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RE: Pets/Guest - Read the first post!

 
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8/1/2013 18:01:12   
Heroes of the Scape
Member

quote:

New Guests have released for the Friendship Bracelet:





Guardian Mage
Guest

«Standard guest. *1.25 cost, to pay for the scaling»

Location: Friendship Bracelet
Upkeep***: 1.25 * round(0.13125 * (38.1 + 2.3375*YourGuardianMPLevel + 0.01125*YourGuardianMPLevel^2) SP, rounded normally†
  • If you do not have enough SP on the first combat round after you obtain this guest, then he does nothing for one turn* (without costing SP). On every other round, if you do not have enough SP, then he leaves.**

    *The Guardian waits for you to be ready. ##SP required or he will leave next turn
    **The Guardian returns to Battleon Tower. (Not enough SP: ##SP required)
    ***YourGuardianMPLevel: 7.4731 + 0.8816*YourLevel + 0.0006*YourLevel^2, to a minimum of YourLevel+2

    †SP upkeep cost varies on wether you have the Friendship Bracelet equipped or unequipped.
  • With Friendship Bracelete: .8 * SP upkeep cost
  • Without Friendship Bracelet: 1.2 * SP upkeep cost
    Sp cost appendix below for with/without bracelet.

    Damage*: ?
    BTH: ?


    ATTACK RATE: [100 + CHA/2] %
    Rate at -66 CHA: 67%
    Rate at 0 CHA: 100%

    ATTACK 1:
    Hits: 1
    Type: Magic
    Element: Energy
    Damage: ?
    BTH: ? plus Stats each
    Rate: 50% when attacking

    ATTACK 2:
    Hits: 2
    Type: Magic
    Element: Energy
    Damage: ?
    BTH: ? plus Stats each
    Rate: 50% when attacking




    Note: Anything currently in bold is assumed based on previously released guest.






    Adventurer Mage
    Guest

    «Standard guest. *1.25 cost, to pay for the scaling»

    Location: Friendship Bracelet
    Upkeep: 1.25 * round(0.13125 * (38.1 + 2.3375*YourLevel + 0.01125*YourLevel^2) SP, rounded normally†
    If you do not have enough SP on the first combat round after you obtain this guest, then he does nothing for one turn* (without costing SP). On every other round, if you do not have enough SP, then he leaves.**

    *The Adventurer waits for you to be ready. ##SP required or he will leave next turn
    **The Adventurer returns to Yulgar's Inn. (Not enough SP: ##SP required)

    †SP upkeep cost varies on wether you have the Freindship Bracelet equipped or unequipped.
  • With Friendship Bracelete: .8 * SP upkeep cost
  • Without Friendship Bracelet: 1.2 * SP upkeep cost
    Sp cost appendix below for with/without bracelet.

    Damage: ?
    BTH: ?


    ATTACK RATE: [100 + CHA/2] %
    Rate at -66 CHA: 67%
    Rate at 0 CHA: 100%

    ATTACK 1:
    Hits: 1
    Type: Magic
    Element: Energy
    Damage: ?
    BTH: ?
    Rate: 50% when attacking

    ATTACK 2:
    Hits: 1
    Type: Melee
    Element: Earth
    Damage: ?
    BTH: ?
    Rate: 50% when attacking



    Note: Anything currently in bold is assumed based on previously released guest.
  • Added, thanks! ~Koree





    'Emoran Knight Guest:


    < Message edited by Koree -- 2/24/2014 4:00:20 >
    AQ DF MQ AQW  Post #: 151
    8/11/2013 11:26:52   
    FallenAngel
    Friendly!


    quote:

    In the Nightmaregon entry, the bolded part needs to be removed from this sentence from the Analysis section:
    quote:

    Attack 2 has its power split its power so that the hits deal 50% damage each, along with their individual modifiers;

    This applies for every level version.


    Corrected thanks - Dragoon23

    < Message edited by Dragoon23 -- 8/11/2013 13:46:16 >
    AQ DF MQ  Post #: 152
    8/12/2013 19:33:58   
    Heroes of the Scape
    Member

    quote:

    Mighty Morphin' Golem Stranger (level 10) Price: 18 Gold; Sellback: 9 Gold
    Mighty Morphin' Golem Stranger Zeo (level 30) Price: 53 Gold; Sellback: 26 Gold
    Mighty Morphin' Golem Stranger Turbo (level 50) Price: 336 Gold; Sellback: 168 Gold
    Mighty Morphin' Space Golem Stranger (level 70) Price: 2617 Gold; Sellback: 1308 Gold
    Mighty Morphin' Lost Galaxy Golem Stranger (level 90) Price: 21008 Gold; Sellback: 10504 Gold
    Mighty Morphin' Lightspeed Golem Stranger (level 110) Price: 169278 Gold; Sellback: 84639 Gold
    Mighty Morphin' Time Golem Stranger (level 130) Price: 1364676 Gold; Sellback: 682338 Gold
    Mighty Morphin' Wild Golem Stranger (level 150G) Price: 11002348 Gold; Sellback: 5501174 Gold

    Description: This golem is bound to your mind, and morphs into a different element according to your preferences. But beware, sometimes the golem might act upon its own will, and not yours. (Level 150 includes (Guardian Only))

    Images for the new Golem Stranger:

    Aerodu Version:

    Has a chance to Daze the monster.

    Nautica Version:

    Has a chance to inflict Offbalance

    Nocturu Version:

    Has a chance to inflict Corruption on the monster.

    Geoto Version:

    Has a chance to inflict Aftershock on the monster.

    Lucian Version:

    Has a chance to Blind the monster.
    Added, thanks! ~Koree

    < Message edited by Koree -- 12/3/2013 3:22:41 >
    AQ DF MQ AQW  Post #: 153
    8/12/2013 20:24:07   
    hict98
    Member

    quote:

    @HotS They're not bugged. They pets sometimes change to a random element.

    Glacius

    Can freeze the monster

    Igneus

    Can burn monster

    Dynami

    Can paralyze monster
    Added, thanks! ~Koree

    < Message edited by Koree -- 12/3/2013 3:22:51 >
    AQW  Post #: 154
    8/13/2013 0:49:16   
      In Media Res
     Seasonal Affective Disorder Forme


    quote:

    Mighty Morphin' Golem Stranger

    Element depends on your clan:
    # 50% chance of following your clan element
    # 1/3 chance of being a "related" element (one step away) (equal chance each)
    # 1/6 chance of being an "unrelated" element (two steps away) (equal chance each)

    It has two attacks:
    # a one-hit explosion attack. This has +10 BTH and deals *(31/30)*85/95 damage.
    # a two-hit beam attack. This does *16/30 damage.

    Its exact AI and effects depend on its element:
      Fire:
        AI: If the monster is burnt, then it does its explosion attack. Otherwise, it does its beam attack.

        For each hit of the beam attack that connects and does >0 damage, the monster makes a save at a +0 bonus:

        Level: PowLvl vs MonsterLvl
        Major: YourCHA vs MonsterDEX
        Minor: YourLUK vs MonsterLUK

        Afterwards, the monsters becomes Burnt (power:2; duration = # of failed saves; Fire element)

      Water
        AI: If the monster is Offbalanced, then it does its explosion attack. Otherwise, it does its beam attack.

        For each hit of the beam attack that connects and does >0 damage, the monster makes a save at a -12 penalty:

        Level: PowLvl vs MonsterLvl
        Major: YourCHA vs MonsterEND
        Minor: YourLUK vs MonsterLUK

        Afterwards, the monsters becomes Offbalanced (-30*[# of failed saves]*[monster Water resistance] DEX; 2 rounds)

      Wind
        AI: If the monster is Dazed, then it does its explosion attack. Otherwise, it does its beam attack.

