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RE: CH4OT1C!'s Suggestion Bank

 
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5/9/2019 18:17:52   
CH4OT1C!
Member

Not long since, @Primate Murder came up with an "Infamous blade suggestion" I quite liked the idea, and decided to reimagine it for myself. You can find the original suggestion here

Infamous blade
MC light sword. Has a moral compass effect, and deals extra damage to enemies with the "boss boost" status effect
Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS
Damage: neutral
Type: Melee
Element: Light

Effect:
- No special, so *1.08 damage
- Moral compass effect: Your blade deals +5*[Youralignment]/[maxalignment]% damage. Yes, if your alignment is negative, this means you deal less damage.
- Trigger: If your enemy has the "boss boost" status effect, the weapon deals +5% damage. Downtrigger is paid for by MC

Appearance: A bright white sword similar to the greater bright blade of victory
Description: Infamous by name, infamous by nature. This blade punishes those well-known for their misdeeds. Just make sure you're not the wicked one!

< Message edited by CH4OT1C! -- 5/9/2019 18:21:31 >
AQ  Post #: 76
5/16/2019 17:22:47   
CH4OT1C!
Member

Orbital Impact
MC earth skill. Deals extra damage but hurts you if you miss.
Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS.
hits: 1
Element: Earth
Cost: 392sp

Effects:
- MC, so +5% damage
- Scales based on STR
- This skill deals +50% damage. However, if you miss, you take (76/0.15)hp damage. Rationale:
151hp = 100% melee. Therefore 76 = ~50%. Divide by 0.15 to account for miss rate.

Appearance: The player jumps. The screen pans to the player in orbit, before the player smashes into the monster
Description: Unleash your inner strength and jump into the sky, before smashing down into your foe! Be wary - whilst this deals a lot more damage than usual, you'll be injured if you miss!.



Moglin Soup
MC neutral misc. Has a quickcast effect to give the player regeneration and mana regeneration. MC goes into cost reduction for this skill.

Example Tier
level: 150 Mastercraft
PowerLvl: 153

Price: 30,256,459
Sell: 15,128,229
Location: Limited-Time shop. Then darkovian shops
Cost: [x]sp

Effect:
- Provides +50 END
- Click to activate a quickcast skill (*1.25/2 for the privilege). This deals no damage but inflicts you with regeneration and mana regeneration (works like the aforementioned, only with mana) of an appropriate power. 3 turn duration. Can stack. Cost: (490-MC)SP. Standard *0.9*0.85 for always hits and always useful.

Appearance: A very sinister looking bowl of soup...
Description: They've assured you this bowl of soup is not made from moglins and is just infused with their magic. By drinking it, you can regain your health and mana. Let's just hope they're right...


< Message edited by CH4OT1C! -- 5/17/2019 5:23:10 >
AQ  Post #: 77
5/16/2019 22:26:41   
Primate Murder
Member

quote:

MC is spent on using STR as [mainstat]

I'm not certain if you really need to spend an MC on this - Skill Scrolls use Str as a free effect.

quote:

This skill deals +50% damage. However, if you miss, you take (76/0.15)hp damage.

Maybe clarify that it's 50% melee damage (+25% overall damage, since 50% skill damage=100% melee). Also, staff usually use (HitsMissed/HitsAttempted)*cost/0.15.

AQ DF  Post #: 78
5/17/2019 5:22:39   
CH4OT1C!
Member

Addressing both of the above:
1). fixed. MC goes into damage. For some reason, I thought Zardribargribarg gave it up to scale damage based on STR.
2). I think it can probably be worked out from:
quote:

151hp = 100% melee. Therefore 76hp = ~50%

I state this skill is one hit. I considered adding *[misses]/[attempts] but found it unnecessary.
AQ  Post #: 79
5/21/2019 17:42:10   
CH4OT1C!
Member

Credit to @Muchiha for the original idea. I've modified it a little!
Eye of Chaos
MC neutral misc. Provides random bonuses and can imbue your attacks with chaotic energy.

Example Tier
level: 150 Mastercraft
PowerLvl: 153

Price: 30,256,459
Sell: 15,128,229
Location: Limited-Time shop. Then darkovian shops
Cost: [x]sp

Effect:
- Provides damage resistance *0.4 for a random element (changes every turn)
- Provides +50 [stat] (changes every turn)
- Provides +10 [m/r/m] (changes every turn)
- Click the item to activate a skill. This deals no damage, but inflicts you with two new status conditions:
"Chaotic" - Works like an "imbue: random" that also applies to spells etc.. Your attacks deal any of the 8 standard elements + harm/heal. Deals *140/90 damage to compensate (changes per hit).
"Unstable" - Your attacks deal anywhere between 50% and 150% damage (changes per hit).
Click again to remove the toggle

Appearance: This
Description: This artefact holds immense unstable energy, providing random bonuses. It can also imbue your attacks with that energy, destabilising their elemental alignment for a vast increase in damage.

< Message edited by CH4OT1C! -- 5/22/2019 10:09:26 >
AQ  Post #: 80
5/24/2019 17:15:51   
CH4OT1C!
Member

Argent Dagger
MC Light dagger. Triggers against monsters tagged as "werewolf"

Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS, then shadowslayer shop
Damage: neutral
Type: Melee
Element: Light

Effect:
- No special, so *1.08 damage
- all attacks take +3bth and deal *85/88 damage
- Trigger: Against any monster tagged "werewolf", this blade will eleseek and grant you "hypercritical" +[x]% chance. MC is fueled into no downtrigger

Appearance: Similar to this but with a golden crescent moon on the hilt
Description: This silver dagger glitters in the moonlight. It's especially deadly against werewolves!



Argent Athame
MC Light athame. Triggers against monsters tagged as "werewolf"

Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS, then shadowslayer shop
Damage: neutral
Type: Melee
Element: Light

Effect:
- No special.
- all attacks take +3bth and deal *85/88 damage
- No proc bonus and MC bonus are fueled into a trigger. Against any monster tagged as "werewolf", spells will deal additional damage and increase your chance of a critical hit. No downtrigger.

Appearance: Similar to this but with a golden crescent moon on the hilt
Description: This glittering athame empowers your spells against werewolves, dealing extra damage and boosting your critical hit chance!

< Message edited by CH4OT1C! -- 5/24/2019 17:16:34 >
AQ  Post #: 81
5/26/2019 16:49:34   
CH4OT1C!
Member

Credits to @Rafiq and @Muchiha for helping me come up with this one!

Dracovamp Grandmaiden

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

Location: The void
Monster lean: Offensive (*2 damage and intake)
Element: Darkness

Resists:
Fire: 100%
Water: 30%
Wind: 50%
Ice: 50%
Earth: 30%
Energy: 70%
Light: 100%
Darkness: -50%

Magic focus. Melee/Ranged slightly lower

Stat Distribution:
STR: 0
DEX: 250
INT: 275
END: 0
CHA: 0
LUK: 225


Effect:
- Has "Freedom"
- Has +200 initiative (enhanced reflexes)
- Every turn, you make a save roll at a -20 bonus:

Level: PowLvl vs MonsterLvl
Major: MonsterINT vs PlayerEND
Minor: MonsterLUK vs PlayerLUK

If you fail the roll, you become unable to cast skills/spells on that turn*
- If she has enough MP, she'll use it to cast a dark version of the siphon spell, damage your HP, MP and SP. After this hits, you make a save at a -20 bonus:

Level: PowLvl vs MonsterLvl
Major: MonsterINT vs PlayerEND
Minor: MonsterLUK vs PlayerLUK

If you fail, you lose a subrace level**. For each level drained, her attack damage is boosted.

