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RE: CH4OT1C!'s Suggestion Bank

 
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12/21/2018 13:43:53   
CH4OT1C!
Member

Bovine Baphomet

Example:
Level: 150
Power: 3.75 (champion elite boss)

Location: The void
Monster lean: Neutal (x1)
Element: Fire/Darkness
Resists:
Fire: 0%
Water: 80%
Wind: 80%
Ice: 100%
Earth: 40%
Energy: 40%
Light: 100%
Darkness: 0%

Melee focus. Ranged/Magic is lower
Stat Distribution:
STR: 275
DEX: 200
INT: 0
END: 275
CHA: 0
LUK: 0


Effect:
- Has "boss boost" (+40)
- Has " fearful presence"*
- Attacks are randomly assigned between darkness and fire. Monster is also tagged as "demon"
- Has the " berserk" status effect permanently (-15bth, 121% damage)
- Deals more damage as his HP decreases**. He deals 100% damage at 100% HP, and 150% damage at 0% HP
- Has a skill to boost his damage output by 25% for 3 turns. This skill costs HP***
- Quickcast SP skill that works like "snarl" > costs SP to inflict afraid on the player. Player can resist at a +10 bonus****:

Level: PowLvl vs MonsterLvl
Major: MonsterSTR vs PlayerSTR
Minor: MonsterLUK vs PlayerLUK

* An enraged demonic cow? You're frightened by this Cow-ncerning situation!
**The bovine sees red! Deals 1XX% damage this turn
***This *extremely* rare steak just got heated! Deals 125% damage!
****The unsettling Moo leaves you feeling cow-ardly!
The dis-cow-uieting Moo unnerves you, but you stand firm!

Appearance: A regular cow standing on it's hind-legs. In it's forelegs it holds a large demonic axe. It swings this axe at the player to attack. When using the HP skill. The cow's eyes glow red, remaining so until the effect wears off. When using the SP skill, the cow lunges forward like the werewolf armour, and the word "moo!" can be seen. This disappears and the cow returns to its original position.
Description: Un-holy cow! This corrupted cattle is not a-moo-sed! The mere sight of him will leave you udder-ly terrified!

Rewards coming soon

< Message edited by CH4OT1C! -- 12/21/2018 14:17:27 >
AQ  Post #: 51
12/21/2018 13:59:22   
Primate Murder
Member

You know, the most terrifying thing about this boss are the puns.

I don't know what it says about me that I actually like them...


Edit: I'm not certain that monsters have qc skills. From what I understand, it works more among the lines - if monster has enough sp, it does a different attack animation and attempts to inflict Fear.

Edit2: I'm also uncertain on whether the hp-costing damage boost counts as a skill. I mean, The Sacragon Boss (from Taladosian/Arena) has pretty much the same thing - and it counts as more of an effect than a skill.

< Message edited by Primate Murder -- 12/21/2018 14:15:49 >
AQ DF  Post #: 52
12/21/2018 14:13:48   
CH4OT1C!
Member

@Primate Murder: It doesn't have to literally be a quickcast skill, just function as if it were one. Much like the updated werewolf monsters. In that case, this boss should be fine
AQ  Post #: 53
12/22/2018 18:24:47   
CH4OT1C!
Member

Demonic Dicer
MC Melee Fire Axe. Has a toggle between damage mode and "berserk" mode. MC changes depending on the mode.

Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: Defeat Bovine Baphomet
Damage: Base Heavy Lean
Type: Melee
Element: Fire

Effect:
- Has a -5bth lean on all weapon attacks.
- 0 Proc so *1.09 damage
- Has a toggle between "power" and "berserk" modes (click to switch)*
- in power mode, weapon deals 100% damage. MC is fueled into 5% extra damage
- in berserk mode, the player receives the berserk status effect* (-15bth, *85/70 damage). MC is fueled into +4.25bth.

*The lingering power of Bovine Baphomet has driven you into a mad fury!
You calm as the lingering power fades!

Appearance: The axe used by Bovine Baphomet
Description: Bandits beware! Once wielded by a beserk bovine, this blazing butcherer can be used to bash them batty!


Unholy Steak
MC Fire Shield. Reduces fire damage as your HP decreases

Example Tier:
Level: 150
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: Defeat Bovine Baphomet

Melee: 18
Ranged: 11
Magic: 11

Fire: -26%

Effect:
- takes less damage from fire attacks as your health decreases: -(15-15*[% of HP left])/1.4)% to fire attacks.

Appearance: A giant steak with 2 straps to connect it to the player
Description: There's the beef!

Blazing Bull
MC fire pet. Has a toggle between damage and "burn" mode

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 12,102,583
Sellback: 6,051,291
Location: Defeat Bovine Baphomet
Element: fire
Damage: melee

Effects:
- This is a toggle pet, with 2 modes. It starts in "damage" mode, and can be toggled into "burn" mode with a click.
- In "Damage" mode, the pet does 1 hit of fire melee damage at a -5bth lean. MC is fueled into +5% damage
- in "Burn" mode, the pet attacks twice for fire damage, +3bth lean on each. Your opponent can resist at a +0 save:

Level: 153 vs MonsterLvl
Major: YourCHA vs MonsterCHA
Minor: YourLUK vs MonsterLUK

If it fails, the monster is burned*
*The flames burn your foe!
Your foe endures the demonic flames!

Appearance: A smaller version of Bovine Baphomet. He swings his axe for the regular attack. In his burn mode, he breathes fire!
Description: This berserk bovine may not be as big as his dad. However, he can actually breathe fire!

< Message edited by CH4OT1C! -- 12/23/2018 4:51:39 >
AQ  Post #: 54
12/23/2018 2:11:48   
Primate Murder
Member

Actually, Berserk's damage boost is multiplicative - that's what makes it so good.

Also, I suspect the shield is overpowered. If it's drawing inspiration from Tectonic, it shouldn't reduce damage by more than (10/1.4)%.


Overall, the set is not exceptional, but fits the boss. Weapon can be useful during wars and the pet's a viable alternative to the Rose for bm builds.
AQ DF  Post #: 55
12/23/2018 4:50:15   
CH4OT1C!
Member

Fixed the beserk. Tectonic tower shield applies to every element damage reduction, not a single element. As such, compensation is necessary. That's why it's 15/1.4 rather than 10/1.4. I applied the same compensation as if it were scaled by remaining health. If it's wrong, then it can be changed. However, by nature it'll be more than 10/1.4% damage reduction. Again, and I have to stress this, none of my items intend to be the very best of their category. They are designed to be interesting.
AQ  Post #: 56
12/23/2018 9:10:06   
Primate Murder
Member

They are not unique, but they are interesting.

As for the shield - Cozy Farzhad Mogloo says otherwise. It reduces fire damage you take by *0.5/1.4 for 50% sp cost of a standard skill.

Granted, at the moment we are at that weird place, where standards are inconsistent. I mean, Radiant Aegis pays 25*1.4% sp for 25% damage reduction from all elements.
AQ DF  Post #: 57
12/24/2018 12:02:07   
CH4OT1C!
Member

With respect, I believe you're wrong. The items will stay as is. If implemented, the staff can always change things in relation to balance issues.
AQ  Post #: 58
2/10/2019 17:31:59   
CH4OT1C!
Member

This is my first time trying to creatively rework a class, so bare with me!