        For each hit of the beam attack that connects and does >0 damage, the monster makes a save at a +10 bonus:

        Level: PowLvl vs MonsterLvl
        Major: YourCHA vs MonsterEND
        Minor: YourLUK vs MonsterLUK

        Afterwards, the monsters becomes Dazed ([# of failed saves]*[monster Wind resistance]*10.5% chance of not acting; 2 rounds)

      Ice
        AI: Equal chance of each attack.

        If both hits of the beam attack connect and do >0 damage, then the monster has a [monster Ice resist]*45% chance of being Frozen. The monster can resist with a +20 bonus to its save

        Level: PowLvl vs MonsterLvl
        Major: YourCHA vs MonsterEND
        Minor: YourLUK vs MonsterLUK

      Earth
        AI: If the monster has a S.Seed, then it does its explosion attack. Otherwise, it does its beam attack.

        For each hit of the beam attack that connects and does >0 damage, the monster makes a save at a -10 penalty:

        Level: PowLvl vs MonsterLvl
        Major: YourCHA vs MonsterDEX
        Minor: YourLUK vs MonsterLUK

        Afterwards, the monsters is inflicted with an Aftershock (re-named Spiritual Seed) ([# of failed saves]/12 power; 3 rounds)

      Energy
        AI: Equal chance of each attack.

        If at least one attack connects, then there's a [monster Energy resist]*48.7% chance of the monster being Paralysed. The monster can resist with a +20 bonus to its save:

        Level: PowLvl vs MonsterLvl
        Major: YourCHA vs MonsterEND
        Minor: YourLUK vs MonsterLUK

      Light
        AI: If the monster is Blinded, then it does its explosion attack. Otherwise, it does its beam attack.

        For each hit of the beam attack that connects and does >0 damage, the monster makes a save at a -10 penalty:

        Level: PowLvl vs MonsterLvl
        Major: YourCHA vs MonsterEND
        Minor: YourLUK vs MonsterLUK

        Afterwards, the monsters becomes Blinded (-5*[# of failed saves]*[monster Light resist] BTH, 2 rounds)

      Darkness:
        AI: If the monster is poisoned, then it does its explosion attack. Otherwise, it does its beam attack.

        For each hit of the beam attack that connects and does >0 damage, the monster makes a save at a +0 bonus:

        Level: PowLvl vs MonsterLvl
        Major: YourCHA vs MonsterCHA
        Minor: YourLUK vs MonsterLUK

        Afterwards, the monsters becomes Corrupt (a re-named poison) (power:1; duration = 2*[# of failed saves]; Darkness element)
    Level	10	30	50	70	90	110	130	150
    Type	-	-	-	-	-	-	-	G
    PowLvl	10	30	50	70	90	110	130	153
    CHALvl	10	30	50	70	90	110	130	152
    Base	2	5	9	13	17	23	28	36
    Rand	5	10	16	24	35	44	57	71
    Stat	125	224	323	422	521	620	719	832
    BtH	2	7	12	17	22	27	32	38
    Price	18	53	336	2617	21008	169278	1364676	11002348


    @HotS: The lowest one is Lv10. Looks like you got it mixed up with the price :P

    Also, The Lv30 version is MMGS Zeo, and the Lv50 version is MMGS Turbo.

    Popups from IMR:

    Fire: The strong fire burns your opponent!
    Water: The strong hit of water causes your opponent to lose its balance!
    Wind: The strong blast of wind dazes the monster!
    Ice: The touch of the cold ice on the monster caused it to freeze!
    Earth: The sudden hit from the earth caused some aftershock!
    Energy: The great power running through the monster caused it to become paralyzed!
    Light: The strong light blinds the monster!
    Darkness: The darkness invades the heart of the monster, killing it from the inside!

    If you're clanless, it defaults to Geoto/Earth and effects.

    Dragoon23
    Finally done. Thanks! ~Koree

    < Message edited by Koree -- 12/3/2013 3:23:14 >
    AQ  Post #: 155
    8/13/2013 0:55:12   
    Heroes of the Scape
    Member

    Thanks IMR. It has been fixed.
    AQ DF MQ AQW  Post #: 156
    8/13/2013 4:05:53   
    PIIIV
    Member

    If you are not in a Clan or in CAT what does this pet do then?
    Post #: 157
    8/13/2013 4:08:04   
    Rafiq von den Vielen
    Member

    quote:

    If you're clanless, it defaults to Geoto/Earth and effects.
    Post #: 158
    8/13/2013 8:41:32   
    moe
    Member

    So does this pet's burn affects work like the overlord's pet where you add *1.05? And is there a *0.95 penalty like the weapon counter part?

    No. ~Koree

    < Message edited by Koree -- 12/3/2013 3:24:05 >
    AQW  Post #: 159
    8/13/2013 12:14:53   
    Macho Man
    Member

    Just to clarify, the element is chosen during the beginning of the battle and will not change unless a new battle occurs correct?
    AQ DF MQ AQW Epic  Post #: 160
    8/13/2013 13:16:00   
    Dreiko Shadrack
    Member

    correct.
    AQ DF MQ AQW Epic  Post #: 161
    8/13/2013 23:25:23   
    Heroes of the Scape
    Member

    quote:

    Mighty Morphin' Golem Stranger

    «Normal Pet whose Element has a chance of using your Clan element.»

    Level: 10
    Power Level: 10
    Price: 18 Gold
    Sellback: 9 Gold
    Location: Today's Event > War in Paxia: Insult to Injury > Insult to Injury Shop

    Element: See AI
    Training Difficulty: -66

    ATTACK 1:
    Hits: 2
    Type: Magic
    Element: See AI
    Damage: 0-1 Base and Random plus 33.31% Stats each
    BTH: +2 Plus Stats each
    Rate: See AI

    ATTACK 2:
    Hits: 1
    Type: Magic
    Element: See AI
    Damage: 1-4 Base and Random plus 115.43% Stats
    BTH: +12 Plus Stats
    Rate: See AI

    AI:
      Element depends on your clan:
      • 50% chance of following your clan element
      • 33.33% chance of being a "related" element (one step away) (equal chance each)
      • 16.66% chance of being an "unrelated" element (two steps away) (equal chance each)
      • If you're clanless, it defaults to Geoto/Earth and effects.


      Its exact AI and effects depend on its element:

      • Fire:
        AI: If the monster is Burnt, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 1 that connects and does >0 damage, the monster makes a save at a +0 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterDEX
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Burnt* (power:2; duration = # of failed saves; Fire element)

      • Water
        AI: If the monster is Offbalanced, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 1 that connects and does >0 damage, the monster makes a save at a -12 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Offbalanced** (-30*[# of failed saves]*[monster Water resistance] DEX; 2 rounds)

      • Wind
        AI: If the monster is Dazed, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 2 that connects and does >0 damage, the monster makes a save at a +10 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Dazed*** ([# of failed saves]*[monster Wind resistance]*10.5% chance of not acting; 2 rounds)

      • Ice
        AI: Equal chance of each Attack.

        If both hits of Attack 1 connect and do >0 damage, then the monster has a [monster Ice resist]*45% chance of being Frozen****. The monster can resist with a +20 bonus to its save

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


      • Earth
        AI: If the monster has a Spiritual Seed, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 2 that connects and does >0 damage, the monster makes a save at a -10 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterDEX
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters is inflicted with an Aftershock† (re-named Spiritual Seed) ([# of failed saves]/12 power; 3 rounds)

      • Energy
        AI: Equal chance of each attack.