- Her regular attacks are three hits, dealing damage to your HP, MP and SP. They heal her MP based on the damage dealt. If she is below half health, she recovers HP instead
- Her regular SP regen is instead rerouted to MP regen.
- If she has drained all your subrace levels, or you are at sufficiently low health, she will spend MP to unleash a shadowbat swarm that inflicts you with "surprised", a new status effect, and "blind" (-30bth for one turn, same rolls as above)***. If you fail to hit her with surprised on you, her next attack will automatically OHKO you

*The vampiress' dark aura overpowers you, preventing you from casting spells/skills!
You endure the vampiress' dark aura!
**You feel your [subrace] powers being drained!
You barely endure the draining spell!
***The vampire bats catch you off guard!
You are unfazed by the sudden shock!

Appearance: A combination of this and this. Walking stick included
Description: Only the eldest and most loyal servants of the Vampire Queen will eventually be gifted the title of Grandmaiden. Her... experienced appearance is matched only by her draining abilities. Who thought introducing a dracopyre into this relationship was a good idea?

< Message edited by CH4OT1C! -- 5/26/2019 16:55:22 >
AQ  Post #: 82
5/28/2019 18:21:51   
CH4OT1C!
Member

Dracopyre of Night

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

Price: 96,820,665
Sellback: 48,410,332
Location: Dracopyre subrace shop (Donovan)

Combat Modifiers
Melee: 45
Ranged:45
Magic: 45

Elemental Modifiers
Darkness main, Energy secondary

Attack is 1 hits. +3bth lean

Effects:
- You gain Armour Lean*1.25
- This armour comes with a variety of skills

0: Predator of the Night
You're top of the food chain in Darkovia, and everyone knows it!
Gives you Dragon Fear, renamed to Dracopyric fear

1: Wing Bash
Time to make use of your newly acquired wings!
Cost: [z]SP + [y]HP (50/50 split) 2 Hits
Weapon-based skill. Darkness element. Takes an [a]% penalty. Afterwards, there's a [hitsconnected]/[hitsattempted]% chance of attempting to inflict your opponent with daze* (3 turns, appropriate power). They can resist at a -20 penalty:

Level: PowLvl vs MonsterLvl
Major: PlayerMainStat vs MonsterCHA
Minor: PlayerLUK vs MonsterLUK

The force of your blows dazes your foe!
Your foe is winded, but keeps his/her head together!


2: Monstrous fury
Release the restraints upon your curse for a moment, strengthening your damage for a short period!
Cost: 196sp and 75hp
Quickcast skill. boosts your damage appropriately for three turns.

3: Draconic Stamina
Your draconic blood fortifies your defences, improving your endurance!
Cost: 31HP
+50 END

4: Monstrous Howl
Your monstrous call is unlike anything else in Darkovia. It's strong enough to making your foe drop arms!
Cost: 196sp
Quickcast ability. Attempts to Disarm* your foe. They can resist at a +20 bonus:

Level: PowLvl vs MonsterLvl
Major: Player[MainStat] vs MonsterCHA
Minor: PlayerLUK vs MonsterLUK

Your foe drops it's weapon in pure terror!
Your foe is unnerved, but doesn't drop arms!


5: Call Nightraider
Call upon one of nightbane's personal pets to aid you in battle!
Two options:
1) 1 hit (bite). If it connects, your opponent is inflicted with defence loss* (2 turns, appropriate power)
2) 1 hit (feet). If it connects, your opponent in inflicted with elemental vulnerability** to darkness (1 turn, appropriate power)
For both, your opponent can resist at a +20 bonus:

Level: PowLvl vs MonsterLvl
Major: PlayerCHA vs MonsterCHA
Minor: PlayerLUK vs MonsterLUK

*The attack rips apart your foes defences!
Your foe endures the bite!
**The attack weakens your foe to further darkness attacks!
The attack cuts deep, but not deep enough!


6: Draining Bite
Just like a vampire, your bite can drain health. Time to test it out on your foe!
Cost: 392/490sp
Weapon-based. Same element as your weapon. It deals *0.66 damage. You heal *0.5 the damage dealt

7: Blood Vigour
Use the blood of a thousand dragons to accelerate your lycan healing abilities!
Cost: [c]HP
Toggle ability. Costs HP and regenerates an increased amount of SP every turn

8: Apex Predator
You're top of the food chain for a reason! By removing some of the restrictions on your curse, you can vastly boost your offensive prowess!
Cost: 31HP
(This boosts your strongest mainstat, STR/INT. Would boost DEX following the stat update)

9: Dragon's breath
Unleash your inner dragon with a powerful breath attack!
Cost: 392/490sp. 2 hits
- inefficient (has not been worked into the numbers above)
- Is a spell-type skill. Thus, elecomp goes to damage
- takes a -50% damage penalty. There is then a [hitsconnected]/[hitsattempted]% chance of attempting to inflict your foe with [link= ]disease[/link] This absorbs your foe's SP healing. They can resist at a -20 bonus*:

Level: PowLvl vs MonsterLvl
Major: PlayerMainStat vs MonsterCHA
Minor: PlayerLUK vs MonsterLUK

*Your blast drains your foes energy reserves!
Your foe endures your draconic breath!


10: Become the Beast
Release the bindings on your dracopyric curse, allowing it to run rampant throughout your body!
Cost: 114hp (this is based upon 151hp = 100% melee. This will probably require an additional penalty like Essence orb
Toggle ability (as with other level 10 abilities). You deal 137.5% damage and heal ~27% of the damage dealt in SP (*1.125)

Appearance: Essentially like the currently dracopyre of night. Maybe a touch-up to modernise it a little!
Description: Become the apex predator in Darkovia! Your Dracopyric blood unlocks a range of powerful abilities.

< Message edited by CH4OT1C! -- 5/30/2019 18:25:46 >
AQ  Post #: 83
5/30/2019 18:45:54   
CH4OT1C!
Member

Credits to @Rafiq and @Kream for helping me with this one!

Overcharged Sizzler

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

Location: The void
Monster lean: Hyper Offensive (*2.5 damage and intake)
Element: Energy and Earth

Resists:
Fire: 200%
Water: 200%
Wind: 200%
Ice: 200%
Earth: 200%
Energy: 200%
Light: 200%
Darkness: 200%

Low M/R/M. More health to compensate

Stat Distribution:
STR: 0
DEX: 0
INT: 275
END: 250
CHA: 0
LUK: 225

Effect:
- If you deal more than 1000 damage during the interval between this monster's attacks, it will explode and instantly kill the player*. This does not count as backlash and the damage cannot be mitigated. If you use celerity, it counts as the same turn interval. If the monster's health would be reduced to zero by the same attack, the monster's health will revert to 1, allowing it to perform the instakill attack. You will automatically lose despite both parties' HP being reduced to zero.
- The monster seeks between earth and energy damage. It deals reduced damage to compensate. It's attacks may also paralyse you**, resisted at a -20 bonus:

Level: PowLvl vs MonsterLvl
Major: MonsterINT vs PlayerEND
Minor: MonsterLUK vs PlayerLUK

- The monster has ~half the standard health of a CEB of this build. It can call Mini Sizzlers with health equivalent to half of the standard mob. These act like traditional sizzlers, only deal half of your max HP if they explode. You cannot reduce the monster to zero health until all mini sizzlers have been called. If the monster's health is reduced to zero, it will revert to one, and the monster will automatically call mini sizzlers on the next turn.
- The monster may choose to spend MP to to use a lightning spell. This can paralyse you for an extended duration. Same chances as above***
- The monster may choose to spend SP to Charge the mini sizzlers present. This increases their speed and the damage dealt to you (3/4 max HP if hit).****

*The unstable Sizzler explodes!
**The shocking attack leaves you paralysed!
You endure the overcharged attack!

