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9/23/2016 19:38:37   
poopbum
Member

Re-posted due to one thread per user only rule and deleted my previous thread.

EDIT: I'm adding a table of contents now for easier reference
1) Goggernaut Monster + Misc
2) Pandemic Rune(misc) + Viral Weapons + Zombie Goat Skull(spelltome)
3) Pyroshock Sprite, Im-Pact and Synthetic Undine pets
4) Boom of Doom + Blessed Dragonbane weapons
5) Horns of the Snowstorm/Sandstorm
6) Acolyte and Minstrel spellcaster lean armors
7) Coffae
8) Crimson Chieftain guest
9) Demonic Soul Arts + Spiritual Beast Calling SPells
10) Thief of Spirits spell
11) Elemental Curry
12) Lifedrinker Choker misc
13) Runic Golem Robes
14) Scary GodmotherSpooky Godmother pet
15) Book of Outer Beings weapon(spelltome)
16) Omega Ultra Chiken guest
17) Bloodfeasting Barricade shield
18) Lightning Mirror and Harpy Defender shields
19) Divined Acceleration and Thigh Muscle Awareness spells
20) Crystalized Skull of the Void Dragon Misc
The Goggernaut


Stat Build: Abnormally high STR/END/LUK(practically always starts first), negative DEX/INT/CHA

Monster HP is much higher than normal, but MP and SP are set at 0.

Elemental Modifiers: 200% to all 8 standard elements. Everything else as per normal.

Base Element:
Selected randomly at the start of the battle and changes at the end of each of its turn. Can switch between any of the 8 standard elements except water and energy, as well as any non-standard elements such as Void and Harm.(but not Heal)

Attack:
Standard Gogg attack animation. Claw and bite hits are as current base element. Spit/breath hit does water and eye beam hits does energy like a normal Gogg.

Effects:
  • If the player uses any offensive armor skill, it immediately cancels said action* by emitting a red aura. Your turn then instantly ends.

  • All attacks done by and against it hits automatically.(grants everyone +300 bth)

  • Starts the fight with a 9999 turn duration Fire Burn with low power on itself. The burn on this monster cannot be removed, and its duration is refreshed every round. Its power increases exponentially every turn.

  • Automatically wins any saving rolls made against it by skipping them entirely.* This allows it to nullify any status or effects involving saving rolls.

  • At the end of every player turn and at the start of the monster's turn(just in case), the player's misc is automatically unequipped.*

  • Pays HP every time it attacks to deal increased damage. This can kill it.

  • Has a Backlash status(50%) that triggers on all normal player attacks and specials only, but the damage is applied to him instead of being reflected at the player. Yes this makes him take extra damage.

    *The Goggernaut's overwhelming presence interrupts your armor skill.
    *SILLY MORTAL YOUR TRICKS CANNOT HARM ME.
    *The Goggernaut strikes past any miscellaneous enhancements you have.

    Appearance:
    A crimson and metallic Gogg with glowing eyes with streaks of energy flowing out of them.

    Description:
    A Gogg who has been infused with strange energies from a magical dimension thanks to an archmage experiment gone wrong, it is now an unstoppable engine of destruction both in terms of power and endurance.

    However the unstable mana that resides within it seems to be wearing away at its body....

    Goggernaut Helmet
    Miscellaneous item

    Effects:
  • Costs an appropriate amount of HP every turn.
  • ALL attacks hit automatically. Be it player or monster attacks and so on. This overrides all other autohit effects, and as such removes stuff like autohit penalties. Also bth lean effects for everyone are disabled.
  • You deal increased damage by an appropriate amount
  • Grants STR, INT and LUK boost.

    Appearance:
    A dome helmet with the same color scheme as its namesake.

    Description:
    The stabilized remains of the Goggernaut still retains a small fraction of its original power. Holding it grants you great power at the cost of your health every turn. It also imbues all nearby attacks with unstoppable power, rendering them unavoidable.database element

    < Message edited by poopbum -- 1/23/2019 2:14:45 >
  • AQ  Post #: 1
    9/24/2016 21:05:20   
    poopbum
    Member

    Pandemic Rune
    Miscellaneous item

    Effects:
  • Costs an appropriate amount of SP per turn.
  • Gives +DEX and +LUK
  • Attunes to the first status condition attempted during player's turn, AFTER the saving roll is over.
  • Gains «Status» Potence +X to subsequent attempts of the same status it is attuned to.

    +X should normally be +20, but this is also modified by player's level relative to misc's Plvl as a "level lock".

    quote:

    «Status» Potence +X
    Opponent takes a penalty to any saves against «Status» or similar effects.

    Misc stays attuned to this status condition until it is unequipped or when the fight ends.

  • Click the misc* to cast a quickcast SP skill that attempts to apply Pestilence for one round. This can be resisted.& Duration can stack with repeated casts.

    quote:

    Pestilence, «»round(s):
    Status Resistance and Immunity effects on this monster are disabled. Status Conditions on this monster cannot be cured. Does not affect Form Shift Immunity.


    This status temporarily suspends any status immunity and resistance effects on the enemy, as well as prevent status conditions on them from being cured/removed.(except by "consume for effect/damage" stuff such as Terror Eater)

    No monsters can be immune to this status, except those that are inherently immune to all status conditions as a whole. Against such monsters the quickcast skill can't even be cast in the first place.+

    *Click to attempt to temporarily suppress any status immunity, resistance and cure effects on your foe!
    &Your foe has resisted the aura of your rune.
    +Those that are truly above all status aliments are unaffected by the rune's power.

    Viral Blade/Halberd/Mace/Bow/Spoon
    Wind weapons

    Blade/Halberd/Mace are Melee/Ranged/Magic no-proc weapons respectively, Bow/Spoon are 100% proc weapons. All of them do not have any proper specials, and get appropriate bonuses for being such.

    Effects:
  • All attacks with the weapon takes -(100/11)% damage, and you inflict Disease equal to the damage dealt with an appropriate saving roll.
  • MC: Click to consume Disease from the enemy, damaging them based on power of the Disease consumed. Should work somewhat similarly to Terror Eater's ability.

    Could work by directly reducing enemy's HP equal/proportional to the power of the Disease the enemy has, and then healing them by the same amount to essentially remove the Disease status. The damage should overflow/carry over for pack monsters.