Necromancer cloak

Example Tier:
Level: 150 Mastercraft (scales)
PowerLvl: 153

Price: 96,820,665
Sellback: 48,410,332
Location: Necromancer Class shop

Combat Modifiers
Melee: 45
Ranged:45
Magic: 55

Elemental Modifiers
Darkness main, Earth secondary

Attack is 2 hits. 0bth lean (nothing unusual)

Effects:
- You gain Armor Lean x0.8
- This armour comes with a variety of armour skills:

Level 0: Dominion
As a necromancer, you hold dominion over all undead, even if you didn't create them yourself!
If your enemy is tagged as "undead", this passive offers an [x]% chance to attempt to control them*. They can resist at a +20 bonus:

Level: 153 vs MonsterLvl
Major: YourCHA vs MonsterCHA
Minor: YourLUK vs MonsterLUK

*You impose your will upon your undead foe!
Your foe defies your will!


Level 1: Soul tap
Your foe's life force ebbs and flows like a raging torrent. Tap into that energy, remove it and leave them as an undead husk!
Cost: 653mp
This essentially works like undeadify**.
**Your foe's life force ebbs away like a receeding tide, leaving them an undead husk!
You are unable to tap into your foe's life force!


Level 2: Mastery of the dark arts
Your knowledge of dark magic allows you to boost your own intellect!
Toggle ability - spend [y]mp for +50 INT

Level 3: Undead giant
Use your knowledge of necromancy to resurrect an undead giant!
Calls an undead giant guest. Costs [z]mp to maintain. This guest has a simple 2 hit attack. Inaccurate lean. Has a chance to daze your opponent***. Looks like the undead giant from the old necromancer armour

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

***Your undead giant clubs your foe hard enough to have them seeing stars!
the blow is heavy but your foe remains sturdy!


Level 4: Soul steal
Why just remove your foe's life force when you can take it for yourself!
Every turn, you have a [d]% chance of stealing some of your foe's END. This works in a similar fashion to dreadknight cleaver. -25 END for your foe, and you gain +25 END per successful steal****.

****Your foe's life force is stolen!
You fail to tap into your foe's life force!


Level 5: Empower Legion
Boost the strength of your undead army!
Cost: 294sp
Quickcast skill. Boosts the power of your pet/guest attacks for 3 turns.

Level 6: The goal of all life is death
First comes life. Then it ends...
Cost: 653mp
This works in a similar way to borrow. When cast, your opponent receives a hit of heal damage equivalent to a normal spell. Over the next 5 turns, your opponent is deal 44% of an original spell damage (this results in a a spell that deals 420% melee or 210% usual spell damage. Your opponent heals 200% at the beginning, resulting in 110% final spell damage, or 220% melee).

Level 7: Necrotic Aura
Necromancers can exude an aura of dark magic, corrupting your foe!
Toggle ability. Cost [a]mp to maintain. Every turn, you have a [e]% chance of attempting to inflict your opponent with either Crippled, Bleed, Afraid, Blind, Poison, Burn*****. Your opponent can resist with a save (at a +0 bonus):

Level: 153 vs MonsterLvl
Major: YourINT vs MonsterCHA
Minor: YourLUK vs MonsterLUK

*****Your necrotic aura corrupts your foe!
Though your aura is strong, your foe pulls through!


Level 8: Drain life
...or skip the middle-man and drain their health instead!
Cost: 653mp
This essentially works like the "siphon life" toggle on siphon. This spell deals *0.5 darkness damage, but damage is divided by the monster's darkness resist (so it always hits on 100% resist). It gains a similar *0.9 penalty, and you are healed based on the damage dealt.

Level 9: Blackest Night
Imbue your weapon with dark magic, causing it to deal darkness damage!
This works like the skill from the Armour of frostval past, only it imbues your attacks with darkness damage instead.

Level 10: Bone wall
Conjure a barricade of bones to take the hits for you!
Cost: 653mp
This acts as a quickcast healing spell (1 hit). This damage is zero'd. You then receive a new status effect "barricade". This in essence works a similar fashion to disease. Your opponent must deal enough damage to break the wall before he begins dealing damage to your HP again.

Level 11: Channel life force
Convert your raw life force into mana, restoring your MP!
Cost: 435hp
Does one hit of heal damage. Targets MP (*1.5 damage for compensation). *0.9 for always useful and *0.85 for autohit.

Level 12: Zombie Hands
Call upon your (un)dead and buried friends to strike your foe from below, holding them down!
Cost: 653mp
Uses CHA instead of INT for stat bonuses. Deals -[f]% damage and attempts to entangle your foe******. Your foe can resist at a -20 bonus:

Level: 153 vs MonsterLvl
Major: YourCHA vs MonsterCHA
Minor: YourLUK vs MonsterLUK

******Your foe is held in place by the zombie hands!
Your foe avoid the grasping hands!


Level 13: Dark Charisma
Use your black magic to take on a charismatic air, increasing your CHA!
Toggle ability. Spend [y]mp to gain +50 CHA.

Level 14: Draining touch
You (and your minions) can drain an undead foe with a single touch, restoring your mp!
Against an undead foe, you and your pet/guest will restore [h]% of the damage dealt as mp.

Level 15: Cry of the banshee!
Legends say a banshee's call causes death within a day. Imagine what that could do to an undead foe!
Cost: 653mp
This works as a regular darkness spell. This deals damage to HP/MP/SP (1/3 damage each). Overflow redirects to HP. Deals 95% damage normally and triggers against undead foes (110% damage, eleseek). Against monster packs, the spell deals equal damage to each individual (so for a pack of 3, 1/3 damage will be dealt to each monster).

Level 16: For Whom the bell tolls...
With each chime (and turn) drain your foes life to restore your mana!
Cost: [m]mp
Toggle ability. Every turn, your foe loses some HP and you gain some MP.

Level 17: Spirit shatter
Deal damage directly to your foe's life force, shattering their spirit!
Cost: 653mp
Light spell, 1 hit. +5bth lean. Deals -45.8% damage (taken from Fiend of Light. The spell attempts to inflict your foe with spirit rend*******. Your foe can resist at a +0 bonus:

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

*******You shatter your foe's spirit!
Your foe endures the spiritual damage!

Level 18: Hex
Capitalise on your opponent's maladies with black magic!
Cost: 653mp
This 1-hit darkness spell checks for presence/absence for the following status conditions: Crippled, Bleed, Afraid, Blind, Poison, Burn. If found, the spell will deal extra damage based on each present. To compensate, the spell will deal reduced damage if the conditions are not present. This does not remove these status conditions, only deals additional damage if they are found.

Level 19: Blood rite
Sacrifice your minions to concentrate your necromantic power, healing yourself!
Cost: 653mp
This 1-hit heal spell removes your active pet/guest and disables their summon. To compensate, this spell's power dramatically increases. Usual *0.85 autohit and *0.9 always useful penalties apply.

Level 20: Become a lich!
Your necromantic powers have grown so great, you can burn up your own life force to become half undead and overcharge your spells!
Cost: 151hp
Toggle ability: Armour changes form to that of a lich. You gain Armour lean *1.25. Your pets/guests are dismissed and you can no longer summon them. You deal +[j]% damage on all spells and heal [k]% damage as MP (*1.5 for mana heal).

Appearance: A purple/black robe with a hood. Comes with a skeleton warrior nearby
Description: Don this garb to become a master of life and death. You have become a necromancer!