        If at least one Attack connects, then there's a [monster Energy resist]*48.7% chance of the monster being Paralysed††. The monster can resist with a +20 bonus to its save:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


      • Light
        AI: If the monster is Blinded, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of the beam attack that connects and does >0 damage, the monster makes a save at a -10 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Blinded††† (-5*[# of failed saves]*[monster Light resist] BTH, 2 rounds)

      • Darkness:
        AI: If the monster is poisoned, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of the beam attack that connects and does >0 damage, the monster makes a save at a +0 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterCHA
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Corrupt†††† (a re-named poison) (power:1; duration = 2*[# of failed saves]; Darkness element)

      * The strong fire burns your opponent!
      ** The strong hit of water causes your opponent to lose its balance!
      *** The strong blast of wind dazes the monster!
      **** The touch of the cold ice on the monster caused it to freeze!
      † The sudden hit from the earth caused some aftershock!
      †† The great power running through the monster caused it to become paralyzed!
      ††† The strong light blinds the monster!
      †††† The darkness invades the heart of the monster, killing it from the inside!


    DESCRIPTION
    This golem is bound to your mind, and morphs into a different element according to your preferences. But beware, sometimes the golem might act upon its own will, and not yours.

  • Fire Version
  • Water Version
  • Wind Version
  • Ice Version
  • Earth Version
  • Energy Version
  • Light Version
  • Darkness Version

    Numbers thanks to In Media Res. Pictures thanks to hict98 and Heroes of the Scape. Basic info thanks to Heroes of the Scape.



    Analysis
  • Attack starts out as 2-5 plus 125% Stats along with 2 BTH.
  • Attack #1: Attack deals *16/30 damage. With two equally powerful hits, each hit deals 50% damage.
  • Attack #2: Has +10 BTH and deals *(31/30)*85/95 damage

    All this has ALREADY been factored into the above numbers.






    Mighty Morphin' Golem Stranger Zeo

    «Normal Pet whose Element has a chance of using your Clan element.»

    Level: 30
    Power Level: 30
    Price: 53 Gold
    Sellback: 26 Gold
    Location: Today's Event > War in Paxia: Insult to Injury > Insult to Injury Shop

    Element: See AI
    Training Difficulty: -66

    ATTACK 1:
    Hits: 2
    Type: Magic
    Element: See AI
    Damage: 1-2 Base and Random plus 59.69% Stats each
    BTH: +7 Plus Stats each
    Rate: See AI

    ATTACK 2:
    Hits: 1
    Type: Magic
    Element: See AI
    Damage: 4-9 Base and Random plus 206.86% Stats
    BTH: +17 Plus Stats
    Rate: See AI

    AI:
      Element depends on your clan:
      • 50% chance of following your clan element
      • 33.33% chance of being a "related" element (one step away) (equal chance each)
      • 16.66% chance of being an "unrelated" element (two steps away) (equal chance each)
      • If you're clanless, it defaults to Geoto/Earth and effects.


      Its exact AI and effects depend on its element:

      • Fire:
        AI: If the monster is Burnt, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 1 that connects and does >0 damage, the monster makes a save at a +0 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterDEX
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Burnt* (power:2; duration = # of failed saves; Fire element)

      • Water
        AI: If the monster is Offbalanced, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 1 that connects and does >0 damage, the monster makes a save at a -12 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Offbalanced** (-30*[# of failed saves]*[monster Water resistance] DEX; 2 rounds)

      • Wind
        AI: If the monster is Dazed, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 2 that connects and does >0 damage, the monster makes a save at a +10 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Dazed*** ([# of failed saves]*[monster Wind resistance]*10.5% chance of not acting; 2 rounds)

      • Ice
        AI: Equal chance of each Attack.

        If both hits of Attack 1 connect and do >0 damage, then the monster has a [monster Ice resist]*45% chance of being Frozen****. The monster can resist with a +20 bonus to its save

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


      • Earth
        AI: If the monster has a Spiritual Seed, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 2 that connects and does >0 damage, the monster makes a save at a -10 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterDEX
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters is inflicted with an Aftershock† (re-named Spiritual Seed) ([# of failed saves]/12 power; 3 rounds)

      • Energy
        AI: Equal chance of each attack.

        If at least one Attack connects, then there's a [monster Energy resist]*48.7% chance of the monster being Paralysed††. The monster can resist with a +20 bonus to its save:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


      • Light
        AI: If the monster is Blinded, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of the beam attack that connects and does >0 damage, the monster makes a save at a -10 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Blinded††† (-5*[# of failed saves]*[monster Light resist] BTH, 2 rounds)

      • Darkness:
        AI: If the monster is poisoned, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of the beam attack that connects and does >0 damage, the monster makes a save at a +0 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterCHA
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Corrupt†††† (a re-named poison) (power:1; duration = 2*[# of failed saves]; Darkness element)

      * The strong fire burns your opponent!
      ** The strong hit of water causes your opponent to lose its balance!
      *** The strong blast of wind dazes the monster!
      **** The touch of the cold ice on the monster caused it to freeze!
      † The sudden hit from the earth caused some aftershock!
      †† The great power running through the monster caused it to become paralyzed!
      ††† The strong light blinds the monster!
      †††† The darkness invades the heart of the monster, killing it from the inside!


    DESCRIPTION
    This golem is bound to your mind, and morphs into a different element according to your preferences. But beware, sometimes the golem might act upon its own will, and not yours.

  • Fire Version
  • Water Version
  • Wind Version
  • Ice Version
  • Earth Version
  • Energy Version
  • Light Version
  • Darkness Version

    Numbers thanks to In Media Res. Pictures thanks to hict98 and Heroes of the Scape. Basic info thanks to Heroes of the Scape.



    Analysis
  • Attack starts out as 5-10 plus 224% Stats along with 7 BTH.
  • Attack #1: Attack deals *16/30 damage. With two equally powerful hits, each hit deals 50% damage.
  • Attack #2: Has +10 BTH and deals *(31/30)*85/95 damage

    All this has ALREADY been factored into the above numbers.





    Mighty Morphin' Golem Stranger Turbo

    «Normal Pet whose Element has a chance of using your Clan element.»

    Level: 50
    Power Level: 50
    Price: 336 Gold
    Sellback: 168 Gold
    Location: Today's Event > War in Paxia: Insult to Injury > Insult to Injury Shop

    Element: See AI
    Training Difficulty: -66

    ATTACK 1:
    Hits: 2
    Type: Magic
    Element: See AI
    Damage: 2-4 Base and Random plus 86.07% Stats each
    BTH: +12 Plus Stats each
    Rate: See AI

    ATTACK 2:
    Hits: 1
    Type: Magic
    Element: See AI
    Damage: 8-14 Base and Random plus 298.29% Stats
    BTH: +22 Plus Stats
    Rate: See AI

    AI:
      Element depends on your clan:
      • 50% chance of following your clan element
      • 33.33% chance of being a "related" element (one step away) (equal chance each)
      • 16.66% chance of being an "unrelated" element (two steps away) (equal chance each)
      • If you're clanless, it defaults to Geoto/Earth and effects.


      Its exact AI and effects depend on its element:

      • Fire:
        AI: If the monster is Burnt, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 1 that connects and does >0 damage, the monster makes a save at a +0 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterDEX
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Burnt* (power:2; duration = # of failed saves; Fire element)

      • Water
        AI: If the monster is Offbalanced, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 1 that connects and does >0 damage, the monster makes a save at a -12 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Offbalanced** (-30*[# of failed saves]*[monster Water resistance] DEX; 2 rounds)

      • Wind
        AI: If the monster is Dazed, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 2 that connects and does >0 damage, the monster makes a save at a +10 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Dazed*** ([# of failed saves]*[monster Wind resistance]*10.5% chance of not acting; 2 rounds)

      • Ice
        AI: Equal chance of each Attack.