    Damage dealt should be unaffected by any elemental modifiers and be practically harm, just like how Terror Eater's skill does /[Monster Darkness resist] damage.

    Appearance:
    A light green tinted Blade/Halberd/Mace/Bow/Spoon. Has some green "spores" floating around it.

    Description:
    This tainted Blade/Halberd/Mace/Bow/Spoon can infect your opponents with a nasty disease. Click on it to forcefully pull the sickness out of your enemy's body for extra pain!
    Zombie Goat Skull
    Earth Tome Weapon

    Attacking with the weapon opens up a menu with 5 options:

    1) Regenerative Virus: The skull summons a green fog around the enemy for 10 hits of Earth damage.

    Has a "Borrow" mechanic that causes enemy to heal back more than the damage dealt over time eventually, but deals extra damage to compensate.
    This effect is amped up further(to X2 the factor?) compared to the original Borrow Spell to deal even more short term damage for more long term healing given to the mob.

    2) Corrosive Breath: Skull floats towards the mob and vomits acid for several hits of Earth damage.

    Takes a damage penalty on top of having a "burst" HP cost(equivalent of +100% melee/+50% spell) to permanently reduce enemy MRM at a save VS Mob END as Major(with -20 to save).
    Caps at a certain amount of MRM loss(optional?), after which it does full burst damage.

    3) Skull Blast: Skull shoots green energy beams for 4 hits of Earth damage. MP efficient spell.

    4) Draw Mana: Heals an appropriate amount of MP, on Lucky Strike you heal extra MP based on your LUK stat.

    5) Cancel: Doesn't take a turn nor cost anything, just takes you back to normal battle menu.

    If spells are disabled, the weapon uses a wand version of the efficient skull blast.

    Effect:
  • All spells cast(including its own) while this tome is equipped has -(100/11)% damage, and you inflict Disease equal to the damage dealt with an appropriate saving roll. Only applicable to spell hits that damages the enemy.

    Appearance:

    A goat head skull with some small bits of rotten flesh left on it. Has a dark green aura around it.


    quote:

    Note for Corrosive Breath:

    The plan is to have the burst effect pay for the MRM loss, which should be much higher than that of D.A.N.C.E.R and updated Nerfkitten considering how we are now trading 100% worth of melee for the effect.

    So it seems like this could mean -(20/sqrt(monster power) *[hits connected]) MRM per infliction, going off D.A.N.C.E.R.'s MC effect being worth 10% of melee. So maybe the MRM loss could be capped at -20*5 MRM? D.A.N.C.E.R. doesn't have a cap though but nerfkitten does, I'll leave this up to staff I guess...

    The damage penalty on spell on top of "burst" HP cost is for the MRM loss saving roll to give enemy -20 to save. Though this might not be needed should we have the "burst" HP cost pay for everything at the cost of scaling down the MRM nerf a bit.


    < Message edited by poopbum -- 10/4/2016 3:00:38 >
  • AQ  Post #: 2
    9/30/2016 6:16:44   
    poopbum
    Member

    Pyroshock Sprite
    Fire/Energy pet
    MC is compression

    Effects:
  • Click on speech bubble to toggle between fire and energy. Uses fire by default.
  • Both fire & energy attacks take -90% damage penalty to pay for their effects.
  • Fire attack can inflict Thermal Shock, Energy attack can inflict Electrocuted when their hits connect. Attempt rate scales with enemy's fire/energy elemental modifier respectively. Both at an appropriate saving roll.
  • If the enemy already has Thermal Shock/Electrocuted status, the pet attempts to increase the status' duration further.
    quote:

    Electrocuted, «» round(s)
    Unable to act. Water resistance is increased by 1.5x Energy resistance.

    Appearance:
    Looks like a small fairy/elemental hybrid made of an orange-ish electricity similar to King Konnan's thermal shock spell animation, except with a slightly more light and yellowish hue.
    Has a speech bubble similar to that of Vampoglin/Flareos, except much smaller. Speech bubble shows an icon of which element it is currently using.

    Attacks by spraying an orange-yellowish spark at the enemy with one of its hands. 1 hit

    Description:
    A sentry designed more to incapacitate than to kill with its powers of fire and lightning. This golem is more than capable of delivering a nasty thermal or electric shock to your enemies. Just don't mistake it for a soft drink.

    quote:

    Note: For a potential guest version of this pet, a summon version would be appropriate but a call is fine too. Just as long as the guest also takes a -90% damage penalty. Which would mean more potent status due to the nature of being a guest this time, meaning more melee% being traded for the effect.

    Im-Pact
    Darkness pet
    MC is Fruitcake Zard style toggle between darkness damage boost and SP stealing effect.

    Effects:
  • Functions like a darkness clone of Lepre-Chan by default, boosting player darkness damage by X% but doesn't attack itself. X% is calculated in almost exactly like Lepre-Chan, except with the effect below.
  • Has a built-in "Glass Cannon" like effect for flavor. This causes the player to take extra damage, but causes X% to be higher for more dark boost.
  • Can be clicked to toggle to drain mode. Instead of boosting player damage, the pet now adds a "Katar of Earth" like SP steal effect. After the player has dealt darkness damage, the monster loses SP equal to (1.125*X/2)% of darkness damage dealt.(if enemy lacks SP, this overflows to HP) Player then heals SP equal to (1.125*X/2)% of darkness damage dealt.

    Appearance:
    A small black colored imp with wings holding a quill pen and an open tome. Has a speech bubble too with an icon to indicate whether it is giving a damage boost or SP drain effect. Is in damage boost mode by default.
    On its turn it scribes something on its tome and flips a page.

    Description: Form a pact with this little imp, empowering your darkness attacks with greater power or imbuing them with the ability to steal your foe's stamina. This demonic pact grants more power than usual at a cost of your survialbility.
    Synthetic Undine
    Water/Ice booster pet
    MC is compression

    Effects:
  • Functions like an exact clone of Lepre-Chan, except that it boosts ice and water attacks instead of light. Boosts water & ice attacks by X%
  • When player HP is below 50%, the pet's boost is halved. At the end of every player attack, you heal HP equal to X/2% of water/ice damage dealt.