< Message edited by CH4OT1C! -- 4/30/2019 4:36:30 >
AQ  Post #: 59
2/16/2019 18:50:36   
CH4OT1C!
Member

Paladin Plate

Example Tier:
Level: 150 Mastercraft (scales)
PowerLvl: 153

Prize: 96,820,665
Sellback: 48,410,332
Location: Paladin Class shop

Combat Modifiers
Melee: 50
Ranged:45
Magic: 50

Elemental Modifiers
Light main, energy secondary

Attack is 2 hits. 0bth lean (nothing unusual)

Effects:
- You gain Armor Lean x1.25
- This armour comes with a variety of armour skills:

Level 0: Courageous
A paladin is strong both in body and mind. Nothing can sway you from your belief!
Passive effect. You automatically gain +[a] Mental potence. This provides resistance against berserk, control, panic, fear, sleep and the cold

Level 1: Holy Light
You've seen the light, now you can show it to your foe!. It's so bright, your foe might be blinded by the lady's grace!
Cost: 392sp
Simple light skill. Deals -[c]% damage to inflict blind*. Foe makes a save (at -20 bonus):

Level: 153 vs MonsterLvl
Major: YourSTR vs MonsterCHA
Minor: YourLUK vs MonsterLUK

*Your foe sees the light, and it burns!
Your foe shuts out the light


Level 2: Divine strength
Call upon the lady of light to boost your STR
Toggle ability. Costs [d]mp to gain +50 STR

Level 3: Summon Daimyo
A paladin's best friend, the loyal Daimyo will assault your foe with blinding light!
Summons daimyo. Costs mp to deal a 2 hit attack. The guest deals -[e]% damage and attempts to inflict blind**. Foe makes a save (at +0 bonus):

Level: 153 vs MonsterLvl
Major: YourCHA vs MonsterCHA
Minor: YourLUK vs MonsterLUK

**Daimyo's bright light blinds your foe!
Your foe shuts its eyes to the light!


Level 4: Unbreakable spirit
A true paladin neither waver nor falter in the face of adversity!
Passive, breaks you free from the following statuses: daze, fear, freeze, hypersalinate, paralyse, petrify, sleep, spirit rend and thermal shock. This costs 522MP, except for the first time per battle, which is free

Level 5: Bless weapon
Bless your weapon, causing it to heal a portion of the damage you deal!
Cost: [f]mp
Quickcast spell. You heal [g]% of the damage you deal on your next attack.

Level 6: Purify
Use holy light to cleanse your body of deep wounds and toxins!
Cost: 490sp
This skill cures all bleeds, burns and poisons affecting the player. The skill starts with 1.5 power (following healing branch)
Curing a Burn costs it (Burn power)/10 * (Burn Duration) /2.
Curing a Bleed costs it (Bleed Power) / ((100- Save DC)/100) /2.
Curing a Poison costs it (Poison power)/10 * (Poison Duration) /2.
At the end, if there's any remaining power, then you gain a an appropriate potence and duration of regain mana, rounded up.

Level 7: Divine Aura
As a Paladin, you exude an aura of divinity, bringing you good fortune!
Passive effect. All your normal attacks (NOT skills/spells) have a *1.5 Lucky strike rate.

Level 8: Flames of devotion
Your dedication to the lady of light has allowed you to channel energy into your weapon, setting it ablaze!
Cost: [h]mp
Quickcast spell. On your next attack, you attempt to apply a light-element burn*** to your foe. The potency of this burn is multiplied by elecomp (since you're in a light armour and applying a light-element burn). They can resist at a -20 bonus:

Level: 153 vs MonsterLvl
Major: YourCHA vs MonsterCHA
Minor: YourLUK vs MonsterLUK

***Your opponent succumbs to the flames!
The flames hurt, but your foe avoids being burnt!


Level 9: Brightest day
Bless your weapon, causing it to channel energy directly from the light realm!
Cost: [f]mp
Similar to the armour of frostval past, this armour imbues your weapon with light damage

Level 10: Hallowed Ground
Draw a holy circle, then stand in it to reduce the damage you take from attacks!
Cost: [j]mp
Quickcast spell. Gives you an elemental shield (all elements, -[k]% damage) for 3 turns. If your foe is blind, the damage reduction increases

Level 11: Blessing of the seraphim
Pray to the Lady of Light, and she will send a seraphim to bless your weapon. This will allow you to regenerate MP on your next attack!
Cost: 392/490sp
Quickcast skill. You heal [x]% of your next attack in MP. *1.5 because it's healing mp.

Level 12: Beacon of Hope
As a symbol of hope, you can always be found (literally). Of course, that draws your enemy towards you too!
Passive effect. You gain +9.25bth on all of your attacks. Your opponent gains +5bth on all of their attacks.

Level 13: Wisdom of the Lady
Call upon the Lady of light and she shall bestow wisdom
Toggle ability. Costs [d]mp to gain +50 INT

Level 14: Zealous
Your conviction brings you to strike your foe with greater force. This comes at a cost - you take more damage!
Passive. You deal +10% damage on all weapon attacks, specials and weapon-based skills but take an additional +5/1.4% damage

Level 15: Charge of the light brigade!
Throw everything you have into charging your foe! You channel so much energy you need to rest afterwards!
Cost: 392/490sp
2 hits, light damage. Appropriate elecomp provided. Deals 300% melee damage (instead of 200%). You skip your next turn. This is treated as a normal player attack

Level 16: Holy rage
Your conviction has reached new levels! You can enter a state of holy rage, channelling your magical power into your weapon!
Cost: [l]mp
Toggle ability. You deal +25% damage on all regular weapon attacks [NOT skills/spells]. If your foe is blind, the cost is reduced.

Level 17: Miracle
Miracles really can happen, especially if you offer energy to the lady of light!
Cost [m]mp
Toggle ability. Every turn, you have an [n]% chance of reducing an incoming attack to 0****. If your foe is blind, this chance increases.

****The lady of light shows mercy, and dispels your foes attack!

Level 18: Cleansing Light
Look to the light, and it shall embrace you!
Cost 653mp and 196sp
1-hit targeting the player. This is an overpowered healing spell (so *1.25 power, *1.4 cost). Standard *0.85 autohit and *0.9 always useful penalty. Nothing unusual otherwise.

Level 19: Judgement
Now that your opponent has seen the light, the time of judgement has come!
2-hit light spell-type attack with no initial cost. The attack consumes any blindness applied to your foe and deals 1+(1.4*(([blindnesspotence]*-1)/85)*[blindnessduration]) worth of a standard attack.

Level 20: Ascension
The Lady of light has bestowed upon you the power to transform into a half-angel
Cost: 489mp
Your armour changes form to gain wings becomes golden plated. You gain +50% damage on all normal weapon attacks and heal [x]% mp on the damage you deal. You retain access to "holy rage", "zealous", "blessing of the seraphim", "flames of devotion", "divine strength", "wisdom of the lady" and "bless weapon". You also deal 95% damage. If your opponent is blind, you deal 110% damage on all regular attacks.

Appearance: A similar design to artix's paladin armour
Description: Devote yourself to the lady of light, and be bestowed with her blessing. You have become a paladin!

