9:05:29)

    I dont think there will be any point of having a Ztoken version then Ray... DKs are meant to be hard to obtain or exclusive items, so unless there is a way to make a harder than hell quest for it, it'll be a Z-item.

    UPDATE: Added the concept art for the Evo Doom helm and Blade. Also added Armor entry and Art for Dystopian Gentleman/Lady




    Rorshach -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/2/2014 10:22:59)

    Those are great art for the Dystopian armours there! Good job.

    The armour being FD is a great addition to the FD database of armours. It's 2 passives MC abilities are also a great addition, but would suffer in a penalty for having so. I don't know if the flat 20% is allowed, but would be overpowered combined with the first passive. However, being an FD armour, those 2 abilities do work well together as it is meant to hinder the enemy's attacks.

    Moreover, these 2 passives are based off CHA stat a lot. So...

    The defenses may be a little low, but overall its a good armour concept, hopefully, would be added in in the (near) future.




    Airenal -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/2/2014 10:59:00)

    That is some absolutely inspiring art, SS!!!

    I love the idea of the CHA based status' as it gives us wily beastmaster mages some goodies to spoil the bad-men's plans! Also, may I ask why you decided to give it tertiary resistances to Water and Energy? And do you think that those points could be better spent in the MRM? Aand also, do you have any thoughts of what the animations on the Dystopian armors will look like?




    RMC -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/2/2014 13:31:29)

    One small thing about Dystopian.

    The major roll to inflict fear should be MonsterCHA instead of MonsterEND. Daze uses the MonsterEND as the major roll.

    The artwork reminds me of the fictional serial-killer Smiley although much less gore-ish :D




    Seth Hydra -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/2/2014 14:04:57)

    @GASKAL and Airenal: Cheers Guys!!! Thanks for the compliments! I'm trying to learn how to draw on flash, so lets see If I can recreate it digitally sometime in the near future...

    The MRM is high, owing to the fact that since its a cloak, it makes dodging things easier, as your agility isnt affected.
    And I'm not really sure about Choked mechanics, but since its not modified by EleMod, and has its infliction stat as CHA, I thought a 20% chance of a 30% damage redux that lasts only for a turn shouldn't be too broken right?

    Regarding the tertiary Water and Energy resists.... well it' dystopian innit? besides a cloak being made of cloth is a bad conductor...ish and its destroyed by water so there... But if increasing them to 100% will balance the MRM, then alright!

    @RMC: Hmm... alright I'll change that. but the train of though regarding that was you need a strong sense of ENDURANCE to overcome the psychological fear being inflicted upon you!

    Hmm... Serial killer? that was unexpected... Male version I get, please dont tell me that the female version inspires the same... its adorable!




    RMC -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/2/2014 15:12:47)

    I understand what you mean but fear is endured mentally and not physically so CHA would be more appropriate imo.

    Speaking of fear , what is the %chance for the monster to miss it's turn ?

    quote:

    its adorable!


    Noooooooo




    CH4OT1C! -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/2/2014 15:28:44)

    fantastic, nothing more to say than that. I really hope this is implemented




    Seth Hydra -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/2/2014 15:47:08)

    @RMC: 21% at 100% modifier matching Weapon/Spell used'd element!

    @CH4O: Cheers mate! Thanks :D

    UPDATE: Added the concept art for the EvoDoomknight Armor! Should I make a female version as well?




    Kay Oh -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/3/2014 0:28:17)

    Wow ss, if you are able to recreate it with flash the staff won't be able to resist but use it... Very nice. Srsly the captain needs to visit this forum ^.~
    I think you should do a female armour, but srsly get going on dat flash :-o




    ray zard -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/3/2014 2:28:56)

    @Ss2195 why not a challenge battle.with obelisk who ever defeat him will get the armour, so i think it will be nice to have the gold version of the armour instead of just Z tokens




    Seth Hydra -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/3/2014 3:27:58)

    @Kay: Thanks! But tbh, for the flash versions, you're gonna have to wait for 3-4hrs for the very least( ie when my semester ends). But meanwhile, Ill work on the female version and the shield.

    @ray zard: I havent written the 2nd part of the quest, but from what Im thinking of the boss battle, its gonna be a power 3.75 mega tank, ie 20-30k HP and with its effect stacks, self damage buffs... Youre looking at a 30min fight at the very least..longer if youre a mage or ranger.
    Besides the off chance the staff decide to put it in game, will they agree with that much coding for one battle?
    Also, as I and even RMC have mentioned... DOOmK is a pretty exclusive item in other games. Either way its for the staff to decide




    RMC -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/3/2014 10:49:31)

    quote:

    If the monster is paralysed and the duration is greater than 0, then attacks with the weapon deal *1.05 damage.

    This confuses me , shouldn't it be "the spell deals *1,05 damage* ?




    Seth Hydra -> RE: Evolved Doomknight Quest and other SSy suggestions! (4/3/2014 11:06:58)

    Derp, sorry! Corrected!




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