    Appearance:
    A floating, blue and watery "slime" girl/humanoid, with glowing "power button icon pupil" eyes. Has some ice crystals floating around her as well.

    Description:

    Drakel technology has created this imitation of a water elemental and altered it to have some powers over ice as well. This model is designed to strengthen its user's water and ice attacks, and in times of emergency imbue them with the ability to heal the user as well.


    quote:

    Note: Undine is supposed to be a dual element compression booster pet. If boosting two elements at once is too much then make it a toggle pet similar to the earlier mentioned pets in this post.


    < Message edited by poopbum -- 2/18/2017 19:08:54 >
  • AQ  Post #: 3
    9/30/2016 16:00:56   
    Kay Oh
    Member

    I've been meaning to comment on everything, so here it goes.

    The Goggernaut
    Really fun monster idea. The mechanics are interesting, especially with the player's misc automatically removed at the end of the turn. It would probably need to have higher HP than the typical Gogg like you said, since its element modifiers are 200% and you auto-hit. It seems like the Gogg does a lot of self harm, maybe he needs a therapist.

    Goggernaut Helmet
    I like the idea of having an auto-hit misc, but it seems very OP. You would have to take pretty heavy damage penalties for yourself/pet/guest.

    Pandemic Rune
    Cool idea, I approve!

    Viral blade
    The terror effect is one of my favourites, so I'm all for having similar effects. And we don't see many disease inflicting effects, so definitely +1 this. You could even make it more interesting by having it have a proc that sacrifices a significant amount of damage to inflict disease which you can later "consume" as well.

    Zombie Goat Skull
    ......Regenerative Virus
    Just learned about the Borrow's effect, an interesting one indeed. Could take huge advantage of the extra damage dealt to mobs who wouldn't even survive the next few turns to heal it back. +1
    ......Corrosive Breath
    Similar to D.A.N.C.E.R., great utility.
    Perhaps you could give it a spell that inflicts disease? More synergy with its effect and Viral Blade.

    Pyroshock Elemental
    Never was a fan of speech bubble toggles because they're huge. IMR did mention that making them smaller is on her to-do list, at least for Flareos. As long as it doesn't cover too much of your screen, I'm fine with it. That's a hefty damage penalty, might as well make it -100% like Flareos tbh. +1 nonetheless, really fun status that should be used more often.

    Im-Pact
    Reminds me of blood contract.
    Make a deal with the devilish imp for greater power but a price to pay, your soul. :P
    +1

    Synthetic Undine
    Hmm, having 2x Lepre-chan in 1 as an MC, not sure how I feel about that. 1 Lepre-chan as is is already so powerful. I think a pet like lepre-chaun should boost only 1 element imo. So I'll stay neutral on this one.



    < Message edited by Kay Oh -- 9/30/2016 16:06:20 >
    AQ MQ AQW  Post #: 4
    9/30/2016 18:54:13   
    Andlu
    Member

    quote:

    Hmm, having 2x Lepre-chan in 1 as an MC, not sure how I feel about that. 1 Lepre-chan as is is already so powerful. I think a pet like lepre-chaun should boost only 1 element imo.

    It's balanced and I don't see any problem of it happening, as lepre-chan itself doesn't even have a MC
    AQ DF AQW  Post #: 5
    9/30/2016 19:23:04   
    Kay Oh
    Member

    Lepre-chaun is already a league above the rest, especially having 100% of its power into the boost effect and doing the full 40% of player's damage. Compressing 2 of them in 1 would easily outclass any existing pets. Perhaps before going that far, we should at least have all the other pets doing their proper 40% of player's damage.
    I would +1 this idea, but I think staff wouldn't choose it bc of that.
    AQ MQ AQW  Post #: 6
    9/30/2016 19:24:13   
    Andlu
    Member

    Better than making pets deal 40% of player's damage, is making pets require only DEX and BTH for stats
    AQ DF AQW  Post #: 7
    10/4/2016 3:26:48   
    poopbum
    Member

    Renamed Pyroshock Elemental to Pyroshock Sprite and made some aesthetic updates to it, after seeing this post.

    @Kay Oh: The Goggernaut monster makes you autohit so that he can autohit as well, a trade off idea that I wanted to carry over to the misc.

    I thought that by making monsters autohit(which deals *1.4 of player's damage normally), it could justify having attacks on the player's side autohit at no penalty as well. I am not sure what's staff's opinions on this though, but if possible I don't want the misc to cause the player to incur any form of damage penalty.

    If necessary the autohit effect could perhaps be applied only for the player and not pets/guests(though booster ones will still be affected indirectly), and perhaps attach a small SP upkeep to the misc and/or increase the HP upkeep further. Monster will still autohit the player so that can be quite a trade off to pay for the effects here.

    It is meant to be a rather offensive misc so I don't think the upkeep will be that high due to the lack of elemental resistance effects.
    quote:

    Viral blade
    The weapon actually trades a bit of damage on all attacks with it to inflict disease on its own, so I think it works as no-proc and 100% proc weapons right now.

    The disease effect is based off that of Brackish Blade and Giant Miniature BURP, so I think trading about 9% damage on all attacks is probably enough to get the maximum amount of disease infliction out of the weapon at +0 save. Since Disease as a status scales directly off damage dealt.

    I suppose we could up the damage penalty for Disease should we wish to make the saving roll give mob -20 to save, though I don't think that's necessary for now.
    quote:

    Zombie Goat Skull
    The tome has a built-in effect that causes all spells casts when holding it to take a damage penalty to inflict disease, with disease equal to damage dealt by the spell going by existing sources of Disease. So that covers that part for synergy.

    And yeah Corrosive Breath is supposed to be D.A.N.C.E.R. on steroids. Edited my earlier post to further elaborate on it.
    quote:

    Pyroshock Elemental
    I actually picked the speech bubble toggle option as it allows the player to toggle anytime, as long as it isn't the pet's turn instead of strictly being during player's turn only. Also makes it more convenient to use with the visual indicator. Ideally the bubble will be smaller than a misc icon or something.

    I could scale up the damage penalty all the way to having the pet deal 0% damage(or -100% penalty), but I think trading away 90% of its damage might be enough considering how it trades more damage than that of Experimental Robocockatrice(deals *0.137) in Petrify Mode.