< Message edited by CH4OT1C! -- 2/19/2019 16:39:05 >
AQ  Post #: 60
2/19/2019 16:46:15   
CH4OT1C!
Member

Dawn Ember
MC light spell. Trigger activates if you attack with darkness on your previous turn

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS
hits: 2
Element: Light
Cost: 653 MP

Effects:
- Deals 95% damage. If you used a darkness-element attack on your last turn, you deal +[x]% damage.

Appearance: The screen goes black. A blue fire ignites, dealing the first hit of damage. The flame then travels towards the sky to form a sun, dealing the second hit of damage
Description: Though the night is long, dawn shall bring the light.
AQ  Post #: 61
2/22/2019 19:32:02   
CH4OT1C!
Member

Whispering raiment

Example Tier:
Level: 150 Mastercraft (scales)
PowerLvl: 153

Prize: 96,820,665
Sellback: 48,410,332
Location: Assassin Class shop

Combat Modifiers
Melee: 55
Ranged:55
Magic: 55

Elemental Modifiers
Wind main, Dark secondary

Attack is 2 hits. +3bth lean (nothing unusual)

Effects:
- You gain Armor Lean x1
- This armour comes with a variety of armour skills:

Level 0: Unseen
With heightened environmental awareness, assassins are masters of striking from the shadows!
+105 initiative bonus

Level 1: Backstab
Shii will gladly put a knife in someone's back if she gets paid for it, and now so will you! Take advantage of your opponent's surprise with this underhanded technique!
Cost: 392sp
3 hits
This attack is autohit (striking from the shadows, deals *0.85 damage to compensate, assuming max DEX). Does a further *0.95 damage (downtrigger). If you gain initiative over your foe on the first round of battle, this skill does triggers and deals +[h]% damage.

Level 2: heightened reflexes
Assassins are masters of fluid and fast combat!
Toggle ability. +50 DEX for [a]sp

Level 3: Sniper
An assassin is a master of killing silently from afar!
Toggle ability. If activated, all ranged weapons deal *0.9 damage and Autohit (armour assumes max accuracy and then +5% damage for mc).

Level 4: Call Hitokiri
Summon your very own student into battle with you!
Call spell. Summons Hitokiri.
Blade attack: Makes your opponent bleed
Backstab: Autohit attack
Poison: Poisons your opponent
Shuriken: Deals additional critical hit damage
Sacrifice: Works as now

For status effects: Your opponent can resist at a +20 bonus:

Level: 153 vs MonsterLvl
Major: YourCHA vs MonsterDEX
Minor: YourLUK vs MonsterLUK

Level 5: Incapacitate
A skilled assassin knows to properly incapacitate an enemy before going in for the kill in order to reduce risk.
Cost: 392sp
4 hits. +3bth lean
The skill does -[j]% damage and will attempt to inflict your foe with crippled/amnesia (reduces INT) for 3 turns (modified by [hitsconnected]/[hitsattempted])**. Your foe can resist by making a save at a -20 bonus:

Level: 153 vs MonsterLvl
Major: Your[MainStat] vs MonsterDEX
Minor: YourLUK vs MonsterLUK

**You incapacitate your foe!
Your foe stands strong!


Level 6: Venom coat
Assassins aren't known for playing fair! Coat your weapons in a deadly toxin to poison your foes with each swing!
Toggle ability, costs [d]sp. This works similar to Samukematsuri Oni Mask. With every hit, your opponent can be poisoned (element: harm). The power of this poison is modified by armour lean. Your opponent can resist at a +0 bonus:

Level: 153 vs MonsterLvl
Major: Your[MainStat] vs MonsterDEX
Minor: YourLUK vs MonsterLUK

Level 7: Malicious
Take a leaf out of Shii's book. What's fun in killing when you can't have a little fun too?
Passive ability. All Bleeds/ Poisons applied to your foe deal an extra +25% damage.

Level 8: Bypass defence
You have been taught a forbidden technique to temporarily weaken your foe's defence, making them more susceptible to your next attack!
Cost: 196sp
A single hit of 0 damage. If it hits, you gain hypercritical (+e% chance) and your next attack gains +[f]bth*. Your foe can resist at a -20 bonus:

Level: 153 vs MonsterLvl
Major: Your[MainStat] vs MonsterCHA
Minor: YourLUK vs MonsterLUK

*You bypass your foe's defence, enabling you to hit them harder on your next turn!
You try, but fail to bypass your foe's defences!


Level 9: Freerunning
With your light and agile clothing, you can potentially attack multiple times before your enemy has the chance to respond!
You have an L% chance of invoking celerity*****. Your foe can resist at a +0 bonus:

Level: 153 vs. MonsterLevel
Major: 200 vs. MonsterCHA
Minor: PlayerLUK vs. MonsterLUK

*You run like the wind, striking multiple times before your foe can respond
You're fast, but your enemy is faster!


Level 10: Dual wield
Your intense training has taught you to use an extra weapon in your offhand!
Toggle ability. Costs [c]sp. Same GUI for weapon selection as is available now. You deal 1 hit at the end of your attack equal to 25% melee. This is affected by standard weapon boosters. This does NOT increase with weapon specials. Unlike now, it does not convert to harm damage if using a harm skill.

Level 11: Vicious strikes
You can strike with such malice they can deal additional damage!
+50 LUK for [a]sp

Level 12: Improvise
An assassin knows best when to change tactics!
Switch between armour leans (FO/MO/N/MD/FD) for a SP cost. Can only switch once per round.

Level 13: Lacerating strikes
Open up fresh, shallow wounds on your opponent. This will make them more vulnerable to deeper wounds and poisons!
Cost: 392sp
Hits: 8
Element: as weapon
Makes your opponent weak to bleed/poisons (-20) for 4 rounds*[hitsconnected]/[hitsattempted]****. Your foe can resist at a -20 bonus:

Level: 153 vs MonsterLvl
Major: Your[MainStat] vs MonsterCHA
Minor: YourLUK vs MonsterLUK

****Your foe is lacerated, weakening them against poisons and bleeds!
Your foe endures the lacerating strikes!


Level 14: Living Shadow
An assassin can melt into the shadows, making them almost impossible to hit!
Toggle ability. Gain +15mrm for [g]sp

Level 15: Zetsubou Dajeki
Use this forbidden technique to lay a spiritual seed on your foe . This trap will deal massive damage in a few turns time!
Cost: 392sp
hits: 1
Deals no damage, but gives your opponent a spiritual seed of an appropriate potence***. Element is the same as your weapon and is modified by your armour lean. Your foe can resist at a -20 bonus.

