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11/11/2020 2:45:16   
Primate Murder
Member

Since the Halloween war is coming to an end and I wanted to do something for werepyre paladins anyways...

Fluff: There are few areas that need the services of the Paladin Order more than Darkovia. Unfortunately, the variety of curses infecting the forest's inhabitants (including the paladin Coeuraservi himself) leave them ill-suited for wielding holy weapons. Darkovian Armaments were crafted specifically to countermand that weakness, combining the werepyre's curse with the full might of paladin magic. That, on its own, might not be enough to reclaim Darkovia from the grip of the shadow... but it's a start.


Hallowed Armaments
A light mini-set with a focus on undead-slaying and hybrid stats.


Hallowed Tenacity

Melee/Magic light hammer
0-proc
-3 bth lean.

MC: Uses Str, Int and Luck for stats.

Effect: Gain a stacking 2.5% damage boost each time you hit the monster. The next time you miss a hit, you loose (x/.15)% melee hp, where x is your current boost; this resets your boost to 0.

Appearance: A gnarled wooden branch gripping a tombstone.
Description: A large hammer, perfectly suited for crushing a variety of undead foes and enchanted with paladin magic that makes you stronger with every hit. The enchantment is not without its downsides, though – should you fail to hit your foe, the magical backlash will strike at your own curse!


Hallowed Radiance

Light shield
MRM is low, but focuses on Magic.

Effect: Looses 3 MRM. Against undead, you use the shield's Light resist for all eight elements. (shield version of paladin's Unwavering passive)

MC: Gain (y * 10/1.4)% light Backlash, where y is the number of light spells you have in active inventory. Monster can resist (MainStat/Luck vs Cha/Luck) with +10 bonus to save, or -20 penalty if it's undead.

Appearance: A gnarled wooden shield with softly glowing runes.
Description: A shield of light and shadow, capable of adapting to any undead foe. Its power resonates with your own light magic, punishing your enemies for every injury they deal to you!


Hallowed Ground

Light element spell.

Does no damage, but has the following effects:

- Monster is inflicted with light Burn (power: 1) until the end of the battle. Monster can resist (MainStat/Luck vs End/Luck) with -5 penalty to save.

- Monster is inflicted with EleVuln (+10% light damage taken) until the end of the battle. Monster can resist (MainStat/Luck vs Cha/Luck) with -5 penalty to save.

- You gain Str and Int (50 * MonsterLightRes each) for 2 rounds.

MC: If your foe is undead, you also gain 4 Defiance charges (for lvl 10 paladin skill).

Cost: 50% melee sp + 50% melee mp + 25% melee hp (50% if Int>Str). Against undead, the sp and mp costs are halved. (calc: 12.5% spell damage downtrigger = 25% melee, so a trigger is worth 50%).

Appearance: Permanently changes the background to an old cemetary, lit by moonlight,
Description: Consecrate the ground with your blood, enhancing your combat abilities while assaulting both body and anima of your foe. If the enemy is undead, the spirits of paladins past will even help you shoulder the ritual's cost!
AQ DF  Post #: 251
11/20/2020 3:32:04   
Primate Murder
Member

With the final DL Keep update coming up, I thought it would be fitting.


Vizalain Corruption Set
A dark mini-set centered around Lucky Strikes.


Corrupted Core

Dark shield
Low MRM with a focus on Melee; looses 4.2 MRM to boost the MC effect.

MC: All your Lucky Strikes have (LS/TotalHits)% chance to grant you Elemental Rage (+20 status potence and celerity) for 1 round.

Appearance: A buckler shield from a dark red crystal. Has several smaller, more jagged crystal shards rotating around it.
Description: A shield grown from the shards of corrupted vizalain. It may not grant great protection, but its dark magics will reward your Lucky Strikes with a surge of elemental power!


Corrupted Shardclaw

Melee dark claw
0-proc
+5 bth lean.