    It being able to deal a bit of damage is probably for thematics sake(since it works like a taser), so maybe I could make it take -95% or set its damage to 1(practically -99% or -100% penalty) for the effect. I think I'll leave this part up to staff as well.
    quote:

    Synthetic Undine
    Hmm, having 2x Lepre-chan in 1 as an MC, not sure how I feel about that. 1 Lepre-chan as is is already so powerful. I think a pet like lepre-chaun should boost only 1 element imo. So I'll stay neutral on this one.
    As andlu have said I think it is okay though, but perhaps it could be restricted to boosting only one element at a time as stated in the notes.

    Currently I just let it boost both at once since realistically speaking, the player will usually only use one element at a time. I figured it could work like those compression pets that seeks between two elements automatically, except that this is a booster pet this time.

    All pets are already inherently designed to do 40% of a player's damage at maxed CHA, barring trading damage for status effects. It is just that booster pets like Lepre-Chan are lean dependent whereas other pets are lean independent, so they act as options for FO BMs without losing out on efficiency unnecessary.
    AQ  Post #: 8
    10/4/2016 11:23:05   
    Yozai
    Member

    This is some cool stuff. With some fun effects. Would not mind to see some of this in game.
    Most of all the g-helmet tough seems a bit OP. Buy hey Im not a stat-dude so can't really say.
    AQ  Post #: 9
    10/12/2016 0:03:32   
    poopbum
    Member

    Glad to to hear that ^^

    Also btw do you guys think I should change the Im-Pact's "Glass Cannon" effect to a small flat HP upkeep or just keep it as it is with increasing monster damage? Both are just for flavor, though this is a booster pet so it is catered for FO leans. As such maybe I should change/scrap that extra flavor effect?
    Boom of Doom
    Darkness Spell with undead trigger

    Effects:

  • Costs some HP to deal extra damage.
  • Triggers on undead to deal darkness fakeseeking and +10% extra damage. Downtrigger is -5% damage.

    The fakeseek works exactly like Doom Knight's Blade/ Death's Reaver.

    Does 5 hits, -3 bth lean and base heavy.

    Animation/Appearance:
    Some purple runes appear around the player, while a dark crimson version of the supernova explosion happens at the enemy.

    Description:
    This cursed rite is based on the necrotic power powers of the Doom Knights. It uses some of its caster's blood to create a powerful explosion, capable of massive darkness damage and laying siege to your foes. Against undead this spell is able to strike them with greater force, as if they are weak to darkness!

    Note: I didn't make the spell MCed, but if MCed just give it +5% damage boost. Applied regardless of spell being triggered or not, so has no damage bonus/penalty on downtrigger, but +15% damage on trigger.
    Blessed Dragonbane Axe
    Light weapon with dragonkind trigger

    Effects:
  • No special so gets +9% damage.
  • Click on the hilt to change weapon type: Melee Axe, Range Halberd and Magic Sparkling Axe.
  • Triggers against Dragons and dragonkind to fakeseek light and also damage their SP equal to 0.1*1.125 of total damage dealt.(if enemy lacks SP, overflows to HP) Downtrigger is -5% damage.
  • MC: Click Orb to cast a spell: Smite Dragonkind

    Smite Dragonkind is a light spell with the exact same dragonkind trigger and downtrigger effect as the weapon it is from.

    It also has a multiplier effect similar to Terror Weapons that causes it to take into account armor leans.(since no-proc weapon) Type and stats used are as weapon's current type, costs SP if melee/ranged and MP if magic.

    The armor lean part only applies for standard armor leans on the new lean system. If the armor is on old lean system or is something non-standard such as spellcaster lean, it defaults to neutral lean for the multiplier effect.

    Also has -3 bth lean and is base heavy for both the weapon and the spell.

    Appearance:
    A golden axe similar to the Undead Axe Series, but with an orb at the core of the axe.(similar to that found in temp Dragon weapons) Orb glows purple when triggered and surrounds the axe/halberd in an aura.

    Smite Dragonkind animation: A beam of light strikes the enemy from above for 6 hits.

    Description:
    This is probably what a Paladin's approach to dragon slaying will look like. Click on the hilt to transform the weapon to suit your fighting style. Click on the dragonbane core to smite your foes with a pillar of light, powered by your inner strength and the dragonbane in the axe.

    Speaking of which the "purified" dragonbane within it is capable of harming any dragonkind regardless of their resistances, as if they are weakest to light! It can also sap their stamina in the process.

    Blessed Dragonbane Bow
    Light 100% proc bow with undead trigger

    Effects:
  • No special-special or anything like that, so +2% damage.
  • Essentially a 100% proc clone of Blessed Dragonbane Axe, except that clicking on the bow's handle toggles between 100% proc ranged and magic. Click on the orb to shoot a beam of light at the foe.

    The spell is also independent of armor leans here, just like any normal spell. Though it retains the same dragonkind trigger, and the stats used and spell's type is based on the bow's current attack type.

    Appearance:
    Looks like a golden version of the temp Dragon Bow. In magic mode the bow gains some sparkles around it.

    Attack animation in ranged mode has the bow conjure some spiritual arrows to strike the enemy for two hits. In magic mode the bow simply shoot some beams from the orb instead.

    Animation of the spell shoots a beam of light at the enemy from the bow, dealing 6 hits.

    Description:
    This is probably what a Paladin's approach to dragon slaying will look like. Clicking on the bow's handle will let allow you to decide between firing ranged arrows or magic beams. Click on the dragonbane core to blast your foes with a beam of dragonbane infused light.

    Speaking of which the "purified" dragonbane within it is capable of harming any dragonkind regardless of their resistances, as if they are weakest to light! It can also sap their stamina in the process.


    Note: If the Blessed Dragonbane weapons' type switching(which affects the built-in spell too) is too strong, then just make them separate weapons instead of a toggle.

    < Message edited by poopbum -- 2/20/2017 8:21:47 >
  • AQ  Post #: 10
    10/12/2016 0:41:01   
    Jdilla
    Member

    Dragonbane Axe and Bow sound awesome. Nice suggestions, dude.
    AQ  Post #: 11
    10/21/2016 21:13:06   
    poopbum
    Member

    ^Thanks

    Horn of the Snowstorm
    Ice "VBG" type 100% proc weapon
    MC is toggle between pure damage and freeze mode.