        If both hits of Attack 1 connect and do >0 damage, then the monster has a [monster Ice resist]*45% chance of being Frozen****. The monster can resist with a +20 bonus to its save

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


      • Earth
        AI: If the monster has a Spiritual Seed, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 2 that connects and does >0 damage, the monster makes a save at a -10 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterDEX
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters is inflicted with an Aftershock† (re-named Spiritual Seed) ([# of failed saves]/12 power; 3 rounds)

      • Energy
        AI: Equal chance of each attack.

        If at least one Attack connects, then there's a [monster Energy resist]*48.7% chance of the monster being Paralysed††. The monster can resist with a +20 bonus to its save:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


      • Light
        AI: If the monster is Blinded, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of the beam attack that connects and does >0 damage, the monster makes a save at a -10 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Blinded††† (-5*[# of failed saves]*[monster Light resist] BTH, 2 rounds)

      • Darkness:
        AI: If the monster is poisoned, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of the beam attack that connects and does >0 damage, the monster makes a save at a +0 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterCHA
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Corrupt†††† (a re-named poison) (power:1; duration = 2*[# of failed saves]; Darkness element)

      * The strong fire burns your opponent!
      ** The strong hit of water causes your opponent to lose its balance!
      *** The strong blast of wind dazes the monster!
      **** The touch of the cold ice on the monster caused it to freeze!
      † The sudden hit from the earth caused some aftershock!
      †† The great power running through the monster caused it to become paralyzed!
      ††† The strong light blinds the monster!
      †††† The darkness invades the heart of the monster, killing it from the inside!


    DESCRIPTION
    This golem is bound to your mind, and morphs into a different element according to your preferences. But beware, sometimes the golem might act upon its own will, and not yours.

  • Fire Version
  • Water Version
  • Wind Version
  • Ice Version
  • Earth Version
  • Energy Version
  • Light Version
  • Darkness Version

    Numbers thanks to In Media Res. Pictures thanks to hict98 and Heroes of the Scape. Basic info thanks to Heroes of the Scape.



    Analysis
  • Attack starts out as 9-16 plus 323% Stats along with 12 BTH.
  • Attack #1: Attack deals *16/30 damage. With two equally powerful hits, each hit deals 50% damage.
  • Attack #2: Has +10 BTH and deals *(31/30)*85/95 damage

    All this has ALREADY been factored into the above numbers.





    Mighty Morphin' Space Golem Stranger

    «Normal Pet whose Element has a chance of using your Clan element.»

    Level: 70
    Power Level: 70
    Price: 2,617 Gold
    Sellback: 1,308 Gold
    Location: Today's Event > War in Paxia: Insult to Injury > Insult to Injury Shop

    Element: See AI
    Training Difficulty: -66

    ATTACK 1:
    Hits: 2
    Type: Magic
    Element: See AI
    Damage: 3-6 Base and Random plus 112.46% Stats each
    BTH: +17 Plus Stats each
    Rate: See AI

    ATTACK 2:
    Hits: 1
    Type: Magic
    Element: See AI
    Damage: 12-22 Base and Random plus 389.71% Stats
    BTH: +27 Plus Stats
    Rate: See AI

    AI:
      Element depends on your clan:
      • 50% chance of following your clan element
      • 33.33% chance of being a "related" element (one step away) (equal chance each)
      • 16.66% chance of being an "unrelated" element (two steps away) (equal chance each)
      • If you're clanless, it defaults to Geoto/Earth and effects.


      Its exact AI and effects depend on its element:

      • Fire:
        AI: If the monster is Burnt, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 1 that connects and does >0 damage, the monster makes a save at a +0 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterDEX
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Burnt* (power:2; duration = # of failed saves; Fire element)

      • Water
        AI: If the monster is Offbalanced, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 1 that connects and does >0 damage, the monster makes a save at a -12 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Offbalanced** (-30*[# of failed saves]*[monster Water resistance] DEX; 2 rounds)

      • Wind
        AI: If the monster is Dazed, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 2 that connects and does >0 damage, the monster makes a save at a +10 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Dazed*** ([# of failed saves]*[monster Wind resistance]*10.5% chance of not acting; 2 rounds)

      • Ice
        AI: Equal chance of each Attack.

        If both hits of Attack 1 connect and do >0 damage, then the monster has a [monster Ice resist]*45% chance of being Frozen****. The monster can resist with a +20 bonus to its save

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


      • Earth
        AI: If the monster has a Spiritual Seed, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 2 that connects and does >0 damage, the monster makes a save at a -10 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterDEX
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters is inflicted with an Aftershock† (re-named Spiritual Seed) ([# of failed saves]/12 power; 3 rounds)

      • Energy
        AI: Equal chance of each attack.

        If at least one Attack connects, then there's a [monster Energy resist]*48.7% chance of the monster being Paralysed††. The monster can resist with a +20 bonus to its save:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


      • Light
        AI: If the monster is Blinded, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of the beam attack that connects and does >0 damage, the monster makes a save at a -10 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Blinded††† (-5*[# of failed saves]*[monster Light resist] BTH, 2 rounds)

      • Darkness:
        AI: If the monster is poisoned, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of the beam attack that connects and does >0 damage, the monster makes a save at a +0 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterCHA
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Corrupt†††† (a re-named poison) (power:1; duration = 2*[# of failed saves]; Darkness element)

      * The strong fire burns your opponent!
      ** The strong hit of water causes your opponent to lose its balance!
      *** The strong blast of wind dazes the monster!
      **** The touch of the cold ice on the monster caused it to freeze!
      † The sudden hit from the earth caused some aftershock!
      †† The great power running through the monster caused it to become paralyzed!
      ††† The strong light blinds the monster!
      †††† The darkness invades the heart of the monster, killing it from the inside!


    DESCRIPTION
    This golem is bound to your mind, and morphs into a different element according to your preferences. But beware, sometimes the golem might act upon its own will, and not yours.

  • Fire Version
  • Water Version
  • Wind Version
  • Ice Version
  • Earth Version
  • Energy Version
  • Light Version
  • Darkness Version

    Numbers thanks to In Media Res. Pictures thanks to hict98 and Heroes of the Scape. Basic info thanks to Heroes of the Scape.



    Analysis
  • Attack starts out as 13-24 plus 422% Stats along with 17 BTH.
  • Attack #1: Attack deals *16/30 damage. With two equally powerful hits, each hit deals 50% damage.
  • Attack #2: Has +10 BTH and deals *(31/30)*85/95 damage

    All this has ALREADY been factored into the above numbers.





    Mighty Morphin' Lost Galaxy Golem Stranger

    «Normal Pet whose Element has a chance of using your Clan element.»

    Level: 90
    Power Level: 90
    Price: 21,008 Gold
    Sellback: 10,504 Gold
    Location: Today's Event > War in Paxia: Insult to Injury > Insult to Injury Shop

    Element: See AI
    Training Difficulty: -66

    ATTACK 1:
    Hits: 2
    Type: Magic
    Element: See AI
    Damage: 4-9 Base and Random plus 138.84% Stats each
    BTH: +22 Plus Stats each
    Rate: See AI

    ATTACK 2:
    Hits: 1
    Type: Magic
    Element: See AI
    Damage: 15-32 Base and Random plus 505.90% Stats
    BTH: +32 Plus Stats
    Rate: See AI

    AI:
      Element depends on your clan:
      • 50% chance of following your clan element
      • 33.33% chance of being a "related" element (one step away) (equal chance each)
      • 16.66% chance of being an "unrelated" element (two steps away) (equal chance each)
      • If you're clanless, it defaults to Geoto/Earth and effects.