***The powerful lightning can leave you paralysed!
You endure the powerful lightning!

****The overcharged sizzler fires energy at the mini sizzlers, overcharging them!

Appearance: Essentially a giant version of the Sizzler mob, with blue energy crackling around it. Eyes and mouth glow blue
Description: This is what happens when a sizzler becomes attuned to the energy realm.Everything deals more damage because the monster is highly unstable. It also can't sneak up on you. However, it certainly packs a punch!

< Message edited by CH4OT1C! -- 5/30/2019 18:53:07 >
AQ  Post #: 84
6/2/2019 14:24:20   
CH4OT1C!
Member

Dreiko Shadrak

Example:
Level: 150
Power: Equivalent to the staff bosses

Location: Arena of Enthusiasts
Monster lean: Hyper Offensive (*2.5 damage and intake)
Element: Neutral

Resists:
Fire: 120%
Water: 80%
Wind: 100%
Ice: 50%
Earth: 80%
Energy: 80%
Light: 120%
Darkness: 120%

Low M/R/M. More health to compensate

Stat Distribution:
STR: 275
DEX: 0
INT: 0
END: 225
CHA: 0
LUK: 275

Effect:
- Has "Boss Boost" +30 and Initiative bonus +100
- Has the status effect "Cautious" permanently applied. This means only players inflicted with the "trusted" status effect can deal damage to him. At the end of his turn, he has a 50% chance of inflicting you with "trusted"*. If celerity is inflicted (see below) it will only attempt at the end of his final action. He has reduced HP to compensate for this effect
- "Trusted" acts similar to haunted. The status has no effect on the player (aside from being able to hit Dreiko). After each attack, one charge is used up (this INCLUDES quickcast abilities). Dreiko also has a chance to drain your entire stack**
- If he has enough SP, he can attempt to inflict himself with celerity. This can stack.
- His regular attack is accurate lean (+5bth) and possess 7 hits. Each do the same elements as a traditional gogg
- At low health, Dreiko can spend HP to vastly increase his damage output using a quickcast skill***. This can stack

*Dreiko throws caution to the wind and trusts you not to harm him!
**Dreiko revokes your trust!
***Reckless Abandon!

Appearance: Dreiko, wearing the gogg shapeshifter armour. His face is the google-eyed gogg
Description: A half human-gogg hybrid, Dreiko the proud proprietor of his own tavern. Don't think that makes him a slowcoach in battle though!


Muchiha

Example:
Level: 150
Power: Equivalent to the staff bosses

Location: Arena of Enthusiasts
Monster lean: Offensive (*1.5)
Element: Light

Resists:
Fire: 100%
Water: 50%
Wind: 60%
Ice: 60%
Earth: 60%
Energy: 50%
Light: 20%
Darkness: 100%

Magic focused Defence. Melee and ranged are lower
Stat Distribution:
STR: 0
DEX: 0
INT: 275
END: 0
CHA: 200
LUK: 300

Effect:
- Has "Boss Boost" +30 and Initiative bonus +100
- When starting the battle, Muchiha will create a mana shield (quickcast, all elements)*. If this is broken, he will recast on the next turn*
- If he has sufficient MP, Muchiha will cast a three hit spell. This functions similar to Psycho candy hearts, with a lesser element seek. Art involves three poelala heads smashing into you and exploding
- Both poealas boost his magic damage output
- Standard attack deals *0.5 damage. Muchiha then heals *0.5*1.5 of the damage deal in MP. Standard attack is light element and accurate lean (+5bth, *85/90 damage). 3 hits (looks like a light version of siphon).
- If possible, Muchiha will make his spell attack become overcharged (so extra cost/damage). If he has insufficient MP for a standard cast, he will make his spell efficient (*0.6 cost, *0.75 damage).
- If he has sufficient SP, he will cast an overcharged version of his standard attack, which deals harm damage and heals him MP based on the damage dealt.
- At low health, he can cast a quickcast healing spell.

*Muchiha uses his mana to form a shield!

Appearance: Muchiha, wearing the generalist robes with two Poelalas by his side. Holding Sila's staff
Description: This mage is dedicated to all things Poelala! He also thinks you want to take his precious moglin away, which definitely isn't a good thing...


CH4OT1C!

Example:
Level: 150
Power: Equivalent to the staff bosses

Location: Arena of Enthusiasts
Monster lean: Offensive (*1.5)
Element: Neutral

Resists:
Fire: 70%
Water: 70%
Wind: 70%
Ice: 70%
Earth: 70%
Energy: 70%
Light: 70%
Darkness: 70%

Shifting MRM, much like a Forest Spirit

Stat Distribution:
STR: 0
DEX: 0
INT: 300
END: 175
CHA: 0
LUK: 300

Effect:
- Has "Boss Boost" +30
- Before the start of the battle, he applies "Elemental imbue: Random"* to the player (Duration: 9999 turns). This makes your attacks deal any of the standard elements, plus harm/heal.
- His attacks have a random lean.
- His elemental resists shift every turn. This involves adding a range of +/- 30% to the modifiers above at random.
- If he has enough MP, he will cast an 8-hit spell which can hit for all elements (eye of chaos), plus harm and heal (with an appropriate damage penalty). It deals further reduced damage. When this happens, a scroll appears. This offers two options:
"The powerful spell opens a doorway to an unknown area, then surrounds you! You can either enter into the unknown, or try and fight your way through the energy!"
i) The battle is transported to the void. The boss deals additional damage and the power of prismatic burns increases. Additionally, all damage done is converted to max random (no base) for both parties).
ii) The monster applies a Prismatic burn to the player (duration 9999 turns)** The save is bypassed. This can stack.
If the first option is chosen, the second will automatically be applied on all subsequent casts
- His regular attack can regenerate MP (*0.5 damage, heals mana based on the damage*1.5).
- If he has enough SP, he uses it to attempt to worsen prismatic burn damage*** and regenerate some mana
- At low health, his elemental imbue has a higher chance to choose an element he resists

*You feel unstable energy surround both you and CH40T1C!
**The unstable energy burns you!
***You feel the unstable burn worsen!

Appearance: CH4OT1C!, wearing a mage robe in a similar design/colour scheme to Chaos armour. Wielding the Chaos flux glaive
Description: A disciple of chaos, this mage has trained for years to tap into unstable energy which powers the chaos knight. Dare you meet him in battle?

< Message edited by CH4OT1C! -- 6/2/2019 14:41:53 >
AQ  Post #: 85
6/7/2019 17:23:13   
CH4OT1C!
Member

Credit to @Khaiin for the original idea. I have added a few things!