Level: 153 vs MonsterLvl
Major: Your[MainStat] vs MonsterCHA
Minor: YourLUK vs MonsterLUK

***You set a spiritual trap on your foe!
you fail to set a spiritual trap!


Level 16: Haemorrhage
Wield your weapon to cause maximum suffering to your opponent, leaving them with deep bleeding wounds!
Toggle ability, costs [d]sp. This works similar to Samukematsuri Oni Mask. Every hit, your opponent starts bleeding. They can resist at a +0 bonus:

Level: 153 vs MonsterLvl
Major: Your[MainStat] vs MonsterDEX
Minor: YourLUK vs MonsterLUK

Level 17: Counter
Exploit your enemies weakness by countering when your opponent misses!
Deals an extra hit of damage when your foe misses. Element is as weapon. Is treated as a normal player attack (so gets the same poison/bleed bonuses from "Venom Coat" and "Haemorrhage")

Level 18: Death from above!
Use this gun from Wallo's own arsenal for massive delayed damage!
Comes with three options. All cost 392sp. Use DEX for stat bonuses:
Bolt of Judgement: 1-hit shot delayed for 2 turns. Element as weapon. Autohits and deals *0.85 damage
Scatter shot: 4-hit shot delayed for 2 turns. Element as weapon. Makes your opponent bleed. Your opponent can resist at a -20 bonus

Level: 153 vs MonsterLvl
Major: YourDEX vs MonsterCHA
Minor: YourLUK vs MonsterLUK

Rain of Disaster: 8-hit shot, one for each element. This is delayed for 3 turns. Inflicts your opponent with prismatic burn. Your foe can resist at a +0 bonus:

Level: 153 vs MonsterLvl
Major: YourDEX vs MonsterCHA
Minor: YourLUK vs MonsterLUK

Level 19: Stalwart Solitude
Melt into the shadows before dealing killer blows on the second turn. Deals even more damage if your opponent loses sight of you!
Cost: 392sp
On your first turn, you gain +10mrm. On the second, you strike for 4 hits of damage. This deals additional damage if your foe did not hit you the turn before.

Level 20: Assassin's creed
Now you have mastered this forbidden technique, no enemy is safe from death!
Cost: 392sp
Hits: 8
Element: As weapon
When used, there is a [k]% chance of doing the following converting the hits to death element, with each hit dealing a base of the monster's HP and a random of 0. If the monster is immune or reflects death, you deal the standard attack/the attack insta-kills you. Animation is the same as the original attack.

Appearance: Same as the current whispering raiment (why change something when it's already great!)
Description: Worn only by assassins, this garb allows you to move around the battlefield like a living shadow!

< Message edited by CH4OT1C! -- 2/28/2019 17:06:40 >
AQ  Post #: 62
2/26/2019 17:50:23   
CH4OT1C!
Member

Berserker hides

Example Tier:
Level: 150 Mastercraft (scales)
PowerLvl: 153

Prize: 96,820,665
Sellback: 48,410,332
Location: Berserker Class shop

Combat Modifiers
Melee: 55
Ranged:45
Magic: 45

Elemental Modifiers
Earth main. Ice/Wind Secondary

Effects:
- You gain Armor lean x1.25
- Attack is 2 hits. -3bth lean.

Level 0: Enraged
The trademark of any berserker, you can go berserk!
Toggle ability. Gives you the Berserk status (-10bth, *85/75 damage). You also do an additional *1.05 damage.

Level 1: Unstoppable
Nothing is going to stop you giving your foe a beatdown!
You automatically break out of any daze, fear, freeze, hypersalinate, paralyse, petrify, sleep, spirit rend and thermal shock. This costs 392sp, except for the first time per battle, which is free

Level 2: Vengeance
Take vengeance upon those who harm you
Gain +([hits]*50/9/1.76)% damage for each time you were hit on your last turn.

Level 3: Call ursus!
Call upon the strength of an angry bear raised in the art of combat!
Calls a war bear guest. Costs SP. Can toggle between a regular attack (+5% damage) and an attack that dazes your opponent (2 rounds, 30% inaction)*. They can resist at a +20 bonus:

Level: 153 vs MonsterLvl
Major: YourCHA vs MonsterCHA
Minor: YourLUK vs MonsterLUK

*The bear's claw hits with enough force to daze your opponent!
The claw hits hard, but your foe stands firm!


Level 4: Spirit of the bear
Call upon the spirit of the bestow upon you great strength
Toggle ability. Gain +50 STR for [a]sp.

Level 5: Spite
Punish your foes for trying to hit you!
Passive. You gain a low level of backlash

Level 6: Momentum
You strike with such force you can knock your foe of its feet!
Cost: [d]sp
Every turn, you have a [hitsconnected]/[hitsattempted]*100% chance of attempting to offbalance (-e DEX, subject to END save) your foe**. They can resist at a +0 bonus:

Level: 153 vs MonsterLvl
Major: YourSTR vs MonsterCHA
Minor: YourLUK vs MonsterLUK

**The blow offbalances your foe!
Your foe manages to stay on its feet!


Level 7: Spirit of the Wolverine
Invoke the wolverine's spirit to regenerate over time!
Cost: [k]sp
Toggle ability. You gain passive regeneration

Level 8: Blood frenzy
Let blood to sharpen your mind and strengthen your attacks
Cost: 135hp
Quickcast skill. Boosts damage by 25% for 3 turns and gain add -3bth to your lean.

Level 9: Headbutt
Warlic once told Eselgee to use his head more often, so he created this technique!
Cost: 392sp
1 hit. Earth. Weapon-based skill, with stats coming from END (because you're enduring using your head too). Instead of elecomp going into sp cost reduction, your opponent makes a save (at a -20 bonus):

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

If it fails, your opponent becomes dazed****** for 2 rounds [l]% (inaction chance)

******The force of your headbutt dazes your foe!
Your foe endures!


Level 10: Thick Skin
Battle hardened, you're better able to endure the punishment your foe unleashes!
Take -(7.5*END/MaxEND)% to all attacks

Level11: Ticking clock
With each hit taken, your rage deepens...
At 100% health, you deal 80% damage. This scales to 0% HP, where you deal 125%.

Level 12: Shatter bones
Strike with enough force to shatter bone. The bone you choose has unique additional effects!
Cost: 392sp
1 hit. Earth. Takes -[g]% damage. You get multiple options:
head: Inflicts INT loss. Your foe can resist at a -20 bonus
arm: Inflicts Crippled. Your foe can resist at a -20 bonus
leg: Inflicts paralysed . Your foe can resist at a -0 bonus****

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

The bone is shattered!
Your foe endures!


Level 13: Relentless
A Berserker never sleeps. A Berserker never stops
Toggle ability. +50 END for [a]sp

Level 14: Roar
Unleash a grisly scream, unnerving your foe!
Cost: 392sp
Quickcast skill. Useable up to 2 times per turn. Attempts to inflict defence loss, reducing your opponents mrm by 6 (1 turn). Your foe can resist at a +0 bonus. Scales based on your END stat.

Level 15: Roar of Courage
Let out a roar that fills you with the will to fight!
Cost: 392sp
Quickcast skill. Gain +(15*[HPwhencast]/[MaxHP])% damage for the rest of the battle

Level 16: Reckless
Berserkers, in their blind fury, have no concern for their own safety. They will attack with reckless abandon
+25% damage to all attacks. You take 20% of a skill's cost in HP as "recoil"

Level 17: Grudge
Your foe is about to realise you don't let go so easy!
Cost 392sp
Quickcast skill. Gives you two turns of Caltrops (earth element). When your foe attacks, they can resist with:

Level: 153 vs MonsterLvl
Major: YourEND vs MonsterCHA
Minor: YourLUK vs MonsterLUK

Level 18: Blunt force
Your weapon cuts deep, exposing your foes weak points!
Cost: [j]sp
Toggle ability. Every attack, you have a [hitsconnected]/[hitsattempted]*100% chance of attempting to inflict your opponents with defence loss. Your foe can resist at a -0 bonus*****:

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

*****Your blow exposes your foes weak points!
Your weapon hits hard, but doesn't expose their weak points


Level 19: Outrage
Go into a blind rage and attack anything in sight!
For the next 3 turns, your battle menu doesn't show up and you automatically attack. Your attacks are automatically converted to earth damage with the appropriate elecomp. You also deal an additional +[f]% damage (for the inability to select battle options)

Level 20: Fury
Unleash your full anger upon your foe
Cost: 392sp per turn
You deal *2.25 damage on all regular weapon attacks. You automatically acquire the control status effect (so you basically have a chance of hitting yourself and wasting your turn).