      Its exact AI and effects depend on its element:

      • Fire:
        AI: If the monster is Burnt, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 1 that connects and does >0 damage, the monster makes a save at a +0 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterDEX
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Burnt* (power:2; duration = # of failed saves; Fire element)

      • Water
        AI: If the monster is Offbalanced, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 1 that connects and does >0 damage, the monster makes a save at a -12 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Offbalanced** (-30*[# of failed saves]*[monster Water resistance] DEX; 2 rounds)

      • Wind
        AI: If the monster is Dazed, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 2 that connects and does >0 damage, the monster makes a save at a +10 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Dazed*** ([# of failed saves]*[monster Wind resistance]*10.5% chance of not acting; 2 rounds)

      • Ice
        AI: Equal chance of each Attack.

        If both hits of Attack 1 connect and do >0 damage, then the monster has a [monster Ice resist]*45% chance of being Frozen****. The monster can resist with a +20 bonus to its save

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


      • Earth
        AI: If the monster has a Spiritual Seed, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 2 that connects and does >0 damage, the monster makes a save at a -10 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterDEX
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters is inflicted with an Aftershock† (re-named Spiritual Seed) ([# of failed saves]/12 power; 3 rounds)

      • Energy
        AI: Equal chance of each attack.

        If at least one Attack connects, then there's a [monster Energy resist]*48.7% chance of the monster being Paralysed††. The monster can resist with a +20 bonus to its save:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


      • Light
        AI: If the monster is Blinded, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of the beam attack that connects and does >0 damage, the monster makes a save at a -10 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Blinded††† (-5*[# of failed saves]*[monster Light resist] BTH, 2 rounds)

      • Darkness:
        AI: If the monster is poisoned, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of the beam attack that connects and does >0 damage, the monster makes a save at a +0 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterCHA
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Corrupt†††† (a re-named poison) (power:1; duration = 2*[# of failed saves]; Darkness element)

      * The strong fire burns your opponent!
      ** The strong hit of water causes your opponent to lose its balance!
      *** The strong blast of wind dazes the monster!
      **** The touch of the cold ice on the monster caused it to freeze!
      † The sudden hit from the earth caused some aftershock!
      †† The great power running through the monster caused it to become paralyzed!
      ††† The strong light blinds the monster!
      †††† The darkness invades the heart of the monster, killing it from the inside!


    DESCRIPTION
    This golem is bound to your mind, and morphs into a different element according to your preferences. But beware, sometimes the golem might act upon its own will, and not yours.

  • Fire Version
  • Water Version
  • Wind Version
  • Ice Version
  • Earth Version
  • Energy Version
  • Light Version
  • Darkness Version

    Numbers thanks to In Media Res. Pictures thanks to hict98 and Heroes of the Scape. Basic info thanks to Heroes of the Scape.



    Analysis
  • Attack starts out as 17-35 plus 521% Stats along with 22 BTH.
  • Attack #1: Attack deals *16/30 damage. With two equally powerful hits, each hit deals 50% damage.
  • Attack #2: Has +10 BTH and deals *(31/30)*85/95 damage

    All this has ALREADY been factored into the above numbers.





    Mighty Morphin' Lightspeed Golem Stranger

    «Normal Pet whose Element has a chance of using your Clan element.»

    Level: 110
    Power Level: 110
    Price: 169,278 Gold
    Sellback: 84,639 Gold
    Location: Today's Event > War in Paxia: Insult to Injury > Insult to Injury Shop

    Element: See AI
    Training Difficulty: -66

    ATTACK 1:
    Hits: 2
    Type: Magic
    Element: See AI
    Damage: 6-11 Base and Random plus 165.23% Stats each
    BTH: +27 Plus Stats each
    Rate: See AI

    ATTACK 2:
    Hits: 1
    Type: Magic
    Element: See AI
    Damage: 21-40 Base and Random plus 572.57% Stats
    BTH: +37 Plus Stats
    Rate: See AI

    AI:
      Element depends on your clan:
      • 50% chance of following your clan element
      • 33.33% chance of being a "related" element (one step away) (equal chance each)
      • 16.66% chance of being an "unrelated" element (two steps away) (equal chance each)
      • If you're clanless, it defaults to Geoto/Earth and effects.


      Its exact AI and effects depend on its element:

      • Fire:
        AI: If the monster is Burnt, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 1 that connects and does >0 damage, the monster makes a save at a +0 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterDEX
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Burnt* (power:2; duration = # of failed saves; Fire element)

      • Water
        AI: If the monster is Offbalanced, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 1 that connects and does >0 damage, the monster makes a save at a -12 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Offbalanced** (-30*[# of failed saves]*[monster Water resistance] DEX; 2 rounds)

      • Wind
        AI: If the monster is Dazed, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 2 that connects and does >0 damage, the monster makes a save at a +10 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Dazed*** ([# of failed saves]*[monster Wind resistance]*10.5% chance of not acting; 2 rounds)

      • Ice
        AI: Equal chance of each Attack.

        If both hits of Attack 1 connect and do >0 damage, then the monster has a [monster Ice resist]*45% chance of being Frozen****. The monster can resist with a +20 bonus to its save

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


      • Earth
        AI: If the monster has a Spiritual Seed, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 2 that connects and does >0 damage, the monster makes a save at a -10 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterDEX
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters is inflicted with an Aftershock† (re-named Spiritual Seed) ([# of failed saves]/12 power; 3 rounds)

      • Energy
        AI: Equal chance of each attack.

        If at least one Attack connects, then there's a [monster Energy resist]*48.7% chance of the monster being Paralysed††. The monster can resist with a +20 bonus to its save:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


      • Light
        AI: If the monster is Blinded, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of the beam attack that connects and does >0 damage, the monster makes a save at a -10 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Blinded††† (-5*[# of failed saves]*[monster Light resist] BTH, 2 rounds)

      • Darkness:
        AI: If the monster is poisoned, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of the beam attack that connects and does >0 damage, the monster makes a save at a +0 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterCHA
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Corrupt†††† (a re-named poison) (power:1; duration = 2*[# of failed saves]; Darkness element)

      * The strong fire burns your opponent!
      ** The strong hit of water causes your opponent to lose its balance!
      *** The strong blast of wind dazes the monster!
      **** The touch of the cold ice on the monster caused it to freeze!
      † The sudden hit from the earth caused some aftershock!
      †† The great power running through the monster caused it to become paralyzed!
      ††† The strong light blinds the monster!
      †††† The darkness invades the heart of the monster, killing it from the inside!


    DESCRIPTION
    This golem is bound to your mind, and morphs into a different element according to your preferences. But beware, sometimes the golem might act upon its own will, and not yours.

  • Fire Version
  • Water Version
  • Wind Version
  • Ice Version
  • Earth Version
  • Energy Version
  • Light Version
  • Darkness Version

    Numbers thanks to In Media Res. Pictures thanks to hict98 and Heroes of the Scape. Basic info thanks to Heroes of the Scape.



    Analysis
  • Attack starts out as 23-44 plus 620% Stats along with 27 BTH.
  • Attack #1: Attack deals *16/30 damage. With two equally powerful hits, each hit deals 50% damage.
  • Attack #2: Has +10 BTH and deals *(31/30)*85/95 damage

    All this has ALREADY been factored into the above numbers.





    Mighty Morphin' Time Golem Stranger

    «Normal Pet whose Element has a chance of using your Clan element.»