Tomb-Tome
MC Earth/Darkness tome. Contains numerous spells. Can use stored counters to add the "grave rot" effect when casting one of these spells

Example Tier
Level: 150 Mastercraft
PowerLvl: 153
MPlvl: 152

Price: 72,615,500
Sellback: 36,307,750
Location: Hidden in Granemor Cemetery/Necromancer Shop/After beating Ryn the Undying

Effect:
- If spells are disabled, the the weapon does a "wand" attack

"WAND" ATTACK
Proc: 0% (only if spells disabled)
1 hits, magic heal. *0.9*0.65*1.02 for autohit and always useful with lack of a real special. Targets the player
Element: Earth/Darkness (random, you get compensation for this effect).

- when attacking, a GUI is brought up with different options:

1. Six feet under
Cost: 653mp
hits: 3
element: Earth/Darkness
Seeks with whichever is strongest. Damage penalty for this effect

2.Thriller
Cost: 653mp
hits: 2
element: darkness
Deals -30% damage and attempts to inflict your foe with Afraid*. Your foe can resist at a -10 bonus:

Level: PowLvl vs MonsterLevel
Major: YourINT vs MonsterCHA
Minor: YourLUK vs MonsterLUK

**Your foe is thoroughly thrilled... and terrified!
Your foe isn't suitably thrilled!

3. One foot in the grave
Efficient spell that deals no damage but attempts to inflict your foe with Fragile* (-[x]END, 3 turns). They can resist at a -20 bonus:

Level: PowLvl vs MonsterLevel
Major: YourINT vs MonsterCHA
Minor: YourLUK vs MonsterLUK

*Your foe is weakened by being close to death's door!
Your foe is too young to meet the reaper!


4. New lease on life
Gain +15 Gravestone charges. You also gain +0.5 charges every turn for each earth/darkness spell in your inventory

5. Eternal Rest (restores 395mp)

****The peace of the grave allows you to consolidate your mental reserves! 395mp restored!

6. Decay
Infuse your spells with undead power, causing your spells to inflict Grave Rot* of suitable power. This is a quickcast toggle, costing [y] Gravestone charges per turn. The enemy can save at a -20 bonus

Level: PowLvl vs MonsterLevel
Major: YourINT vs MonsterCHA
Minor: YourLUK vs MonsterLUK

*Your foe is afflicted with a deadly case of Grave Rot!
Your foe manages to fight off the infection!

Appearance: A gravestone from the Granemor cemetery
Description: This gravestone has been re-purposed into a tome! Engraved into the rock are a number of powerful earth/darkness spells guaranteed to thrill your foe to the bone!


@Muchiha's idea to reward players for beating his boss

Amulet of Poelala
MC neutral misc. Provides intelligence and contains a spell that can regenerate your mana.

Example Tier
level: 150 Mastercraft
PowerLvl: 153

Price: 30,256,459
Sell: 15,128,229
Location: Arena Gauntlet - beat Muchiha
Cost: [x]mp

Effect:
- +50 INT
- Once per battle, you can click the weapon to perform a quickcast healing skill, costing SP. This targets your mana and receives the following penalties/bonuses:

*(1.25/2) damage for quickcast
*0.85*0.9 for standard autohit/always useful penalties
*1.5 for targeting your MP
+50% melee's worth of healing, because it's a once per battle effect
*1.25 spell damage and *1.4 cost as it's overcharged

Appearance: A Poelala head on a golden chain
Description: For besting Muchiha in combat, he has offered you this symbol of poelala's overwhelming power. It can boost your magic attack damage and even regenerate your mana once per battle!

< Message edited by CH4OT1C! -- 6/8/2019 16:42:35 >
AQ  Post #: 86
6/8/2019 17:15:38   
CH4OT1C!
Member

Andlu

Example:
Level: 150
Power: Equivalent to the staff bosses

Location: Arena of Enthusiasts
Monster lean: Neutral *1 input/output
Element:

Resists:
Fire: 80%
Water: 80%
Wind: 80%
Ice: 80%
Earth: 80%
Energy: 80%
Light: 80%
Darkness: 80%

Low M/R/M. More health to compensate

Stat Distribution:
STR: 0
DEX: 0
INT: 275
END: 225
CHA: 275
LUK: 0

Effect:
- Standard "Boss Boost +30" that applies to all Arena bosses
- has 1/5 the health of a standard boss. The other 4/5s are equally divided into 8 different pet monsters that accompany the boss. Two are spawned at a time and others will be spawned on the bosses turn after others are killed. All attacks on Andlu are automatically redirected onto one of these two pets*. If no pets are present, Andlu may take damage but his health will not be reduced below 1 unless there are no pets left to be summoned.

*Andlu's [insert pet here] shields its master, absorbing the damage!

- If you have any weapon tagged as a "scythe", the boss will automatically steal it, disarm you for a turn and deal increased damage for the remainder of the battle*

*Andlu can't find his scythe, so he steals yours instead!

- If he has enough SP and the effect is not already active, Andlu will use a quickcast skill to activate pet/guest Celerity and also boost his pet damage output.
- If he has enough MP, he will use it and cast a quickcast spell. This deals reduced damage but will permanently steal your CHA and bolster his own (status effects "Wooden" and "Dazzling" on the player/monster respectively). You cannot resist this effect*

*The conjured scythes sap your charisma!

- Instead of a regular attack, he will regenerate MP and create a shield, blocking 1 hit of your attacks on the next turn.
- His 8 pets are:

Underwyrmling - Fire that equally damages your HP/SP (with appropriate conversion) and inflicts you with Disease, preventing SP regeneration*

*The demonic flames prevent you recharging your energy reserves
You endure the demonic flames


Sea Squirt - forms an additional barrier to your attacks each turn as well as dealing water damage*
*The sea squirt creates a shield of energy!

Razorwing - The attacks can leave you Bleeding*

*The vicious blade leaves you bleeding!
The wound is deep, but not deep enough!


Nilak - Attacks can numb you* (2 rounds)

*The frigid attack numbs you to the bone!
You fight off the freezing cold!


Frogzard - Earth that can Daze you*

*The force of the attack leaves you dazed!
You endure the force of the attack!


Thundercat - Can Paralyse

The shocking attack leaves you paralysed!
you endure the shock to your system


Fairy Godmother - Normally light. If Andlu is below half health or low on MP, it will regenerate HP/MP respectively instead.

Dark Djinni - Darkness that uses some of Andlu's MP to increase his damage output

All saves are -20 and use the following:

Level: PowLvl vs MonsterLvl
Major: MonsterCHA vs PlayerCHA
Minor: MonsterLUK vs PlayerLUK

Appearance: Andlu, dressed in the Bard of War armour, with the pies shield.
Description: Andlu the beastmage is friends with all manner of creatures. However, the one person he can't forgive is the one that stole his scythe. Unfortunately, he seems to think YOU have it...



Seth Hydra

Example:
Level: 150
Power: Equivalent to the staff bosses

Location: Arena of Enthusiasts
Monster lean: Offensive (*1.5)
Element: Darkness/Earth

Resists:
Fire: 120%
Water: 60%
Wind: 90%
Ice: 60%
Earth: 20%
Energy: 90%
Light: 120%
Darkness: 20%

Melee/Magic focus on blocking.