Appearance: Same as the current berserker hides
Description: Wearing this garb, you feel an uncontrollable rage welling up inside you. You have become a Berserker!

< Message edited by CH4OT1C! -- 3/20/2019 19:24:33 >
AQ  Post #: 63
2/28/2019 14:19:01   
Primate Murder
Member

quote:

Level 9: Freerunning
With your light and agile clothing, you can potentially attack multiple times before your enemy has the chance to respond!
You have an L% chance of invoking celerity*****. Your foe can resist at a +0 bonus:

Level: 105 vs. MonsterLevel
Major: 200 vs. MonsterCHA
Minor: PlayerLUK vs. MonsterLUK


I feel like you copy-pasted and forgot to edit...
AQ DF  Post #: 64
2/28/2019 17:07:07   
CH4OT1C!
Member

Fixed, thanks!
AQ  Post #: 65
3/20/2019 20:00:09   
CH4OT1C!
Member

Herald of Light

Example:
Level: 150
Power: 3.75 (champion elite boss)

Location: The void
Monster lean: Offensive (x2)
Element: Light
Resists:
Fire: 90%
Water: 100%
Wind: 90%
Ice: 90%
Earth: 90%
Energy: 100%
Light: -200%
Dark: 200%

Magic focus. Melee/Ranged is lower
Stat Distribution:
STR: 0
DEX: 225
INT: 275
END: 0
CHA: 0
LUK: 250

Effect:
- When you use a skill/spell, the attack will automatically miss*. This overrides autohit effects such as the kindred weapons. This costs her [x]mp
- If you are tagged "undead" her attacks deal additional damage. There's also a chance for her to perform "cleansing strike" without costing sp.
- Has a permanent darkness elemental shield (*0.5)
- Her normal attack heals both her HP and MP (split)
- Her turn regeneration is split between SP and MP. If one is full, the other gets twice the regeneration
- Can spend SP to perform a "cleansing strike" which deals [max resistance]/[light resistance] damage (so it hits you on your max resistance). If she uses this, she will use her regular attack afterwards
- If she has [x]mp she'll spend it on a 2-hit light spell which can blind you** (-10 bonus) and heals her hp/mp based on the damage dealt (split).

Level: Monsterlvl vs Playerlvl
Major: MonsterINT vs PlayerEND
Minor: YourLUK vs MonsterLUK

*The herald of light teleports out of the way of your onslaught!
**The light blinds you!
You endure the blinding light!


Appearance: A Lightbringer wearing a golden/red robe and an additional halo
Description: The leader is a legend among lightbringers, the legendary carriers of the light lord's power. Brought to lore to cleanse undead, she doesn't take kindly to being distracted!

< Message edited by CH4OT1C! -- 3/20/2019 20:29:09 >
AQ  Post #: 66
4/14/2019 17:55:26   
CH4OT1C!
Member

Hollow Wraith
MC FO wind armour with energy/dark secondaries. MC is fueled into skill which can prevent your foe from acting and increases their light resistance.

Example Tier:
Level: 150 Mastercraft (scales)
PowerLvl: 153

Prize: 72,615,500
Sellback: 36,307,750
Location: LTS

Combat Modifiers
Melee: 45
Ranged:45
Magic: 45

Elemental Modifiers
Wind main. Dark/Energy secondary (42)

Effects:
- You gain Armor lean x1.25
- You take -3 mrm. Every time your foe attacks, you have a chance of disarming them. They can resist at a +0 bonus*:

Level: 153 vs MonsterLvl
Major: YourINT vs MonsterCHA
Minor: YourLUK vs MonsterLUK

*Your foe's weapon shatters!
Your foe withdraws before the curse can take effect


- MC is fueled into a toggle skill: Aura of Abhorrence. Cost = [x]sp.
Every turn, there's a [hitsconnected]/[hitsattempted]*[y]% chance of attempting to inflict terror** on your foe. Your foe can resist at a +0 bonus:

Level: 153 vs MonsterLvl
Major: YourSTR/DEX/INT vs MonsterCHA
Minor: YourLUK vs MonsterLUK

(This essentially works like a dark version of Freeze. Your foe's light resistance increases by 1.5x dark resistance).

**Your aura overwhelms your foe, shaking them to their core!
Your foe barely resists your unnerving aura


Appearance: A black and silver version of this
Description: Legends speak of a wraith powerful enough to shatter any weapon that attempted to strike it down. The very sight of it could shake a man to his core! Whilst wearing its garb, you can do the very same!

< Message edited by CH4OT1C! -- 4/14/2019 17:59:47 >
AQ  Post #: 67
4/17/2019 16:48:10   
CH4OT1C!
Member

Glass Blade/Spear/Staff
MC Melee/Ranged/Magic light sword/spear/staff. MC is spent on a skill. After this skill is used, the weapon changes form.
Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS
Damage: Random heavy (glass can be really sharp but also smooth)
Type: Melee/Ranged/Magic
Element: Light

Effect:
- The weapon starts off as accurate (because it's so light). +bth and *85/90 damage
- MC is fueled into a one-time use skill. This deals additional light damage. Afterwards, artwork shifts to a shattered version of the weapon
- In "shattered" form, the weapon becomes inaccurate (shattered shards are unpredictable) - -5bth lean and *85/80 damage
- In this form, the weapon also takes a damage penalty to have a small chance to make your opponent bleed*. They can resist at a +10 penalty:

Level: 153 vs MonsterLvl
Major: YourSTR/DEX/INT vs MonsterEND
Minor: YourLUK vs MonsterLUK

*The shards cut deep, making your opponent bleed!
Despite the sharp edges, your foe endures!


Appearance: A Guardian blade/spear/staff made entirely of glass. a single yellow gem is embedded on the hilt of each weapon
Description: This weapon, made entirely of glass, can concentrate the sun's rays to deal potent light damage. You can also click on the hilt to hit with extra force. Be careful though, glass is fragile!

This is just for you Khaiin
Ultimate Dragon Spoon of elements
MC Melee/Ranged/Magic neutral spoon. MC effect is fueled into switching elements.
Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: UR GGB
Damage: neutral
Type: Melee/Ranged/Magic
Element: [See effect]

Effect:
- All normal player attacks deal *1.1 damage for not having a true special. 100-proc otherwise
- The weapon takes a -10% damage penalty. You take +(20/1.4)% damage from enemy attacks when the weapon is in Melee and Ranged modes, and +(20/1.4*0.75)% damage while the weapon is in Magic mode.
Click the spoon's handle to swap between Melee, Ranged and Magic*.
Click the spoon head to cycle between the standard 8 elements**.
*The spoon will now do [type] damage
**The spoon will now deal [element] damage

Appearance: A large spoon. A handle is made of the same orange-brown colour as the UDSoE. A dragon face can be seen on the spoon itself. The eye shifts colour depending on the element
Description: A legendary spoon, unrivalled in its ability to focus power from each of the elemental planes. However, the unstable nature of the weapon will mean you take more damage!