    Effects:
  • Click handle/smaller tip of horn to swap between ranged and magic.
  • Click the horn end/bigger tip to toggle between pure damage and freeze mode.(default pure damage)
  • Freeze mode uses MC, takes a -60% damage penalty and uses up its bonus(see below) for a high chance to attempt Freezing. In Magic mode the damage penalty is increased for it to keep the same rate of Freeze as Ranged mode.

    Rate scales with hitslanded/hitsattempted and enemy ice modifier. If all hits land and ice modifier is 100%, rate should be 100% chance to attempt by default.

    Enemy gets -20 to save. Freezes the monster for [Ice Resistance]/100% turns (rounded stochastically).

  • Has +2% for lacking a real special. Does *22/17 damage on the pure damage mode, and in freeze mode this bonus is given up to pay for the freeze status.

    Pure damage mode gets a further +5% damage boost from the MC. All these are not applied to the extra hit below.
  • At the end of any attacks with the weapon, there's a 20% chance of doing an extra hit to the player for the full damage of a Special attack.
    This does Ranged/Magic(depending on mode) Ice damage and is dodge-able. This is treated as "other" and is thus unaffected by effects that increase damage dealt/taken.(save for armor leans and resists)

    Appearance:
    A small blue horn with pale colored icy winds coming out of its tip, this changes to snowflakes when toggled to freezing mode. In magic mode the horn gets some sparkles around it.(similar to that of Caladbolg and KB)

    Description:
    Blowing on this horn will allow you to call a volatile snowstorm to engulf your enemies, and occasionally yourself too! Normally it does above average ice damage, but clicking on the tip of the horn will let you focus its power into freezing your foes instead. Click on the handle to switch between a ranged or magical snowstorm.

    Note: Unlike the original VBG, you still damage the monster normally when the self-damage occurs. The extra damage it gets is thus *0.8 of what VBG gets.(so 0.8*55/34 = *22/17)

    The freeze effect is pretty powerful and consistent, so if necessary slap it with a bigger damage penalty for the effect. Though it already pays 60% of its damage plus MC and "VBG bonus" for the effect already, which is quite a lot.
    Horn of the Sandstorm
    Earth/Wind "VBG" type compression 100% proc weapon.
    MC is toggle compression of two elements.

    Effects:
  • Click handle/smaller tip of horn to swap between ranged and magic.
  • Click the horn end/bigger tip to toggle between Earth and Wind(default Earth).
  • Does *22/17 damage, and has +2% for lacking a real special. This is not applied to the extra hit below.
  • At the end of the attack, there's a 20% chance of doing an extra hit to the player for the full damage of a Special attack.
    This does Ranged/Magic Earth/Wind damage(both depending on mode) and is dodge-able. This is treated as "other" and is thus unaffected by effects that increase damage dealt/taken.(save for armor leans and resists)

    Appearance:
    A small beige horn with sandy winds coming out of its tip. It is covered in runes that glow brown in earth mode, and white in wind mode. In magic mode the horn gets some sparkles around it.(similar to that of Caladbolg and KB)

    Description:

    Blowing on this horn will allow you to play a song used in every video evercall a volatile sandstorm to engulf your enemies, and occasionally yourself too! Clicking on the tip of the horn will allow you to decide between a sandy(earth) or airy(wind) sandstorm. Click on the handle to switch between a ranged or magical sandstorm.

    < Message edited by poopbum -- 10/21/2016 21:15:19 >
  • AQ  Post #: 12
    11/11/2016 20:06:37   
    poopbum
    Member

    Full Moon Acolyte
    Triple compression spellcaster lean armor without elelock for the spellboost.
    MC is built-in quickcast MP spell that heals SP.(kinda like Mythical Armor except for SP)

    Elemental modifiers: Strong ice primary and strong light/darkness secondary. Resist spread being similar to some of our recent armors.(e.g. Radiant Warhorse, Warg Rider, Tyrannochicken, FATS)

    At top levels it should have something like 39% to ice and 42% to light and darkness.

    MRM/Blocking: Slight focus on magic since it is robes, melee and ranged are even. Blocking won't be high due to the armor pseudo covering 3 elements defensively.

    Effects:
  • Whenever you cast a non-HP healing spell, you pay X HP to boost your spells by +50% damage.(same effect as Pyro Bloodmage)

  • Spellcaster lean so *0.8 damage dealt and *1.25 damage taken, but boosts ALL spells by an appropriate amount. No elelock, boosts ANY kind of spell. The boost could be about +30% to +50% depending on level?

  • MC: Has built-in quickcast spell that costs MP to heal SP by an appropriate amount. This gets affected by the above "HP cost for more power" effect, since it is SP healing and not HP healing.(if need be make it do negative harm/death element damage instead of healing)

    Appearance:
    Armor plated robes with a blue-grey color scheme and maybe an optional hood. So similar to this, except with blue-grey coloring and a bigger cape. The player will be hovering above the ground too. Armor has a chest-piece with a glowing white moon rock on it.

    Description:
    These plated robes are forged in the moonlight of Darkovia. The robes draws energy(and life) from its wearer to greatly empower any spells cast in it, but this makes it impractical for physical combat as a result. You may call upon the power of the moonlight within this armor to restore your stamina as well!

    Shamanic Minstrel
    Triple compression spellcaster lean armor without elelock for the spellboost.

    Elemental modifiers: Strong focus on Earth, Wind and Fire(yes really) modifiers. Resist spread being similar to that of stuff like Radiant Warhorse for everything else.

    At top levels it should have something like 40-41% modifiers to earth, wind and fire at the cost of everything else. If that isn't possible then we could just go with 39% fire and 42% to earth & wind.

    MRM/Blocking: Flat MRM blocking spread. Blocking won't be high due to the armor pseudo covering 3 elements defensively.

    Effects:
  • Spellcaster lean so *0.8 damage dealt and *1.25 damage taken, but boosts ALL spells by an appropriate amount. No elelock, boosts ANY kind of spell.

  • MC: You may click on the skill menu to toggle between putting your Heart(HP) and Soul(SP) into your spells.