Effect: All your weapon attacks and dark spells inflict the monster with Corruption (power:1). While corrupted, it deals +(CorruptionPower*7.14)% damage, and all your Lucky Strikes deal *(1 + CorruptionPower) LS damage. Monster can shake off the effect (MainStat/Luck vs Cha/Luck) with +0 bonus at the beginning of every turn.

MC: Your Lucky Strikes heal 50% LS damage as hp.

Appearance: A dark red crystal claw.
Description: A claw grown from the shards of corrupted vizalain. In the arms of a skilled wielder, it can spread that corruption to your foe and even consume it to restore your health on Lucky Strikes!


Corrupted Shardscythe

Ranged dark scythe
0-proc
-3 bth lean.

Effect: All your weapon attacks and dark spells inflict the monster with Corruption (power:1). While corrupted, it deals +(CorruptionPower*7.14)% damage, and all your Lucky Strikes deal *(1 + CorruptionPower) LS damage. Monster can shake off the effect (MainStat/Luck vs Cha/Luck) with +0 bonus at the beginning of every turn.

MC: Your Lucky Strikes heal 56.25% LS damage as sp.

Appearance: A jagged scythe of dark red crystal.
Description: A scythe grown from the shards of corrupted vizalain. Every hit of this weapon spreads fell corruption to your foes and every Lucky Strike restores your spirit!


Corrupted Crystal Shard

Magic dark wand
100-proc with no special-special
+10 bth lean.

Effect: All your weapon attacks and dark spells inflict the monster with Corruption (power:1). While corrupted, it deals +(CorruptionPower*7.14)% damage, and all your Lucky Strikes deal *(1 + CorruptionPower) LS damage. Monster can shake off the effect (MainStat/Luck vs Cha/Luck) with +0 bonus at the beginning of every turn.

MC: Your Lucky Strikes heal 75% LS damage as mp.

Appearance: A jagged ruby-like crystal. Attack shoots up ruby-like spikes from the ground.
Description: A lost shard of a corrupted vizalain. The magic of this weapon can curse your foe with a corruption of elemental darkness and even use that corruption to fuel your mana reserves!


Mini-FSB (shield and weapon): Lucky Strikes against a Corrupted monster have (LS/TotalHits)% chance to inflict Control for (CorruptionPower) rounds.* Monster can resist (MainStat/Luck vs Cha/Luck) with +11 bonus to save.

*Forcibly overriding the host; inverting key aspects of innate magic...
AQ DF  Post #: 252
11/24/2020 3:19:38   
Primate Murder
Member

Scourge of Pestilence

Ranged darkness whip
100-proc, no extra special
+3 bth lean.

Toggles between three modes:

- A standard 3-hit attack.

- Sacrifices 30% damage to inflict darkness Poison (power:1) for 3 rounds; when monster takes Poison damage, you heal an equivalent amount of hp. Monster can resist the infliction (Dex/Luck vs End/Luck) with +0 bonus to save.

- Sacrifices 50% damage to inflict Pestilence (-30 Dex and power:1 darkness poison). The effect lasts until the monster hits you 10 times.* Monster can also resist the effect's infliction (Dex/Luck vs End/Luck) with +0 bonus to save.

MC: +20 Poison Potence.

*(MonsterName)'s struggles loosen the grip of pestilence! / (MonsterName) breaks free from pestilence's grip!

Appearance: A dark-green whip with a leather handle.
Description: This weapon is imbued with Pestilence's power! While his strength may be waning, it's still enough to imbue this whip with virulent plagues and enhance all your sickness-inflicting abilities!
AQ DF  Post #: 253
12/15/2020 1:53:36   
Primate Murder
Member

Audacious Stratagem
Qc beastmaster spell.

Quickcast, 1/turn, costs 77% melee sp. Requires you to have a pet out and active.

Monster makes a save (Cha/Luck vs Cha/Luck) with +0 bonus.