Stat Distribution:
STR: 250
DEX: 0
INT: 250
END: 75
CHA: 0
LUK: 150

Effect:
- Standard "Boss Boost +30" that applies to all Arena bosses
- His regular attacks randomly deal earth/darkness damage. A penalty is applied for this effect
- When fighting this boss, you gain +100% heal resistance (so your overall heal resistance is 0% and you cannot heal). His heal resistance is reduced by 50% (so -150%, meaning he heals more from heal element attacks).
- Every turn, if he has enough SP, he'll spend it and use a quickcast skill to inflict you with Panic*. You can resist at a -20 bonus:

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

*The roar sends you into a panic!
The roar unnerves you, but you manage to keep calm

This can stack. If you have 3 stacks applied, he will instead use his SP to use a healing skill.
- He has the Freedom status effect
- Before his regular attack, he will regenerate HP. His regular attack deals *0.5 damage and will heal him based on the damage dealt.
- At low health, he will turn into his beast form and will heal some HP. This will also increase his damage output (he will still regenerate like his standard form). This form will persist even if his health is taken out of his low zone.

Appearance: Seth, wielding the ninemares in his standard form and wearing werepyre class armour. Darkovian bulwark shield.
Description: Seth is an ancient werepyre, who has managed to control his powers over regeneration so well he can enhance his own regeneration and block yours!



Mew-Three

Example:
Level: 150
Power: Equivalent to the staff bosses

Location: Arena of Enthusiasts
Monster lean: Offensive (*1.5)
Element: Darkness/Earth

Resists:
Fire: 100%
Water: 10%
Wind: 10%
Ice: 40%
Earth: 100%
Energy: 90%
Light: 80%
Darkness: 40%

Melee/Magic focus on blocking.

Stat Distribution:
STR: 300
DEX: 175
INT: 0
END: 0
CHA: 0
LUK: 300

Effect:
- Standard "Boss Boost +30" that applies to all Arena bosses. Also, +100 Initiative
- He starts with a full bar of SP.
- Whenever you cast a skill using SP, You will be inflicted with Bleed*
*You activated his trap card!
- He can use a quickcast skill to store kindred charges. This costs SP*
*Mew-Three calms his mind and focuses on delivering his next strike
- He can use charges to increase the damage/accuracy of his attacks, have his next strike elementally seek, or a combination of all three*
*Mew-Three unleashes his fury!

Appearance: Mew-Three, wearing the kindred armour, weapon and shield
Description: Mew-three is a member of the ancient kindred. He's able to punish those using SP against him, and can calm his mind to deliver incredible strikes against his enemies!

< Message edited by CH4OT1C! -- 6/8/2019 17:16:19 >
AQ  Post #: 87
6/15/2019 5:14:42   
CH4OT1C!
Member

Cane of Chaos
MC magic neutral "tome". Contains numerous multi-elemental spells. MC goes into compression.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 72,615,500
Sellback: 36,307,750
Location: Arena of Enthusiasts: Defeat CH4OT1C!
Damage: Total Random Lean (0-48).
Type: Magic
Element: [See effect]

Effect:
- If spells are disabled, the the weapon does a "wand" attack

"WAND" ATTACK
Proc: 0% (only if spells disabled)
2 hits, magic. This can deal any of the standard elements, harm and heal. Deals *140/90 damage to compensate . Works on a hit-by-hit basis.

- when attacking, a GUI is brought up with multiple options:

1. Chaotic Tendrils
Conjure up a number of tendrils made of unstable energy to deal massive damage of a random element to your opponent!

Hits: 4
Lean: total random
bth: +5. *85/90 damage
Element: Randomly between the 8 standard elements, harm and heal. This deals *140/90 damage to compensate. Works on a hit-by-hit basis.
Cost: 653mp

2. Unstable eye
Staring into an eye of chaos will have a different effect depending on the beholder. Those devout to chaos will be imbued with unstable energy. Deniers will go mad.

Hits: 3
Lean: total random
bth: +5. *85/90 damage
Element: Element: Randomly between the 8 standard elements, harm and heal. This deals *140/90 damage to compensate. Works on a hit-by-hit basis.
Cost: 653mp

The spell deals *0.5 damage. Afterwards, you gain the "unstable" effect for four turns. I have described this status effect elsewhere. Damage varies between 75-150% (100% melee split over four turns = 25% per turn. That is then used to increase lowest damage from 50 to 75%).

3. Disordered barricade
Chaotic tendrils can be used for more than just offence. Conjuring enough can create a wall of tendrils, protecting you from harm! Of course, their unstable nature means the damage reduced varies depending on the element!

Hits: 3
Lean: heal [see effect]. *0.9 damage for always useful.
bth: Auto-hits. *0.85 damage to compensate
Cost: 653mp

Every hit of the spell is reduced to zero. You then gain elemental shield equivalent to the power of 1 individual hit for each of the standard elements.

4. Attune to Chaos
Focus your mind and attune it to the unstable energy around you!

This does no damage. Instead, you gain +15 "Disorder" charges.

5. Draw Mana
Using your cane as a magical focus, concentrate ambient mana into your body!

Standard +395mp

6. Empower disorder
Attuning your mind has given you better control over it, enabling you to burn your foe with the sheer force of unstable mana!

Cost: [x] "Disorder" charges.

Quickcast skill. Your next attack will inflict prismatic burn* on your foe for the next three turns. This has an appropriate power. Your opponent can resist at a -20 bonus:

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

*The unstable energy prismatically burns your foe!
Your foe barely endures the unstable energy!


Apperance: A similar design to falerin's cane in purple and green (standard chaos colours). Atop the cane is an eye of chaos. The first spell conjures numerous tentacles from the aforementioned spell in all directions to deal damage. The second, an eye opens, with unstable energy of varying colours (looks like multi-coloured electricity) running into both you and your foe. For the third spell, tendrils from all angles are seen to create a wall between you and your foe
Description: For defeating CH4OT1C!, he has created a copy of his personal cane. This elegant weapon contains numerous spell guaranteed to let unstable energy run rampant on the battlefield!



Dreiko's Goggly Guard

Example Tier:
Level: 150
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: Arena of Enthusiasts: Defeat Dreiko

Melee: 10
Ranged: 10
Magic: 10

Ice: -26%

Effect:
- The shield takes -3mrm (already included) and you gain permanent +105 initiative
- You take -(10/1.4)% damage to all attacks. Whenever your foe attacks, there is a [HitsConnected]/[HitsAttempted]*50% chance of them gaining the "trusted" status effect for one turn. In this case, the "trusted" effect entirely cancels the -(10/1.4)% effect. This essentially averages the damage reduction at -(5/1.4)% damage, or a standard MC

Appearance: A purple shield with 2 googly-eyes stuck on it (what else?!). These track the mouse, much like the face.
Description: For defeating him in battle, Dreiko has given you a shield with a mind (and eyes) of its own! Its extremely cautious, allowing you to get the drop on your opponent, and is only caught off guard when you decide to trust them.

< Message edited by CH4OT1C! -- 6/15/2019 5:16:06 >
AQ  Post #: 88
6/15/2019 18:00:18   
CH4OT1C!
Member

Reposting (with a couple of additions) the idea for an updated War boss that @Rafiq posted on @AliceShiki's thread. He's the main person behind this one!