    If Heart is toggled on, you pay X HP whenever you cast a spell to boost them by +50% damage.(same effect as Pyro Bloodmage)
    If Soul is toggled on, you pay Y SP whenever you cast a spell to boost them by an appropriate %tage in damage.
    Both Heart and Soul can be toggled on at the same time for greater spellboost, at the cost of player resources.

    If this isn't enough of an MC *looks at Bard of War*, then I suppose we can throw in a rainbow CHA SPell that does 1 hit of every standard element for 8 hits total. With appropriate damage boost as compensation for using all elements.
  • AQ  Post #: 13
    12/11/2016 9:09:24   
    poopbum
    Member

    Coffae
    ??? Element SP healing pet
    MC is a summon guest version of it compressed into the pet.

    Effects:
  • Functions like any healing pet such as Fairy Godmother and Retro Twilly, except that it heals SP instead.
  • Click to summon a guest version of the pet. Guest has MP upkeep, but is otherwise identical to the pet except that it has guest stats.

    Appearance(same for both pet and guest):
    Looks similar to Angel Guard/Guardian Angel/Solar Flair Angel guests, but with a barista uniform and a more brown color scheme. Wings are more of the insect/fairy variety rather than the feathery kind.

    Attack animation has it do 3 hits of SP healing damage, looks similar to Fairy Godmother/GA/SFS's healing animation.

    Description:
    A familiar utilized by wizards too busy to take a sip of coffee. By focusing some of your mana on it, you could even conjure a double of it in case one coffae isn't enough already.
  • AQ  Post #: 14
    1/15/2017 18:14:22   
    123456aq
    Member

    We absolutely need something that can help boost spell power(that isn't poelala). These armors with unique abilities that use a uncommon lean even if its for utility they are great for players and may help in certain situations. I think we should have something like this in game for its wacky and unique take on things. (for the spell-caster lean armors especially). Alot of these things are unique and can add a flair to the game (even if some may be unbalanced it can be fixed) hopefully some of these ideas may be put into the game.

    < Message edited by 123456aq -- 1/15/2017 18:15:48 >
    Post #: 15
    2/11/2017 5:35:49   
    poopbum
    Member

    Call Crimson Chieftain
    Fire/SP healing HP upkeep guest
    MC compresses fire damage and healing in the guest.(if not MCed then just -5% damage in both modes)

    Effects:
  • Click on him to toggle between two modes: Pure fire damage or SP healing.
  • Cost X HP per turn as upkeep instead of SP.

    Appearance:
    A translucent, red ghostly barbarian wearing armored hides and a crown. Has a bearded face and wields a large two handed sword. Has a similar standing pose to artix from the Paladin's Oath misc.

    When attacking he walks up to the mob swinging his sword, kicking and performing a headbutt for 3 hits.
    When healing he raises his weapon and summons a reddish aura, doing one hit of SP healing to the player.

    Description
    Call forth the spirit of an ancient barbarian king, fueled by your blood and powered by your lifeforce! This warlord will unleash fiery havoc upon your foes. But by clicking on him you may have him inspire you in battle instead, restoring your fighting spirit!

    < Message edited by poopbum -- 2/11/2017 5:37:19 >
  • AQ  Post #: 16
    3/29/2017 23:37:15   
    poopbum
    Member

    Demonic Soul Arts
    Multi-function harm STR SPell

    Has 4 options:


  • Soul Absorption: Harm SPell that takes -50% damage penalty to heal player HP equal to damage dealt.
    2 hits with an animation similar to the Demon Knight's Soul Steal spell, but with a pink hue.

  • Soul Blast: Harm SPell that also costs an amount of HP to deal +50% extra damage.(same as D-Burst)
    You shoot a ghostly skull at your foe that explodes on impact for 2 hits.

  • Spirit Absorption: Costless spell that start off dealing as much damage as a melee attack. Then takes -80% damage penalty to heal SP equal to *1.125*4 of the damage done.
    2 hits with an animation similar to the Demon Knight's Soul Steal spell, but with a green hue.

  • Cancel: Does nothing but doesn't cost a turn, simply returns you to battle menu.

    All spells deal melee damage. Stat bonus to damage for all spell options are: STR/4 (+LUK/2 on a LS), stat bonus to BTH is STR/16 + DEX/16 + LUK/20.

    Since all spells deal harm damage, they take a -10% damage penalty as well. MC is compression.

    Description
    An evolved form of the Soul Drinker technique of the Demon Knights of Stormfallen. Use your strength to rip your foe's health or SP out of their bodies to replenish your own. Or even blast them with a bit of your own soul for massive damage!
    Spiritual Beast Calling
    Multi-function harm CHA SPell

    Has 4 options:
  • Phantasm Dragon: 4 hit Harm spell with full base damage lean. Autohits and takes a -15% damage penalty, but this penalty is increased or decreased depending on your DEX/CHA/LUK VS ExpectedDEX/CHA/LUK. With DEX and CHA playing a bigger role than LUK.
    Art: A bluish transclucent Radius Dragon charges into the opponent with its mouth open, flying pass for 4 hits.

  • Call Phantasm Gorilla: Summons a ghost gorilla harm guest with SP upkeep.
    Art: A ghostly transclucent version of the Lime Ape guest.

  • Phantasm Bat Swarm: Costless spell that start off dealing *3/8 of a spell damage in 3 hits. Then takes -80% damage penalty to heal SP equal to *1.125*4 of the damage done.
    Art: Similar to shadowbat swarm except that the bats are transclucent and blue tinted in color.

  • Cancel: Does nothing but doesn't cost a turn, simply returns you to battle menu.

    All spells deal magic damage. Stat bonus to damage for all spell options are: CHA/4 (+LUK/2 on a LS), stat bonus to BTH is CHA/16 + DEX/16 + LUK/20.

    Since all spells and the guest deals harm damage, all of them have a -10% damage penalty. MC is compression.

    Description
    This spell is the fruit of Vephoma's research in the art of taming ancient spiritual beasts. You may call forth a ghostly dragon to deal a fixed amount of damage to your foes, a gorilla friend or even a swarm of ghostly bats to leech your foe's spiritual reserves.