    Level: 130
    Power Level: 130
    Price: 1,364,676 Gold
    Sellback: 682,338 Gold
    Location: Today's Event > War in Paxia: Insult to Injury > Insult to Injury Shop

    Element: See AI
    Training Difficulty: -66

    ATTACK 1:
    Hits: 2
    Type: Magic
    Element: See AI
    Damage: 7-15 Base and Random plus 191.61% Stats
    BTH: +32 Plus Stats
    Rate: See AI

    ATTACK 2:
    Hits: 1
    Type: Magic
    Element: See AI
    Damage: 25-52 Base and Random plus 663.99% Stats
    BTH: +42 Plus Stats
    Rate: See AI

    AI:
      Element depends on your clan:
      • 50% chance of following your clan element
      • 33.33% chance of being a "related" element (one step away) (equal chance each)
      • 16.66% chance of being an "unrelated" element (two steps away) (equal chance each)
      • If you're clanless, it defaults to Geoto/Earth and effects.


      Its exact AI and effects depend on its element:

      • Fire:
        AI: If the monster is Burnt, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 1 that connects and does >0 damage, the monster makes a save at a +0 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterDEX
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Burnt* (power:2; duration = # of failed saves; Fire element)

      • Water
        AI: If the monster is Offbalanced, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 1 that connects and does >0 damage, the monster makes a save at a -12 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Offbalanced** (-30*[# of failed saves]*[monster Water resistance] DEX; 2 rounds)

      • Wind
        AI: If the monster is Dazed, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 2 that connects and does >0 damage, the monster makes a save at a +10 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Dazed*** ([# of failed saves]*[monster Wind resistance]*10.5% chance of not acting; 2 rounds)

      • Ice
        AI: Equal chance of each Attack.

        If both hits of Attack 1 connect and do >0 damage, then the monster has a [monster Ice resist]*45% chance of being Frozen****. The monster can resist with a +20 bonus to its save

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


      • Earth
        AI: If the monster has a Spiritual Seed, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 2 that connects and does >0 damage, the monster makes a save at a -10 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterDEX
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters is inflicted with an Aftershock† (re-named Spiritual Seed) ([# of failed saves]/12 power; 3 rounds)

      • Energy
        AI: Equal chance of each attack.

        If at least one Attack connects, then there's a [monster Energy resist]*48.7% chance of the monster being Paralysed††. The monster can resist with a +20 bonus to its save:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


      • Light
        AI: If the monster is Blinded, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of the beam attack that connects and does >0 damage, the monster makes a save at a -10 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Blinded††† (-5*[# of failed saves]*[monster Light resist] BTH, 2 rounds)

      • Darkness:
        AI: If the monster is poisoned, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of the beam attack that connects and does >0 damage, the monster makes a save at a +0 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterCHA
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Corrupt†††† (a re-named poison) (power:1; duration = 2*[# of failed saves]; Darkness element)

      * The strong fire burns your opponent!
      ** The strong hit of water causes your opponent to lose its balance!
      *** The strong blast of wind dazes the monster!
      **** The touch of the cold ice on the monster caused it to freeze!
      † The sudden hit from the earth caused some aftershock!
      †† The great power running through the monster caused it to become paralyzed!
      ††† The strong light blinds the monster!
      †††† The darkness invades the heart of the monster, killing it from the inside!


    DESCRIPTION
    This golem is bound to your mind, and morphs into a different element according to your preferences. But beware, sometimes the golem might act upon its own will, and not yours.

  • Fire Version
  • Water Version
  • Wind Version
  • Ice Version
  • Earth Version
  • Energy Version
  • Light Version
  • Darkness Version

    Numbers thanks to In Media Res. Pictures thanks to hict98 and Heroes of the Scape. Basic info thanks to Heroes of the Scape.



    Analysis
  • Attack starts out as 28-57 plus 719% Stats along with 32 BTH.
  • Attack #1: Attack deals *16/30 damage. With two equally powerful hits, each hit deals 50% damage.
  • Attack #2: Has +10 BTH and deals *(31/30)*85/95 damage

    All this has ALREADY been factored into the above numbers.







    Mighty Morphin' Wild Golem Stranger

    «Normal Pet whose Element has a chance of using your Clan element.»

    Level: 150G
    Power Level: 153
    Price: 11,002,348 Gold
    Sellback: 5,501,174 Gold
    Location: Today's Event > War in Paxia: Insult to Injury > Insult to Injury Shop

    Element: See AI
    Training Difficulty: -66

    ATTACK 1:
    Hits: 2
    Type: Magic
    Element: See AI
    Damage: 9-18 Base and Random plus 221.72% Stats
    BTH: +38 Plus Stats
    Rate: See AI

    ATTACK 2:
    Hits: 1
    Type: Magic
    Element: See AI
    Damage: 33-65 Base and Random plus 768.35% Stats
    BTH: +48 Plus Stats
    Rate: See AI

    AI:
      Element depends on your clan:
      • 50% chance of following your clan element
      • 33.33% chance of being a "related" element (one step away) (equal chance each)
      • 16.66% chance of being an "unrelated" element (two steps away) (equal chance each)
      • If you're clanless, it defaults to Geoto/Earth and effects.


      Its exact AI and effects depend on its element:

      • Fire:
        AI: If the monster is Burnt, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 1 that connects and does >0 damage, the monster makes a save at a +0 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterDEX
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Burnt* (power:2; duration = # of failed saves; Fire element)

      • Water
        AI: If the monster is Offbalanced, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 1 that connects and does >0 damage, the monster makes a save at a -12 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Offbalanced** (-30*[# of failed saves]*[monster Water resistance] DEX; 2 rounds)

      • Wind
        AI: If the monster is Dazed, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 2 that connects and does >0 damage, the monster makes a save at a +10 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Dazed*** ([# of failed saves]*[monster Wind resistance]*10.5% chance of not acting; 2 rounds)

      • Ice
        AI: Equal chance of each Attack.

        If both hits of Attack 1 connect and do >0 damage, then the monster has a [monster Ice resist]*45% chance of being Frozen****. The monster can resist with a +20 bonus to its save

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


      • Earth
        AI: If the monster has a Spiritual Seed, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of Attack 2 that connects and does >0 damage, the monster makes a save at a -10 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterDEX
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters is inflicted with an Aftershock† (re-named Spiritual Seed) ([# of failed saves]/12 power; 3 rounds)

      • Energy
        AI: Equal chance of each attack.

        If at least one Attack connects, then there's a [monster Energy resist]*48.7% chance of the monster being Paralysed††. The monster can resist with a +20 bonus to its save:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


      • Light
        AI: If the monster is Blinded, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of the beam attack that connects and does >0 damage, the monster makes a save at a -10 penalty:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterEND
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Blinded††† (-5*[# of failed saves]*[monster Light resist] BTH, 2 rounds)

      • Darkness:
        AI: If the monster is poisoned, then it does Attack 2. Otherwise, it does Attack 1.

        For each hit of the beam attack that connects and does >0 damage, the monster makes a save at a +0 bonus:

          Level: PowLvl vs MonsterLvl
          Major: YourCHA vs MonsterCHA
          Minor: YourLUK vs MonsterLUK


        Afterwards, the monsters becomes Corrupt†††† (a re-named poison) (power:1; duration = 2*[# of failed saves]; Darkness element)

      * The strong fire burns your opponent!
      ** The strong hit of water causes your opponent to lose its balance!
      *** The strong blast of wind dazes the monster!
      **** The touch of the cold ice on the monster caused it to freeze!
      † The sudden hit from the earth caused some aftershock!
      †† The great power running through the monster caused it to become paralyzed!
      ††† The strong light blinds the monster!
      †††† The darkness invades the heart of the monster, killing it from the inside!