< Message edited by CH4OT1C! -- 4/30/2019 4:53:29 >
AQ  Post #: 68
4/17/2019 23:03:55   
Primate Murder
Member

quote:

All normal player attacks deal +2% damage for not having a true special

On modern standards it should be *1.1 multiplicative damage.

Also, lol, Sleepy would be so happy if this came out - at least until he found an even more suboptimal weapon than spoons.
AQ DF  Post #: 69
4/19/2019 17:49:54   
CH4OT1C!
Member

Psionic Barrier
MC Energy shield. Provides no initial benefit but can give you a defence boost and elemental shield. MC is fueled into further MRM boost

Example Tier:
Level: 150
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS, then Taladosian set?

M/R/M: 0 [See Effect]
Energy: 0 [See Effect]

Effect:
- This shield provides no stable benefit to resistance. However, at the end of your turn, you make a save at a +20 bonus:

Level: 153 vs MonsterLvl
Major: Vstat vs MonsterCHA
Minor: YourLUK vs MonsterLUK

If it succeeds, you gain:
Defence Boost -> +[x] mrm
Elemental Shield [Energy] -> -[y]% damage
Defence boost should be +18mrm plus compensation for the chance of failure, evenly spread across each. MC is also fueled into a further MRM boost. Elemental shield should be a multiplicative equivalent of -23%. This is based on the grenwog egg temporary shield

Appearance: A giant shield similar to a purple version of the skill compressed into eclipse shield. It should be big enough to form a curved barrier across the screen between you and your foe
Description: Erect a barrier of pure mental power to redirect your foe's attacks and disperse energy. Be careful though - any loss of focus will leave you wide open to attack!

Enhance Reflexes/Inhuman Reflexes
MC quickcast neutral spell. Does no damage but can boost your mrm. MC goes into additional MRM boost

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS. Then Guardian tower?
hits: 0 [see effect]
Element: Neutral
Cost: 392sp/653mp

Effects:
- Quickcast so *(1.25/2) damage [Already included below)
- Applies Defence Boost [+30, 3 rounds]. This is based on Big dictionary, so I presume all penalties are appropriate
- MC is fueled into an additional MRM boost

Appearance: You glow blue, before making several rapid movements with your weapon.
Description: This skill/spell bolsters your agility, allowing you to more-easily block attacks for the next three turns!

Injury Inversion
MC quickcast neutral spell. Does no damage but can imbue your foe's attacks with the heal element. MC goes into reduced cost.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS. Then Guardian tower?
hits: 0 [see effect]
Element: Neutral
Cost: 653mp

Effects:
- Quickcast so *(1.25/2) damage [Already included below)
- Applies Imbue: Heal to your foe [1 turn]*. This works similar to the Armour of frostval past. Assuming:
Monster turn = 140% melee. We are inverting that so losing not only total monster damage but also healing the player - 280% melee. This is halved with the save throw at +0 bonus:

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

Because this is always useful, it requires a further penalty. I'll put this into cost, so *1.1:
140*1.1 = 154%
Based on this rationale, the fraction 154/125 can be used to multiply the standard MP cost to properly pay for this spell.
154/125 = 1.232
653*1.232 = ~805mp.
This pays for a direct reflect. However, the player would heal many times the initial damage as heal resistance is -100% where it can be expected that players are defending against monster damage. Therefore, damage should also be multiplied by [ExpectedPlayerResist]/1. This offers a direct reflect
To avoid abuse, the spell should also receive a buffer relative to the monster power level. Anything 20 levels below monsterlvl should automatically fail.
- MC should be fueled into MP cost reduction
*Your foe's damage is inverted for a turn!
Your foe resists the inversion!


Appearance: A harm cross appears over your foe, a flash of light occurs, sparkles rain down and the cross becomes a heal symbol.
Description: Newton's third law states "for every action, there is an equal and opposite reaction". This spell takes that concept to another level by completely inverting damage, making your foe's strikes heal you!

< Message edited by CH4OT1C! -- 4/19/2019 20:04:38 >
AQ  Post #: 70
4/21/2019 17:29:54   
CH4OT1C!
Member

The Midwinter King

Example:
Level: 150
Power: 3.75 (champion elite boss)

Location: The void
Monster lean: Semi-Offensive (*1.5)
Element: Light
Resists:
Fire: 150%
Water: 75%
Wind: 75%
Ice: -100%
Earth: 100%
Energy: 110%
Light: 110%
Dark: 0%

Low Melee/Ranged/Magic
Stat Distribution:
STR: 0
DEX: 200
INT: 275
END: 275
CHA: 0
LUK: 0

Effect:
- This counts as a pack monster, much like the void dragon queen. Two frozen undead army monsters spawn either side of the Midwinter king. These function as regular monsters (standard power) and deal ice damage. They have a similar stat spread to the Midwinter king (so extremely bulky). As this counts as three monsters, the winter king should carry 1/2 of the total health, with each undead army carrying 1/4.
- If one of the undead army monsters dies, the Midwinter king will spend a turn to fully revive the monster (restoring HP to full). This works similar to the Gemini twin boss. If the MidWinter king dies, both undead armies will automatically die on their next turn, bringing an end to the fight.
- If you attack the Midwinter king and there is an Undead army monster alive, there is a 90% chance the attack will redirect to the army*
- The Midwinter king monster will ONLY take damage from long sword and Long Talon/ Long Talon Glaive/ Mystic Long Talon (No prizes for guessing why). When using these items, they will trigger to take stat bonuses to damage solely from your strongest [mainstat] (STR/DEX/INT). These items will also do 10% extra damage to the boss. All other forms of damage will do nothing (Including weapon-based skills)**.
- On his first turn, if he has [x]mp he will spend it to unleash a blizzard***. This will change the background to whiteout conditions. You will become permanently numb (-[y] DEX, 9999 turns) and ice attacks from both the Midwinter king and the undead army will become more powerful.
- If he has enough MP, the blizzard is already active and you do not have elemental weakness, he will spend it to deal 2 hits of increased ice damage and attempt to weaken you vs ice attacks (2 turns, 1ZZ% ice damage)****. You can resist at a -20 bonus:

Level: Monsterlvl vs Playerlvl
Major: MonsterINT vs PlayerEND
Minor: YourLUK vs MonsterLUK

- If he has [x]sp, he will spend it to unleash an ice spear for increased damage (1 hit). If he has enough MP and SP, he will use his MP first. If he used his spell last turn and has enough SP, he will automatically spend it.

*The Midwinter king's undead legion blocks your attack!
**Only Valyrian steel can harm the Midwinter king
***Winter is here!
Winter isn't quite ready yet!

****The frigid lance chills you to your core, weakening you against ice attacks!
You endure the frozen blow!


Appearance: As the boss is based on this guy, feels appropriate to do something similar with a design too. He could be wearing a cold grey version of this armour. The frozen undead monsters with him should look like icy version of the undead army guest guest. When regenerating undead armies, the Midwinter king will slowly raise both of his arms. When using his blizzard spell, it should look similar to breath of the ice lord. His ice spear should look like him throwing the stone cold spear. Undead army attacks should be similar to the attacks undead army currently uses.
Description: It turns out winter is a lot closer than you thought! This angry popsicle is the long deceased king of the frozen northlands. Don't take him lightly though. Not only does he possess an incredibly stubborn nature (he's been wandering around for a LONG time) but he's also still got the support of his subjects!