    < Message edited by poopbum -- 6/5/2017 7:55:06 >
  • AQ  Post #: 17
    6/5/2017 7:52:49   
    poopbum
    Member

    Thief of Spirits
    Multi-function harm Spell

    Has 4 options:
  • Spirit Tap: 3 hit Harm spell that deals 50% damage to heal SP equal to damage dealt *1.125, costs MP.
    Art: You shoot a purple semi-transparent and glowing beam at your enemy for 1 hit, before exploding on impact into a bunch of smaller beams that float back towards the player.

  • Spirit Crusher: 3 hit harm spell that takes -25% damage penalty to drain enemy SP* by 1.125*1/3 of damage dealt. If enemy lacks SP, overflows to HP** like Neko Katar of Earth. MP cost too.
    Art: You shoot a beam similar to the above, but thicker. And this time the exploded beams envelope around the enemy to crush them instead.

  • Mana Tap: Costless spell that start off dealing *3/8 of a spell damage in 3 hits. Then takes -80% damage penalty to heal MP equal to *1.5*4 of the damage done.
    Art: Similar beam to Spirit Tap is shot, except that it has a more cyan coloring this time.

  • Cancel: Does nothing but doesn't cost a turn, simply returns you to battle menu.

    All options besides "Cancel" have a -10% damage penalty for dealing harm. MC is compression.

    *You crush your enemy's spirit, <> SP lost!
    **You crush your enemy's spirit, <> SP lost! Your foe's depleted spirit causes further harm to their body as well!
    Description
    An advanced technique developed by the Dragon's Breath style martial artists. This spell lets you tap into your enemy's lifeforce to replenish your mind and will. By focusing your chi, you can even crush your enemy's very spirit itself!

    < Message edited by poopbum -- 6/5/2017 8:01:33 >
  • AQ  Post #: 18
    8/17/2017 8:46:25   
    poopbum
    Member

    Summon Elemental Curry
    Omni-elemental MP upkeep guest
    MC lets you toggle between random element and seeking modes.

    Effects:
  • Click* on it to toggle between two modes: Random elements& or seeking+(both of the 8 standard elements)
  • Instead of getting a damage boost compensation for random element mode, it attempts to inflict a 5 turn prismatic burn on the monster that stacks.
  • In element seeking mode, MP upkeep is increased to *1.4 to compensate.

    Appearance:
    A floating, rainbow colored mass of curry on fire. The flames and curry itself constantly shifts between colors representing the 8 standard elements. In elemental seeking mode the curry is no longer on fire.

    When attacking, it floats towards the monster and touches it for 3 hits.

    *Click to choose between volatile curry and seeking curry!
    &Your curry will now burn your enemies with a rainbow of elements.
    +Your curry will now align itself to roast your enemies with their weakest element.

    Description
    Spiciest curry ever? Conjure up some prismatic curry to rain hot terror upon your foes, possibly leaving them with a million singes!

    Click on the curry to focus it to strike with your foes' weakness, but this takes extra mana to maintain and the renders the curry too mild to cause anymore prismatic burns.


    < Message edited by poopbum -- 8/22/2017 8:02:45 >
  • AQ  Post #: 19
    8/22/2017 7:59:47   
    poopbum
    Member

    Lifedrinker Choker
    MCed Miscellaneous item

    Effects:
  • Gives +INT boost, highest possible for the item's level.(So at lvl 150, gives +50 INT)
  • Costs an appropriate amount of MP per turn.
  • MC: Click* on the misc to toggle between HP& and SP+ drain.
  • Heals your HP/SP after you attack based on an appropriate %(roughly about 13.33% for HP, 15% for SP) of the damage dealt, with appropriate modifiers for being HP/SP healing. The healing will also be adjusted based on the type of attack and whether it is a spell or not.

    Essentially functions like a HP/SP healing clone of Rejuvenating Necklace depending on which mode it is in, except with a MP upkeep and an INT boost instead of magic blocking.

    *Click to channel the choker's vampiric aura to restore your vitality/stamina!
    &Your choker will now restore your vitality(HP) based on damage dealt.
    +Your choker will now restore your stamina(SP) based on damage dealt.

    Appearance:
    A black colored choker with a fanged skull as the crest, said skull has a glowing red outline around it that resembles flowing blood.

    Description
    This cursed choker imbues its wearer with the aura of a vampire, granting mystical prowess and a lifestealing touch. By clicking on the choker, you can choose between channeling the lifeforce of your foes to restore your HP or your SP!

    < Message edited by poopbum -- 10/15/2017 10:55:55 >
  • AQ  Post #: 20
    8/22/2017 9:31:35   
    Mr. Popo
    Member

    Why don't you put all your suggestions into the first thread and separate them via. (hr) so it's easier to read? Example:

    The Goggernaut

    Stat Build: Abnormally high STR/END/LUK(practically always starts first), negative DEX/INT/CHA

    Monster HP is much higher than normal, but MP and SP are set at 0.
    .........


    Pandemic Rune
    Miscellaneous item

    Effects:
    Costs an appropriate amount of SP per turn.
    ........


    Etc...


    Also, I agree with 123456aq, I only know of one armor that has the spell caster lean which doesn't make sense.
    However the problem with that is that is magic users are already OP, if they were anymore powerful then they would never have to try.They would be able to defeat 2 opponents before they would need to regenerate MP and get the full heal.
    Balance-wise they'd either have to scale every monster up, which would make all the other builds suffer, or nerf mages so that the spellcaster lean would even it back out to where its already at.
    I would also recommend that instead or suggesting to someone else to make the suggestion, to formulster your own suggestion on the topic.

    < Message edited by Mr. Popo -- 8/22/2017 10:47:18 >
    Post #: 21
    8/22/2017 11:18:36   
    poopbum
    Member

    ^Thanks for the input, but I am not sure how the two spellcaster lean suggestions would take mages to a higher level above what the Bloodmage armors have taken them to already.

    Since they were meant to be what Generalist robes would look like if it has an endgame counterpart, except on a more balanced standard. If anything they would wound up being just like your standard FO armor, except with spelltomes rather than standard weapons.

    Okay now that I think about it, I admit that putting in the same HP cost blood boost that bloodmage has in those armors might be overdoing it. If anything that part of those armors could always be scrapped. In fact I ain't a big fan of my two spellcaster lean armors as a whole anymore. The main idea behind them is mostly to visualize what Angelic Robes/Brilhado Necromancer will look like if they aren't elementally locked.