    DESCRIPTION
    This golem is bound to your mind, and morphs into a different element according to your preferences. But beware, sometimes the golem might act upon its own will, and not yours. (Guardian Only)

  • Fire Version
  • Water Version
  • Wind Version
  • Ice Version
  • Earth Version
  • Energy Version
  • Light Version
  • Darkness Version

    Numbers thanks to In Media Res. Pictures thanks to hict98 and Heroes of the Scape. Basic info thanks to Heroes of the Scape.



    Analysis
  • Attack starts out as 36-71 plus 832% Stats along with 38 BTH.
  • Attack #1: Attack deals *16/30 damage. With two equally powerful hits, each hit deals 50% damage.
  • Attack #2: Has +10 BTH and deals *(31/30)*85/95 damage

    All this has ALREADY been factored into the above numbers.





    I did the images the same way it was done for the weapon. I hope that was ok.
  • I just re-wrote the whole thing. Thanks anyway. ~Koree

    < Message edited by Koree -- 12/3/2013 3:24:54 >
    AQ DF MQ AQW  Post #: 162
    8/14/2013 21:54:47   
    Kalle29
    Member

    quote:

    Dynamo has an outdated level in the Elemental index

    And Ice Rhino and Little Death are in the gold section
    Fixed, thanks! ~Koree

    < Message edited by Koree -- 8/29/2013 6:10:09 >
    AQ  Post #: 163
    8/22/2013 15:27:46   
    Ash
    Member


    quote:

    Infernal Djinn

    Fire/Dark pet, seeks to whichever monster is weaker to. Has an internal "PetMP" counter, starts at 8, and spends 4 MP to do a *2 damage attack. If it doesn't have enough MP it does *0.75 damage. The MP counter resets at end of battle.

    Was Updated:
    quote:

    ORIGINAL: Kamui

    Hey guys, I updated the Djinn pet now. I nixed the "Refill MP after each fight" idea and instead the pet will now regen 1 MP per turn while it's under 8 MP, it still uses 4 MP to cast and starts with 8 MP so things will basically go like this for the first few rounds.

    0: Start / 8 MP
    1: Cast / 4 MP
    2: Regen / 5 MP; Cast / 1 MP
    3: Regen / 2 MP; Fallback
    4: Regen/ 3 MP; Fallback
    5: Regen/ 4 MP; Cast / 0 MP

    After that it'll be using the spell attack every 4 turns, so it'll average out to be good no matter what. If you want to swap out after the first couple casts, you can do that, if you want to keep using it for the burst every few turns, can do that too. It's a good little pet, so should be quite neat.



    ORIGINAL: Kamui
    Yeah, I borked, fixing. I also mis-calced the size of the MP pool, so that'll be fixed in a sec too.

    It's now fixed, the seeking works again, and I tweaked the starting MP pool and MP needed to cast a spell. It starts with 10 MP now and needs 5 to cast a spell, so you'll be in the correct "4 Fallbacks per 1 Spell" setup that a Mage does.
    - Dragoon23


    Level	10	30	50	70	90	110	130	150
    Type	B	B	B	B	B	B	B	B
    PowLvl	19	36	54	73	93	113	133	153
    
    Base	3	6	9	13	18	23	29	36
    Rand	8	12	19	27	36	47	59	71
    Stat	169	253	342	436	535	634	733	832
    BtH	4	9	13	18	23	28	33	38
    								
    MCPrice	20	58	370	2879	23109	186206	1501144	12102583
    Added, thanks! ~Koree

    < Message edited by Koree -- 1/6/2014 12:19:49 >
    AQ DF MQ AQW  Post #: 164
    8/22/2013 15:35:06   
    Dreiko Shadrack
    Member

    the pet appears to be bugged, it may or may not be regening mana but it does not do another spell after 6 turns have elapsed (or 10 turns for that matter).
    AQ DF MQ AQW Epic  Post #: 165
    8/22/2013 15:37:08   
      Kamui
     Hashire sori yo Kaze no you ni!


    That was a derp on my part, ended up removing the regen and adding in the end of battle reset, but forgot to edit it out of the description. Having it regen AND reset at the end of battle would be a bit broken.
    AQ DF MQ  Post #: 166
    8/22/2013 16:01:37   
    Dragoon23
    Legendary AK!!!


    quote:

    Infernal Djinn

    A powerful demon that has gained the ability to attune to either Darkness or Fire elemental planes. It will strike with powerful spells at first, but still has powerful backup attacks once it has exhausted its mana!


    Added, thanks! ~Koree

    < Message edited by Koree -- 1/6/2014 12:20:00 >
    Post #: 167
    8/25/2013 0:08:55   
    Legendary Ash
    Member

    quote:

    In the Pet Index Elemental, under Earth Level 130, Azamay Basalt Golem's link is broken.
    The index by Alphabet has the appropriate level Golem's link
    Fixed, thanks! ~Koree

    < Message edited by Koree -- 1/6/2014 12:21:08 >
    AQ  Post #: 168
    8/28/2013 16:34:00   
      afterlifex
    Mod-X


    quote:

    Call Barry Guest


    [img]http://i269.photobucket.com/albums/jj80/afterlifex/berry_zps6807fb21.jpg[/img]




    As a Call guest he uses SP.
    Added, thanks! ~Koree

    < Message edited by Koree -- 1/22/2014 11:55:03 >
    AQ DF MQ AQW Epic  Post #: 169
    8/29/2013 2:54:20   
    Bu Kek Siansu
    Member

    quote:

    Barry Jotter
    Guest

    Also see: Barry Jotter, 'Helpful' Barry Jotter Z, 'Helpful' Barry Jotter

    Level: 3
    Power Level: 3
    MP Level: 3
    Location: Call Barry Jotter (3)
    Upkeep: 6 SP. If you do not have enough SP, then he leaves.

    ATTACK
    Hits: 1
    Type: Magic
    Element: Energy
    Damage: 2 - 6 plus 134.78% Stats
    BTH: 0 plus Stats



    Numbers thanks to BlackAces. Image thanks to afterlifex.






    Barry Jotter

    Also see: Barry Jotter, 'Helpful' Barry Jotter Z, 'Helpful' Barry Jotter

    Level: 23
    Power Level: 23
    MP Level: 23
    Location: Call Barry Jotter (23)
    Upkeep: 13 SP. If you do not have enough SP, then he leaves.

    ATTACK
    Hits: 1
    Type: Magic
    Element: Energy
    Damage: 6 - 18 plus 283.28% Stats
    BTH: 5 plus Stats



    Numbers thanks to BlackAces. Image thanks to afterlifex.






    Barry Jotter

    Also see: Barry Jotter, 'Helpful' Barry Jotter Z, 'Helpful' Barry Jotter

    Level: 43
    Power Level: 43
    MP Level: 43
    Location: Call Barry Jotter (43)
    Upkeep: 21 SP. If you do not have enough SP, then he leaves.

    ATTACK
    Hits: 1
    Type: Magic
    Element: Energy
    Damage: 11 - 33 plus 431.78% Stats
    BTH: 10 plus Stats



    Numbers thanks to BlackAces. Image thanks to afterlifex.






    Barry Jotter

    Also see: Barry Jotter, 'Helpful' Barry Jotter Z, 'Helpful' Barry Jotter

    Level: 63
    Power Level: 63
    MP Level: 63
    Location: Call Barry Jotter (63)
    Upkeep: 30 SP. If you do not have enough SP, then he leaves.

    ATTACK
    Hits: 1
    Type: Magic
    Element: Energy
    Damage: 17 - 50 plus 580.28% Stats
    BTH: 15 plus Stats



    Numbers thanks to BlackAces. Image thanks to afterlifex.






    Barry Jotter

    Also see: Barry Jotter, 'Helpful' Barry Jotter Z, 'Helpful' Barry Jotter

    Level: 83
    Power Level: 83
    MP Level: 83
    Location: Call Barry Jotter (83)
    Upkeep: 41 SP. If you do not have enough SP, then he leaves.