War

Example:
Level: 150
Power: 3

Location: The destroyer part 3
Monster lean: Offensive (*1.5)
Element: Neutral

Resists:
Fire: 50%
Water: 50%
Wind: 50%
Ice: 50%
Earth: 50%
Energy: 50%
Light: 50%
Darkness: 50%
Void/Harm: [see effect]

Low MRM to pay for resists

Stat Distribution:
STR: 300
DEX: 200
INT: 0
END:
CHA: 0
LUK: 250

Effect:
- Has "Boss Boost" +30
- Normal attack is -5bth lean, 2-hit darkness
- War has an internal counter. Every turn, this increases by one. War's damage will be boosted by [x]% for every counter stacked. These cannot be removed. If war takes no damage on a turn, his counter will increase by two instead.
- Every time Immortal War is inflicted with a negative status condition, he mirrors that effect onto you. These can stack. He will then corrupt the status on himself to boost himself*. This cannot be resisted:

Burn/Poison -> Regeneration
Spiritual Seed -> Spiritual Seed of Healing
Paralysis/Daze/Fear/Frozen/Etc. -> Celerity/Chance of Celerity
Elemental Vulnerability -> Eleshield
MRM drop -> Blocking boost
Cripple/Entangled/etc. -> stat boost
Blind -> Bth boost

*War corrupts the status, boosting himself to your detriment!

- If War is hit with a harm/void attack, he will regenerate half the damage dealt
- If he has enough SP, war will spend it to use a skill, dealing increased darkness damage (1 hit). He will also double counters gained on this turn.

Appearance: War
Description: The physical incarnation of War itself!



War

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

Price: 72,615,500
Sellback: 36,307,750
Location: The destroyer part 3

Combat Modifiers
Melee: 42
Ranged:42
Magic: 42

Fire: 45%
Water: 87%
Wind: 87%
Ice: 87%
Earth: 45%
Energy: 45%
Light: 87%
Darkness: 45%

Attack is 2 hits. -3bth lean.

Effects:
- You gain Armour Lean*1.25
- Whenever you are inflicted with a negative status, this effect will automatically be reversed*. This costs [x]SP, varying depending on the strength and type of status inflicted. If you lack the required SP, it will automatically fail:

Burn/Poison -> Regeneration
Spiritual Seed -> Spiritual Seed of Healing
Paralysis/Daze/Fear/Frozen/Etc. -> Celerity/Chance of Celerity
Elemental Vulnerability -> Eleshield
MRM drop -> Blocking boost
Cripple/Entangled/etc. -> stat boost
Blind -> Bth boost

*Your armour corrupts the status!

- The armour takes -3mrm and gives you access to a skill "Crushing blow". This is one hit darkness skill and is weapon based (with appropriate elecomp to cost reduction). -5bth lean (so *85/80 damage).

Appearance: War with the standard attack animations respectively.
Description: This armor once served as a vessel for the demipower of War himself!

< Message edited by CH4OT1C! -- 6/26/2019 16:16:21 >
AQ  Post #: 89
6/18/2019 16:49:03   
CH4OT1C!
Member

Mayhem burst
MC overcharged dark spell.
Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: The Destroyer Part 1
hits: 1
Element: Darkness
Cost: 871mp +392sp

Effects:
- Overcharged, so *1.33 cost and *1.25 damage
- -10bth lean so *85/75 damage
- gains +100% melee for the additional SP cost

Appearance: this
Description: Taming the dark power of Mayhem isn't easy, but it is a formidable force indeed!


@Rafiq and I worked together to make an old boss a little more interesting...

Gravis

Example:
Level: 150
Power: 3

Location: The void
Monster lean: Offensive (*1.5 intake/output)
Element: Fire

Resists:
Fire: -50%
Water: 130%
Wind: 60%
Ice: 130%
Earth: -50%
Energy: 60%
Light: 60%
Darkness: 60%

66 M/R/M

Stat Distribution:
STR: 275
DEX: 200
INT: 0
END: 275
CHA: 0
LUK: 0


Effect:
- Gravis' attacks may deal either fire/earth damage. Damage is reduced to compensate
- He has damage reduction 100 (so each hit has its damage reduced by 100 points).
- Gravis possesses an internal 10-point "temperature" scale. He begins the battle with 10 counters (the maximum amount). When the bar is full, he has 100% chance of attempting to inflict himself with Celerity*. This can be resisted at a +0 bonus:

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

*Gravis moves like flowing magma, allowing him to attack twice!
You manage to prevent Gravis striking again!


Every attack will damage you for a certain amount*

*You are hurt by Gravis' burning hide!

When struck with water/ice damage which exceeds his damage reduction, the scale will be reduced by 1 for each successful hit. His chance of invoking celerity will be reduced by 10% per counter removed (so when empty, he has a 0% chance to attempt). The damage dealt when striking Gravis will also be reduced (to zero with 0 counters). However, his damage reduction status also increased by 50 per point removed*

The attack hardens Gravis, making him resistant to damage!

When empty, Gravis will also gain Elemental shield: Water/Ice x0*

*The solidified magma insulates Gravis from your attack!

Every turn, Gravis will gain 2 counters*

*Internal heat generation!

- If he has enough SP, he can spend it to use a fire/earth skill which will coat you with magma, permanently burning you (9999 rounds, appropriate power) and afflicting you with "heatstroke (see here). You can resist at a -20 bonus (as above)*

*The attack coats you in searing magma!
You manage to avoid the searing magma!


Appearance: This
Description: Gravis is a rare lava drake, a fire dragon adapted for life underground in magma tubes. His wings are useless, but his self generating heat is greater than a normal fire dragon.

< Message edited by CH4OT1C! -- 6/26/2019 16:15:44 >
AQ  Post #: 90
6/20/2019 17:30:54   
CH4OT1C!
Member

I liked some of the ideas that @Galactic Assassin X had with the bare bones of his Potion master boss (seen here). I wanted to flesh out the idea into a proper boss, taking it in my own direction. I also wanted to change out a few of the more counterproductive abilities to streamline the boss and make it more of an interesting fight!

Potion Master

Example:
Level: 150
Power: 3.75

Location: The void
Monster lean: Defensive (*0.5 intake and output
Element: Light

Resists:
Fire: 70%
Water: 70%
Wind: 70%
Ice: 70%
Earth: 70%
Energy: 70%
Light: 70%
Darkness: 70%

low M/R/M. To compensate, has higher HP

Stat Distribution:
STR: 0
DEX: 0
INT: 275
END: 275
CHA: 0
LUK: 200


Effect:
- His regular attack consists of throwing a potion. This deals no damage outright, but inflicts you with a light poison which damages your HP/MP/SP* for the next three turns. This cannot be resisted. Compensation for the fact his total damage is spread over three turns. This effect can stack. If you run out of MP/SP, the poison will be redirected to your HP.

*The potion begins to eat away at your energy reserves!

- If he has >30% MP, he can spend a small amount to have his regular attack also inflict you with Elemental Vulnerability: Light (appropriate power, 3 turn duration*. This can likewise stack, and is resisted at a -20 bonus:

Level: PowLvl vs MonsterLvl
Major: MonsterINT vs PlayerEND
Minor: MonsterLUK vs PlayerLUK

*The potion eats away at your armour!
- If the boss senses a large attack coming (damage >1000), he can spend [x]mp to reduce the damage of that attack to 0*.
*The potion master quaffs a potion and endures your attack!

- If he has <50% HP, he can use a quickcast skill to restore it. This first converts SP -> HP, then MP -> HP (if he has no SP). He can only use this once per turn.
- If he has <50% MP, he can use a quickcast skill to restore it. This first converts SP -> MP, then HP -> MP (if he has no SP). This will not occur if his HP would be reduced under half by this skill. Restoring HP takes priority over MP restoration and only one of these quickcast skills may be used a turn.
- Every turn, you have an [x]% chance to steal a potion from the boss and instantly drink it. This has a 50% chance of healing either your HP/MP/SP*, or increasing one of the DoT effects currently applied to you
*You drink the potion and it heals you!
*Bad potion!
- If you're wearing any wizard class armour, the DoT potion effects will have *2 power (he really doesn't like wizards...)