    At this point in time I am afraid it might be too late to put everything in the first post, plus I am not sure if there's a limit to how big a post can get anyway. I'm just gonna edit the first post to have a table of contents now, if it makes things better.

    quote:

    I would also recommend that instead or suggesting to someone else to make the suggestion, to formulster your own suggestion on the topic.
    Not really sure what you mean by this, since it's not like I'm getting another person to post suggestions on my behalf.... unless you are referring to the lack of hard numbers here. In this case it is more of me just trying to create some rough ideas for getting the theme and flavor of the stuff out there, rather than doing all the balancing without all the data from the staff's constantly changing balance standards.

    I'm not an expert on AQ numbers anyway. Also most other suggestion entries tend to either not have them either, or only have rough stats for the top leveled version anyway.

    All of the stuff posted here were pretty much made for fun, and they tend to remain as a "fanfiction" of sorts anyway. Though it's nice that the goggenaut helmet eventually made it into the game.(even if it wounds up different, since the original idea in hindsight is flawed)

    < Message edited by poopbum -- 8/22/2017 11:27:22 >
    AQ  Post #: 22
    8/22/2017 12:59:34   
    Mr. Popo
    Member

    Regarding the spellcaster lean. The point I was trying to make was given all the clearly mage oriented armors, you'd figure that a good number of them would have the spellcaster lean, not just 2. But imagine if the pyromancer bloodmage and all the versions of the wizard robes had the spellcaster lean on top of their already boost on spells. In THAT regard, that would make them litterally unstoppable unless the balances I mentioned were put in which would just end up with what we already have and therefore a big waste of time.

    And I was talking to 123456aq when I said:
    quote:

    I would also recommend that instead or suggesting to someone else to make the suggestion, to formulster your own suggestion on the topic.

    Sorry I didn't make that clearer, please disregard.

    < Message edited by Mr. Popo -- 8/22/2017 13:09:26 >
    Post #: 23
    9/3/2017 6:39:04   
    poopbum
    Member

    ^Well the thing is that wizard robes already have spellcaster lean, except that it is the old version of it that isn't on the lean system. iirc a staff(was it chii?) said that wizard class armors were stated as FO armors of their level range with FD attack power, with the attack power going into the built-in spellboost as a result.

    So the whole part about having this spellboost on top of the spellcaster lean spellboost wouldn't happen, as that will mean applying the spellcaster lean itself twice. Which means double elecomp which I don't think the staff will ever implement, nor is the idea behind these suggestions.

    At most it would be elecomp boost + HP cost boost for +50% damage, which is what bloodmage is doing already. If it's spellcaster lean with a built-in elelocked spell, then that would be another story...

    Update: Lifedrinker Choker now has an INT boost.
    Runic Golem Robes
    Earth MCed spellcaster lean armor

    Elemental modifiers: Strong earth primary. Resist and MRM spread could perhaps be a flipped version of Gryphon Rider, so earth primary and fire/dark secondaries and the rest following the elemental wheel.

    MRM/Blocking: Similar to griffin rider but with strong melee and magic instead, and weak ranged blocking.

    Effects:
  • Spellcaster lean so *0.8 damage dealt and *1.25 damage taken
  • ALL non-earth spell hits deal *spellboost, this boost could be about *1.3 to *1.5% depending on level?
  • All earth spell hits deal *eleCompspellboost, this boost will be higher due to elecomp bonus so about *1.8 or more I guess?

    Armor's MC is essentially compressing earth locked and non-elelocked spellcaster lean armors in one slot.

    Appearance:
    A brown bulky robe that is plated with small rocky golem faces. Similar to the art of Golem Summoner Robes, except that the bottom part consists of pants with shinguards with golem faces on them as well. There is also a stony hood with a pair of glowing red eyes on the top part. There are various runic writings inscribed on the golem parts.

    Description:
    This garment is made of golems that are designed not for combat, but rather for the purpose of drawing power directly from Lore's mana core. The golem parts of this robe are made from runes that will amplify the power of all your spells, especially Earth ones!

    < Message edited by poopbum -- 9/3/2017 6:45:14 >
  • AQ  Post #: 24
    10/15/2017 9:27:14   
    poopbum
    Member

    Spooky Godmother
    MCed Darkness pet. Has 3 abilities that can attack, restore SP or debuff the enemy
    MC is compression

    3 available options, toggled by clicking her hand:

  • Option #1: Deals standard darkness damage*
  • Option #2: 3 hits of SP healing** Has always useful and autohit penalty. *1.125 for SP healing.
  • Option #3: Does no damage and costs X SP, but attempts to debuff the enemy.*** SP cost is to pay for always useful penalty. Works like HSVV/Voidsplinter/werewolf beast form, where SP is paid at start of the turn or upon switching to this mode. If the player can't pay the SP upkeep&, she switches to Attack mode.

    The debuff causes -10 MRM and *1.1 elemental vulnerability combined into one status called Tricked(renamed nerfed/defloss/elevul). This effect lasts for 3 rounds. Inflicts$ with CHA/LUK, enemy resists$$ with their CHA/INT.

    The enemy is also inflicted with Berserk, giving them -20 Bth Lean for a few rounds. Both effects can stack.(if possible, make it both duration and power like werewolf class's guest)

    *I'll blast that mean «monster» for you, my dear.
    **I'll give you a treat, my dear.
    ***Let's play a prank on that bad «monster», my dear.(Costs X SP per turn)
    &You lack the required focus to attempt a prank on «monster».(X SP needed!)
    $Your foe is driven mad as their defenses are hexed!
    $$Your foe resists your godmother's trick.
    Appearance:
    Fairy Godmother but in a witch's outfit with bat wings and striped stockings. Dress is purple in attack mode, green in treat mode and black in trick mode.
    Animation for attack mode is a purple version of the original FGM's light attack, treat mode is like original FGM's healing attacks. Trick has the SGM create a pumpkin candy explosion at the enemy.

    Description:
    This lovely lady will accompany you in your trick or treating. Just click on her hand to choose between blasting them with darkness, restoring your SP with candy or even assist her in playing nasty tricks on your foes. Happy Mogloween!

    < Message edited by poopbum -- 5/11/2018 9:06:56 >
  • AQ  Post #: 25
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