    ATTACK
    Hits: 1
    Type: Magic
    Element: Energy
    Damage: 23 - 70 plus 728.78% Stats
    BTH: 20 plus Stats



    Numbers thanks to BlackAces. Image thanks to afterlifex.






    Barry Jotter

    Also see: Barry Jotter, 'Helpful' Barry Jotter Z, 'Helpful' Barry Jotter

    Level: 103
    Power Level: 103
    MP Level: 103
    Location: Call Barry Jotter (103)
    Upkeep: 52 SP. If you do not have enough SP, then he leaves.

    ATTACK
    Hits: 1
    Type: Magic
    Element: Energy
    Damage: 31 - 93 plus 877.28% Stats
    BTH: 25 plus Stats



    Numbers thanks to BlackAces. Image thanks to afterlifex.






    Barry Jotter

    Also see: Barry Jotter, 'Helpful' Barry Jotter Z, 'Helpful' Barry Jotter

    Level: 123
    Power Level: 123
    MP Level: 123
    Location: Call Barry Jotter (123)
    Upkeep: 65 SP. If you do not have enough SP, then he leaves.

    ATTACK
    Hits: 1
    Type: Magic
    Element: Energy
    Damage: 39 - 118 plus 1025.78% Stats
    BTH: 30 plus Stats



    Numbers thanks to BlackAces. Image thanks to afterlifex.






    Barry Jotter

    Also see: Barry Jotter, 'Helpful' Barry Jotter Z, 'Helpful' Barry Jotter

    Level: 133
    Power Level: 133
    MP Level: 133
    Location: Call Barry Jotter (133)
    Upkeep: 72 SP. If you do not have enough SP, then he leaves.

    ATTACK
    Hits: 1
    Type: Magic
    Element: Energy
    Damage: 44 - 132 plus 1100.03% Stats
    BTH: 33 plus Stats



    Numbers thanks to BlackAces. Image thanks to afterlifex.









    'Helpful' Barry Jotter Z

    Also see: Barry Jotter, 'Helpful' Barry Jotter Z, 'Helpful' Barry Jotter

    Level: 7
    Power Level: 43
    MP Level: 34
    Location: Call 'Helpful' Barry Jotter Z (7)
    Upkeep: 21 SP. If you do not have enough SP, then he leaves.

    ATTACK
    Hits: 1
    Type: Magic
    Element: Energy
    Damage: 11 - 33 plus 431.78% Stats
    BTH: 10 plus Stats



    Numbers thanks to BlackAces. Image thanks to afterlifex.






    'Helpful' Barry Jotter Z

    Also see: Barry Jotter, 'Helpful' Barry Jotter Z, 'Helpful' Barry Jotter

    Level: 123
    Power Level: 133
    MP Level: 130
    Location: Call 'Helpful' Barry Jotter Z (123)
    Upkeep: 72 SP. If you do not have enough SP, then he leaves.

    ATTACK
    Hits: 1
    Type: Magic
    Element: Energy
    Damage: 44 - 132 plus 1100.03% Stats
    BTH: 33 plus Stats



    Numbers thanks to BlackAces. Image thanks to afterlifex.










    'Helpful' Barry Jotter

    Also see: Barry Jotter, 'Helpful' Barry Jotter Z, 'Helpful' Barry Jotter

    Level: 80
    Power Level: 83
    MP Level: 82
    Location: Call 'Helpful' Barry Jotter (80)
    Upkeep: 41 SP. If you do not have enough SP, then he leaves.

    ATTACK
    Hits: 1
    Type: Magic
    Element: Energy
    Damage: 23 - 70 plus 728.78% Stats
    BTH: 20 plus Stats



    Numbers thanks to BlackAces. Image thanks to afterlifex.







    'Helpful' Barry Jotter

    Also see: Barry Jotter, 'Helpful' Barry Jotter Z, 'Helpful' Barry Jotter

    Level: 143
    Power Level: 146
    MP Level: 145
    Location: Call 'Helpful' Barry Jotter (143)
    Upkeep: 81 SP. If you do not have enough SP, then he leaves.

    ATTACK
    Hits: 1
    Type: Magic
    Element: Energy
    Damage: 50 - 150 plus 1196.55% Stats
    BTH: 36 plus Stats



    Numbers thanks to BlackAces. Image thanks to afterlifex.
    I had to re-write these for the new format. Thanks anyway. ~Koree

    < Message edited by Koree -- 1/22/2014 11:55:28 >
    Post #: 170
    8/29/2013 11:47:20   
    BlackAces
    Member

    quote:

    Call Barry Jotter.

    Energy guest.

    Level	3	23	43	63	83	103	123	133
    Type	-	-	-	-	-	-	-	-
    PLvl	3	23	43	63	83	103	123	133
    MPLvl	3	23	43	63	83	103	123	133
    								
    Base	2	6	11	17	23	31	39	44
    Rand 	4	12	22	33	47	62	79	88
    Stat 	134.78	283.28	431.78	580.28	728.78	877.28	1025.78	1100.03
    BtH	0	5	10	15	20	25	30	33
    								
    SPCost	6	13	21	30	41	52	65	72
    								
    Price	31	65	338	2535	20251	163082	1314629	3732736
    Sell	15	32	169	1267	10125	81541	657314	1866368


    G/Z versions

    Level	7	80	123	143
    Type	Z	G	Z	G
    PLvl	43	83	133	146
    MPLvl	34	82	130	145
    				
    Base	11	23	44	50
    Rand 	22	47	88	100
    Stat 	431.78	728.78	1100.03	1196.55
    BtH	10	20	33	36
    				
    SPCost	21	41	72	81
    				
    Price	600	14814	10300	10598761
    Sell	Z	7407	Z	5299380	
    Added, thanks! ~Koree

    < Message edited by Koree -- 1/22/2014 11:55:39 >
    AQ DF AQW  Post #: 171
    8/29/2013 12:00:48   
    KlawdStrife
    Helpful!


    quote:

    Is the mage guests from the friendship bracelet exactly the same as the warrior only it does energy magic attacks?
    Taken care of. ~Koree

    < Message edited by Koree -- 2/24/2014 4:01:03 >
    Post #: 172
    8/29/2013 13:57:57   
    Heroes of the Scape
    Member

    We don't know for sure. We haven't received the info subs yet. I merely just used it as a template to make it easier when we get them
    AQ DF MQ AQW  Post #: 173
    9/4/2013 10:50:57   
    dk2300
    Member
     

    Ok so just wanting to clarify since it seems its been changed a few times. But the Infernal Djinn pet, now attacks for 2x damage the first 2 turns then attacks for .75 for the rest of the battle. Correct?
    AQ  Post #: 174
    9/4/2013 11:10:48   
    KlawdStrife
    Helpful!


    If i'm not mistaken Djinn goes like this:

    0: Start / 10 MP
    1: Cast / 5 MP
    2: Regen / 6 MP; Cast / 1 MP
    3: Regen / 2 MP; Fallback
    4: Regen / 3 MP; Fallback
    5: Regen / 4 MP; Fallback
    6: Regen / 5 MP; Cast / 0 MP
    7: Regen / 1 MP; Fallback
    8: Regen / 2 MP; Fallback
    9: Regen / 3 MP; Fallback
    10: Regen / 4 MP; Fallback
    Repeats 6-10

    So its:

    1. 2 turns : *2 Damage
    2. 3 turns : *0.75 Damage
    3. 1 turn : *2 Damage
    4. 4 turn : *0.75 Damage
    5. Repeats 3-4
    Post #: 175
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