Appearance: A darker version of Zadd the golem builder.
Description: For some reason, Barry Jotter seems to dislike this expert in the art of potion making. To be fair, the feeling seems to be mutual. He doesn't seem to like you too much either!

The idea behind the boss is anti-nuke because it can essentially tank your hits using MP and draw out the battle. Over time, he can wear you down (especially if you're not playing defensively). The whole point is to outlast your foe rather than outdamage him (eventually, he will run low on HP/MP/SP, allowing you to finish the job!

< Message edited by CH4OT1C! -- 6/26/2019 16:15:22 >
AQ  Post #: 91
6/24/2019 16:29:26   
CH4OT1C!
Member

Mayhem

Example:
Level: 150
Power: 3

Location: "The Destroyer" series
Monster lean: Offensive (*1.5 intake/output)
Element: Dark

Resists:
Fire: 100%
Water: 70%
Wind: 130%
Ice: 100%
Earth: 70%
Energy: 130%
Light: 150%
Darkness: 50%

magic focused M/R/M

Stat Distribution:
STR: 0
DEX: 200
INT: 300
END: 0
CHA: 0
LUK: 250


Effect:
- Has Boss boost +30. Additionally, both parties are given elemental vulnerability: all for the duration of the battle (+50%)
- comparatively low HP, deals increased damage to compensate.
- Deals +50*([MaxHP]/[CurrentHP])% damage*
- If hit by an attack, will deal +100*([DamageIntake]/[ExpectedTurnIntake])**
- If he has [x]mp and [y]sp, he will spend it to use Mayhem burst (see previous posts). His regular attack is darkness and will heal his mp based on the damage dealt.
- If lowered to zero HP, he will automatically set himself to 1hp. On his next turn, if he has [x]mp and [y]sp, he will perform Mayhem burst***. For this attack, the caps will be removed from the above effect (so his retaliation will not be capped at 100%) and it will automatically hit (*0.85 damage). Status'' such as paralysis will not apply (essentially, you cannot stop this attack from occurring).

*Mayhem feeds off the chaos of battle, increasing his damage by +[z]%!
**Mayhems prepares to retaliate!
***Mayhem releases his unspent energy!

Appearance: This
Description: Mayhem, lord of the chaos of battle, and servant of War!

< Message edited by CH4OT1C! -- 6/26/2019 16:15:00 >
AQ  Post #: 92
6/26/2019 16:35:07   
CH4OT1C!
Member

Another boss @Rafiq and I have been working on:

Warlich [Challenge Mode!]

Example:
Level: 150
Power: 3.75

Location: Warlich!
Monster lean: Offensive (*1.5 intake/output)
Element: Dark

Resists:
Fire: 110%
Water: 70%
Wind: 70%
Ice: 70%
Earth: 70%
Energy: 70%
Light: 150%
Darkness: 0%

magic focused M/R/M

Stat Distribution:
STR: 0
DEX: 0
INT: 550
END: 0
CHA: 0
LUK: 200


Effect:
- Has Boss boost +30.
- If he has [x]mp, he will cast a light spell which can inflict you with Spirit rend* which can be resisted at a +0 bonus:

Level: PowLvl vs MonsterLvl
Major: MonsterINT vs YourEND
Minor: MonsterLUK vs YourLUK

As with Ryn the undying, this has a chance to instantly kill undead players

*The attack shatters your spirit!
You endure the spirit shattering attack!


- His regular attack seeks between darkness and energy (reduced damage to compensate). This heals MP based on the damage dealt. He'll use this attack immediately after spirit rend.
- When he is first killed, he will regenerate 25% of his healthbar (lower overall HP to compensate) and will deal increased damage on his next attack.
- Every turn, you have a chance to be inflicted with one of: Crippled, Bleed, Afraid, Blind, Poison, Burn*. If you are already inflicted with that effect, it will worsen**. This can be resisted at a -20 bonus using the above status roll.

*Warlich's necrotic aura [x] you!
You endure the necrotic aura!

**Warlich's necrotic aura worsens your [x]!

- If he has [y]mp and you are inflicted with [z] status effects listed above (or they are of a suitable intensity), he will spend it to unleash a power of the elements (all 8). This will consume the status' for additional power
- If he has [x]sp, he will spend it on a quickcast skill which heals his mp*
Mana charge!
- If you are wearing any wizard class armour OR if your active class title is Wizard or Mage, Warlich's attacks will lesser element seek (he's gotta get rid of the competition!)

Appearance: This
Description: Warlic, in his neverending quest to know everything, read from the Orcenomicon (a backwards Necronomicon) and accidentally turned himself into a Lich!


The regular version of this boss is power 2.5, and has the following stat spread:
Stat Distribution:
STR: 0
DEX: 200
INT: 300
END: 0
CHA: 0
LUK: 250

< Message edited by CH4OT1C! -- 6/26/2019 16:36:27 >
AQ  Post #: 93
6/28/2019 15:54:25   
CH4OT1C!
Member

Lustrous Strike
MC light weapon-based skill. Deals additional damage but will fail if you are hit on your turn.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS.
hits: 1
Element: Light
Cost: 78p

Effects:
- On your turn, you hand glows as if charging. If your foe successfully strikes you whilst this attack is charging, it will automatically fail and you will deal no damage. If they miss, the skill will land at the end of the turn.
- To compensate, this skill deals 100 +(20/0.15)% damage. It is also weapon-based
- If this cannot work due to game limitations, you skip your next menu, and instead deal 200+(20/0.15)+[x]% melee damage ([x] relates to the compensation for taking 2 turns and now allowing you to change tactic).
- MC is a standard +4.25bth

Appearance: For the charging animation, light particle enter your hand, before it glows. This continues throughout the charging phase. When complete, you swing forward at blinding speed and the entire screen goes white, dealing the damage.
Description: This ancient technique allows you to concentrate light energy into the palm of your hand, dealing massive light damage for little cost. However, it takes time to charge and if you're disturbed, the force will be lost!

< Message edited by CH4OT1C! -- 6/28/2019 15:56:51 >
AQ  Post #: 94
6/29/2019 16:39:18   
CH4OT1C!
Member

Shoutout (once again) to @Rafiq for coming up with the initial "Cage of Horrors" idea!

Impenetrable Armour
MC Neutral skill which protects you from critical hits for three turns

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

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

Effects:
- This spell is quickcast, so *(1.25/2) to the effect (already worked into below, so the SP cost needs to be increased accordingly). A *0.9 "always useful" and *0.85 "auto-hit" penalty will also need to be factored into this SP cost.
- This spell does no damage. Instead, you gain a new status effect: "Sturdy" for 3 turns. This prevents your opponent from landing critical hits on you. MC is spent on reducing the SP cost.

Appearance: You conjure glowing silver armour, this flashes white, then disappears.
Description: Use this ancient technique to consolidate your weak spots, preventing your foe from landing critical hits!



