RE: Weapons [2022] - Read the first post! (Full Version)

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Kamui -> RE: Weapons [2022] - Read the first post! (3/22/2026 3:00:29)

Shrieking Predator Sunderer/Ruiner/Defiler

Melee/Ranged/Magic Energy Axe/Spear/Sword, 1/3 damage and -3 accuracy lean for Melee, 2/3 damage and +3 accuracy lean for Ranged, and neutral damage/accuracy leans for Magic. Weapon has two toggles, both off by default. First toggle is controlled by clicking the blade/upper half of the weapon, second is controlled by clicking the handle/lower half of the weapon.

First toggle: Toggles between off, damage, and Burn modes.
- Off does nothing unusual.
- Damage mode applies a -10 BtH lean (so -13/-7/-10 for Me/Ra/Ma) to your weapon attacks and spell hits of the weapon's element, and further charges 20% Melee in HP cost (paid on first attempted affected hit) to further boost the damage of those attacks by 20% Melee. If any form of auto-hit is active, you don't get the -BtH lean, but the damage bonus from the HP cost still applies.
- Burn mode causes weapon to lose 25% Melee in weapon damage (so 33% weapon damage for Magic) and charges 25% Melee in HP cost to attempt a 4 turn (50 x HitRateMult / 0.5 / 2 / 4 = 12.5)% Melee <WeaponElement> Burn after each hit, max 4 times per turn. This can also fire for spell hits of the weapon's element, but causes you to self-inflict with +(25 / 2 / 1.4 ~= 8.93)% DmgTkn universal EleVuln for 2 turns when the HP cost of the effect is paid rather than reduced weapon damage.

Second toggle: Toggles between off and active modes, while active if you have at least X Shrieker stacks from the set armour, you consume that many stacks to boost the effect of the weapon's current first toggle.
- Damage mode you consume up to 2 Shrieker stacks to gain a further +5% Melee DmgDlt per stack.
- Burn mode you consume up to 5 Shrieker stacks, with each stack adding a further +(5 x HitRateMult / 0.5 / 2 / 4 = 1.25)% Melee to the Burn applied after each hit, so with a full 5 stacks you'll be applying a 4 turn (75 x HitRateMult / 0.5 / 2 / 4 = 18.75)% Melee Burn after each hit.

Level	5	15	35	55	75	95	115	135	150
Type	B	B	B	B	B	B	B	B	G
PowLvl	15	23	41	59	78	98	118	138	153

Melee
Base	7	8	10	12	14	16	18	20	21
Rand	6	8	11	13	15	17	19	20	22
BtH	2	3	5	7	10	12	15	17	19

Ranged
Base	3	4	5	6	7	8	9	10	11
Rand	14	16	21	25	29	33	37	40	42
BtH	2	3	5	7	10	12	15	17	19

Magic
Base	4	4	6	7	8	9	10	11	12
Rand	7	10	11	14	16	19	21	23	24
BtH	2	3	5	7	10	12	15	17	19

CostLv	12	21	39	58	77	97	117	137	152
20HP	7	10	16	23	30	40	50	61	70
HPCost	9	12	20	28	38	49	62	76	87




Kamui -> RE: Weapons [2022] - Read the first post! (3/22/2026 3:00:47)

Cursed Clover Arsenal

Melee/Ranged/Magic Wind/Darkness Sword/Bow/Sword, Wind by default, click "blade" to toggle element, hilt to toggle MRM. -3 accuracy lean and 1/3 damage lean for all modes. MC pays for ele-swap, and any effects on an ele-swap item pay double, so flavour effect has the weapon pay 40% Melee in HP to deal +20% Melee with weapon hits and spell hits of the weapon's element. If used with the Cursed Clover shield, this effect is discounted to 35% Melee in HP cost.

Level	5	15	35	55	75	95	115	135	150
Type	-	-	-	-	-	-	-	-	G
PowLvl	5	15	35	55	75	95	115	135	153

Melee/Ranged
Base	5	7	10	12	14	16	18	20	21
Rand	4	6	9	12	14	16	18	19	22
BtH	1	2	4	7	9	12	14	17	19

Magic
Base	4	5	7	9	11	12	13	15	16
Rand	3	5	8	9	10	12	14	14	16
BtH	1	2	4	7	9	12	14	17	19

BowBR	115	145	205	265	325	385	445	505	559
BowStat	133	199	331	463	595	727	859	991	1109.8
BowBTH	0	1	4	6	9	11	14	16	19

CostLv	5	15	35	55	75	95	115	135	152
40HP	11	16	29	43	59	77	97	119	139




Kamui -> RE: Weapons [2022] - Read the first post! (3/22/2026 3:01:01)

Geo Aurelian Dawn Armaments

Melee/Ranged/Magic Earth Sword/Glaive(Sword+Polearm)/Sword, neutral damage and accuracy lean for all 3. Pays MC and enough weapon damage to total 15% Melee (so 5% Melee MC and -10% DmgDlt for Melee/Ranged, (5 x 0.75 = 3.75)% Melee MC and -(11.25 / 0.75 = 15)% DmgDlt for Magic) to gain 1 Silksoul charge when landing a hit on the enemy with a weapon attack, can gain 4 charges max per turn, can hold a max of 20 charges, and charges do not carry over across battles.

You can click the blade of the weapon to toggle on HP/MP focus mode, going in order of Off > HP > MP. While active, focus mode will consume up to 4 Dawn charges on the first attempted weapon hit of the turn to replenish 7.5% Melee worth of HP or MP when the charges are consumed. If you have < 4 charges, then you will consume all available charges on first attempted hit. Each charge is worth (7.5 / 0.85)% Melee, and the auto-hit effect of the heal gives it x0.85, so it evens out to 7.5% Melee per charge consumed. It attempts to consume the charges only on first attempted weapon hit of the turn, before any charges are generated in the turn.

Level	5	15	35	55	75	95	115	135	150
Type	-	-	-	-	-	-	-	-	G
PowLvl	5	15	35	55	75	95	115	135	153

Melee/Ranged
Base	4	5	7	9	11	12	13	15	16
Rand	6	10	15	18	20	24	28	29	32
BtH	1	2	4	7	9	12	14	17	19

Magic
Base	3	4	5	7	8	9	10	11	12
Rand	5	7	12	13	16	18	20	22	24
BtH	1	2	4	7	9	12	14	17	19




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