< Message edited by CH4OT1C! -- 4/22/2019 19:48:16 >
AQ  Post #: 71
4/29/2019 19:58:54   
CH4OT1C!
Member

Creampuff Shield
MC Ice shield. Removes your existing armour lean and replaces it with FD. MC is spent on a toggle chance to distract your opponent

Example Tier:
Level: 150
PowerLvl: 153

Price: 48,410,333
Sellback: 24,205,166
Location: Limited Time shop, Ice cream MC set

Melee: 11
Ranged: 18 (projectiles get stuck in the cream!)
Magic: 11

Ice: -26% (Creampuffs need to be refrigerated!)

Effect:
- Whenever this shield is held, it automatically removes any Armour lean status applied to the player (aside from FD) and automatically removes it. If successful, the shield then automatically applies Armour lean x0.8. This effect is automatically removed when you switch shields.
- MC is spent on a toggle skill. Whenever you block your opponent, you have the chance to distract* (renamed daze). Your opponent can resist at a -20 bonus:

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

*Your opponent drools at the sight of such a magnificent creampuff!
Your opponent resists temptation, for now!


Appearance: Essentially a giant creampuff. Click the shield to activate the toggle.
Description: Created by Kreem the wise, this giant refrigerated Kreem-puff will not only protect you from the cold, but its very appearance can distract your foe! It's a bit unwieldy, but perfect for going on the defensive.

Dragonstone dagger
MC Earth Dagger. Triggers on the midwinter king boss. MC is fueled into additional strikes if your foe blocks and attack

Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: Defeat the Midwinter king
Damage: Neutral
Type: Melee
Element: Earth

Effect:
- A light and agile weapon, so. +3bth and *85/88 damage
- Free trigger (given it only applies to one monster). The midwinter king. It is able to damage the boss. It also deals fire damage and gets a further +10% damage buff.
- If your opponent blocks/your attack misses, an additional hit is dealt at the end of your turn. This automatically hits, with damage multiplied by *[HitsMissed/Blocked]/[HitsAttempted]. *0.85 damage for being autohit.

Appearance: This with an obsidian blade
Description: They say dragonstone weapons, like this dagger, have the power to harm the midwinter king. This one is extremely light and agile, allowing you to catch your foe offguard if they block!

Corrupted Doom Epoch
MC Light armour. Passive chance to inflict burn/poison. Compresses a skill which modifies status effects afflicting your foe.

Example Tier:
Level: 150 Mastercraft (scales)
PowerLvl: 153

Price: 72,615,500
Sellback: 36,307,750
Location: LTS

Combat Modifiers
Melee: 45
Ranged: 45
Magic: 45

Elemental Modifiers
Light main, darkness secondary. Weakness to Earth

Effects:
- You gain Armor Lean x0.8
- All Normal player attacks deal -50% damage. Every turn, you have an equal chance of inflicting poison/ burn* ([x] power, 3 turn duration). Your opponent can resist at a +0 bonus:

Level: 153 vs MonsterLvl
Major: Your[Mainstat] vs MonsterCHA
Minor: YourLUK vs MonsterLUK

*The strike leaves your foe burned/poisoned!
Your foe endures!

- MC is spent into the compression of a quickcast skill "Deteriorate". This does no damage, but affects any
daze, fear, poison/ burn, blind. choke or stat drop with a fixed status. This skill automatically halves their duration and doubles their power. No save necessary because your foe is already afflicted by these status conditions. If immobility status' default to over 100%, they are capped at this figure (so you lose that extra chance).

Appearance: this
Description: This corrupted armour is capable of wracking your foe with burns and poisons. It can also increase the potency of status effects afflicting your foe, coming at the cost of its longevity!

< Message edited by CH4OT1C! -- 4/30/2019 19:48:40 >
AQ  Post #: 72
5/2/2019 14:34:45   
CH4OT1C!
Member

Invoke Poela-legion
MC neutral spell. Deals random damage. Boosts your INT after use.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS. Then Guardian tower?
hits: 6
Element: Neutral
Cost: 653mp

Effects:
- Randomly deals one of the eight standard elements.
- Instead of dealing *132/109 damage, that and the mastercraft is fueled into giving you an appropriate INT boost for the next turn.

Appearance: This. A random six of them fire purple beams at your foe, dealing the damage
Description: Your foe has insulted the mystical moglin, and now she's got her family involved. Not only will they give your foe a royal beatdown, they'll make sure you can too!

< Message edited by CH4OT1C! -- 5/2/2019 15:10:10 >
AQ  Post #: 73
5/4/2019 18:11:10   
CH4OT1C!
Member

Red Ribbon
MC neutral item. Gives both you and your opponent backlash. Any status inflicted to one party is also attempted on the other.

Example Tier
level: 150 Mastercraft
PowerLvl: 153

Price: 6,051,293
Sellback: 3,025,646
Location: Limited-Time shop.
Cost: [x]hp

Effect:
- Gives both you and your opponent backlash.
- If any negative status is inflicted on either you or your opponent, it will automatically be attempted on the other party. They can resist using the same save as the initial.
- Gives both you a new status effect "entwined fate". This heals a proportion of your health whenever your opponent heals. Essentially, it works like a reverse backlash.
- MC and HP cost is fueled into minimising the backlash status on your opponent/ potency of status effect applied to you whenever your opponent is afflicted.

Appearance: A red ribbon.
Description: A ribbon stained red with the blood of those who call upon its dark power. Do so yourself, and watch it entwine your fate with your opponent's. Don't fear, the ribbon will help shield you from any ill-effect... for a price

< Message edited by CH4OT1C! -- 5/4/2019 18:13:58 >
AQ  Post #: 74
5/7/2019 17:13:46   
CH4OT1C!
Member

Greater Bypass
MC quickcast neutral spell. Makes your next attack autohit (barring any "automiss" effects.)

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS.
hits: 0 [see effect]
Element: Neutral
Cost: [x]sp

Effects:
- Quickcast so *(1.25/2)
- Your next attack automatically lands. The attack in question deals *0.675*0.9*0.75 damage (based on divine kusanagi sword. *0.9 is for always useful because the autohit can apply to everything and I don't want the penalty applying to cost. A further *0.75 penalty to reduce the SP cost).
- This overrides the effects of Greater and Lesser Invisiblity

Appearance: You glow blue, flash similar to falerin when he teleports, then appear behind your opponent before teleporting back.
Description: Unleash this powerful teleportation magic to bypass all of your opponent's defences, making your next attack a sure hit!

Lesser Bypass
MC quickcast neutral spell. Automatically makes backlash, caltrops and similar status effects that can harm you when you attack automatically fail. Also overrides chi/mana shields

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS.
hits: 0 [see effect]
Element: Neutral
Cost: [x]sp

Effects:
- Quickcast so *(1.25/2)
- When using your next attack, if your foe has caltrops or backlash, you will automatically win the save roll. A *0.9 penalty to attacks for always useful.
- Any chi shield or mana shield will be bypassed

Appearance: You glow green, flash similar to falerin when he teleports, then appear behind your opponent before teleporting back.
Description: Unleash this form of lesser teleportation magic to bypass your opponent's outer defences!

< Message edited by CH4OT1C! -- 6/29/2019 17:01:13 >
AQ  Post #: 75
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