Cage of Horrors
MC neutral spell. Prevents damage for 3 turns, before unleashing it at the end as eleseeking damage.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

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

Effects:
- This spell is quickcast.
- For the next three turns after casting, all damage dealt by you and your opponent is automatically reduced to zero. The damage is recorded separately for both parties
- At the end of the three turns, both sides receive one hit equal to the sum total damage from the other's damage pool. This is converted to autohit (*0.85 damage) and will lesser element seek. They also gain a small amount of additional damage for storing up for three turns
- Mastercraft is fueled into increasing the sum damage dealt to your opponent by +5%. The mp cost of this spell should also include a *0.9 always useful penalty.

Appearance: A steel cage surrounds the battlefield (persists until the end of the three turns) and a number of black ghosts dance around the inside
Description: Call forth a cage to trap both you and your foe within a nightmare. Neither you nor your foe can harm each other when in this state, but will receive quite a shock when released!



Lesser Invisibility
MC neutral spell. This can make it more difficult for your foe to land an attack upon the player

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS.
hits: 0 [see effect]
Element:
Cost: 392sp

Effects:
- Quickcast so *(1.25/2) damage. This can only be cast once per round
- You gain a new status effect "Invisibility" for the next three turns. This status effect gives you a (41.6666666667/1.4)*0.9*0.85% chance of automatically avoiding your opponents next attack.Standard penalties for "autohit" and "always useful" (shown above. This should result in an overall 22.7678571429% chance)

Appearance: You temporarily fade in and out, a bit like the freeze effect but in grey. This fade effect lasts for the duration of the status.
Description: This defensive technique allows you to turn partially invisible, making it hard for your opponent to see and land hits! Being a lesser version, the invisibility is not absolute, but lingers longer than more potent forms!



Greater Invisibility
MC neutral spell. This prevents your foe from attacking you for a turn and grants you a bth boost

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

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

Effects:
- You gain "Invisibility" for one turn (100% chance to miss). SP cost is reduced by 50% and your opponent can save at a +0 bonus*:

Level: PowLvl vs MonsterLvl
Major: Vstat vs MonsterDEX
Minor: PlayerLUK vs MonsterLUK

*Your opponent's quick reflexes prevent you from gaining the opportunity to become invisible!

- You gain +10bth for two turns total (functions like Arms of the Dragonguard)
- This can only be used once per battle (reduced SP cost to compensate). *0.85 and *0.9 penalties for "always useful" and "autohit" also apply to the SP cost.

Appearance: You temporarily fade out entirely, transitioning through a grey version of the freeze. This persists until the status ends.
Description: Use this enhanced version of the Invisibility skill to completely protect yourself from your foes attacks. It even allow you to get the drop on your opponent next turn!


< Message edited by CH4OT1C! -- 6/30/2019 19:06:52 >
AQ  Post #: 95
6/30/2019 18:12:28   
Zennistrad
Member

Greater Invisibility sounds like it would utterly break any fight where the opponent has an SP skill.
AQ  Post #: 96
6/30/2019 19:01:56   
CH4OT1C!
Member

^That's why it has a once per battle use. Just to alleviate any fear though, I've also added a save penalty

< Message edited by CH4OT1C! -- 6/30/2019 19:07:37 >
AQ  Post #: 97
7/1/2019 16:50:43   
CH4OT1C!
Member

Uneasy Ceasefire
MC neutral skill. Applies paralysis to the entire field for three turns. MC goes into cost reduction.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

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

Effects:
- This spell is quickcast and deals no damage
- This applies Paralysis to both the player and the monster*. Your pets and guests are also paralysed. Your opponent can resist at a +20 bonus:

Level: PowLvl vs MonsterLvl
Major: PlayerCHA vs MonsterCHA
Minor: PlayerLUK vs MonsterLUK

*You enter a truce with your foe
Your foe does not agree to the ceasefire!


Appearance: You visibly drop your weapon and your opponent falls down
Description: Make love, not war! This skill temporarily prevents you, your pets and guests, and your opponent from attacking.




Spellbreaker Longbow
MC water bow. Can significantly weaken any spell your foe casts. It will also damage them when the spell is cast

Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS
Damage: neutral
Type: Ranged
Element: Water

Effect:
- 100-proc which lacks a true special
- The weapon has two modes. In "Damage" mode, it deals standard damage with an MC of +5% damage. The second, "Spell Shatter" mode, activates [hitsconnected]/[hitsattempted]*100% of the time and lasts until the end of your foe's next turn. If they use a spell, it will deal -[y]% damage and your opponent will also take damage in a similar way to mana trap

Appearance: Something like this in silver and white.
Description: This bow can fire both regular arrows, and those that can shatter spells. Any spell your foe casts will deal significantly less damage, and they'll also be hurt!
AQ  Post #: 98
7/3/2019 4:24:20   
CH4OT1C!
Member

War's Pulverising Edge
MC Dark Sword. Can worsen any status affect currently afflicting your foe.

Example Tier
Level: 143
Powerlvl: 153

Price: 5940
Sellback: 1485 (After 48 hours)
Location: The Destroyer part 3
Damage: neutral
Type: Melee
Element: Darkness

Effect:
- 20 Proc Rate.
- -5bth lean, so *85/80 damage to compensate
- Whilst attacking with the weapon, the LS rate is halved. However the damage from a LS is doubled
- Possesses a quickcast skill (without animation). This costs 392sp. If your foe possesses any negative status effect (Blind, Burn, Poison etc.), this skill will attempt to worsen the existing status. This can be resisted at a +0 bonus, and only applies to status' with more than greater than or equal to one turn duration left*:

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

You can only use this skill once per turn.

*Your weapon corrupts the status' afflicting your foe, making them worse!
Your foe resists the corrupting power of War's edge!


Appearance: This
Description: This heavy blade doesn't cut your opponent so much as crush them. War likes his salsa chunky. It also contains lingering fragments of War's power, allowing you to corrupt and worsen any status effect afflicting your opponent.

< Message edited by CH4OT1C! -- 7/3/2019 4:25:21 >
AQ  Post #: 99
7/7/2019 15:05:51   
CH4OT1C!
Member

This update is the idea of @Microsoft paint (discord user). I just lightly edited it to make it a bit more reasonable!

Blood Orb
MC neutral item. Boosts the damage and accuracy of your spells and gives you an INT bonus

Example Tier
level: 150 Mastercraft
PowerLvl: 153

Price: 6,051,293
Sellback: 3,025,646
Location: Mass Mardar!
Cost: [x]hp and [y]sp

Effect:
- +50 INT
- Deal +10/0.9% damage (so +(20*0.9)% melee) and +8/0.9 bth on all spells

Appearance: This
Description: This fragment of the Blood Orb that Mardar used can boost the damage and accuracy of your spells! The orb asks only for a bit of your blood in exchange. Blood for the Blood Orb!



@LUPUL LUNATIC suggested I revamp this classic spell:

Mana regeneration
MC neutral skill. Uses HP/SP to recharge your MP. Has a chance to deal additional damage

Example Tier
Level: 150
Powerlvl: 153
MpLevel: 152

Price: 24,205,166
Sellback: 12,102,582
Location: Warlic's shop
Damage: neutral
Element: Heal
Cost: 368sp + 38hp

Effect:
- Does one hit of heal damage that targets the player's mana. Deals *1.5 damage for targeting mana. Deals *0.9*0.85 damage for autohit and always useful
- MC: has an 8% chance to deal 162.5% damage (overcharged heal!)

Appearance: This
Description: Use your energy and life force to recharge your mana reserves!

< Message edited by CH4OT1C! -- 7/7/2019 18:38:09 >
AQ  Post #: 100
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