- If it succeeds, nothing happens.

- If it fails, it gains celerity. Next round (after the monster uses its extra turn), your pet attack deals 3x damage and inflicts Bleed (power: 1.5). Monster can resist bleeding (Cha/Luck vs End/Luck) with -20 penalty to save.

Appearance: none. You have reached a level where you can coordinate with your allies without any need for words.
Description: Trick your foe into overextending, leaving their back open to your pet's savage counterattack!
AQ DF  Post #: 254
12/15/2020 2:21:57   
Primate Murder
Member

Nightmare of Pursuit
A damage spell with effect infliction.

7 random hits of ice or darkness with +5 bth lean. Does *1.1 damage for non-allied elements. Afterwards, the monster makes a save (Int/Luck vs Cha/Luck) with +0 bonus.

- If it succeeds, the monster gains a lean (*1.2 outgoing and incoming damage) and Berserk (-20 bth lean) for 2 rounds.*

- If it fails, the monster becomes Afraid (100% chance of inaction) for one round.**

*(MonsterName) chooses to fight!
**(MonsterName) chooses to flee!


Costs mp of a standard spell + 59.5% melee sp.

Appearance: The screen goes dark, with a shadowed silhouette of the Nightmare Queen briefly outlined against the darkness.
Description: Fight or flight? It matters not. They shall all end the same.
AQ DF  Post #: 255
12/15/2020 3:04:13   
Primate Murder
Member

Horror's Embrace
A spell that leaves the monster asleep and vulnerable to fear effects.

The spell does no damage, but has the following effects:

- The monster gains -20 Weakness to Fear and Panic statuses until the end of the battle.

- The monster becomes Asleep. It can wake up (MainStat/Luck vs Cha/Luck) with -10 penalty to save. When it wakes up, it's Groggy (renamed Blind, -30 bth) for one round afterwards.

This is an overcharged spell, so costs 4/3 sp of a regular one.

Appearance: The background changes to Nightmare (like the one from Welcome Home quest) until the end of the battle.
Description: Welcome to my dreams...
AQ DF  Post #: 256
12/30/2020 12:48:30   
Primate Murder
Member

The Book of Whispers
A dark/ice tome with Sleep effect triggers.

When attacking, select one of the following:

Army of Horrors*

- If you don't have Gathering Horrors status, you gain it (power:1.9). The status' power increases by 0.1 each time you cast a dark, ice or neutral spell (that is not Army of Horrors).

- If you have Gathering Horrors status, it is consumed and you cast a 4-hit spell at -5 bth lean, with each hit randomly using ice or darkness element. The spell gains *(1.1 * GHPower) modifier to damage. (basically, you deal 380% damage if you cast them back to back, 400% if you cast a spell in between, 420% if you cast two spells, etc, and gain *1.1 bonus for non-allied elements).

Costs mp of a standard spell.

Sweet Dreams**

Makes 5 hits at +5 bth lean, with each hit dealing 1.1% spell damage (2.2% melee) and randomly using ice or darkness element. Afterwards, the monster falls Asleep and gains Nightmares status (renamed Burn, follows the element of your last hit, power:7.7) that lasts until it is no longer Asleep. Monster can wake up at the beginning of it's turn (Int/Luck vs Cha/Luck) with +0 bonus to save. When it wakes up, it gains Berserk (-20 bth lean) for two rounds and celerity.^

Efficient spell, so costs 60% mp of a standard one.

The Terror Within***

Does no damage. For the next 4 rounds, each time the monster hits you, it is inflicted with Spooked (+10% damage taken and -10% damage dealt). Monster can shake off the effect at the end of each turn (Int/Luck vs Cha/Luck) with -4 penalty to save.

Overcharged spell, so costs 4/3 of a standard one.

Dreamcatcher****

A standard mp heal.


MC effect is a trigger against Sleeping monsters:
- Army of Horrors. The status' power increases by 0.15 instead of 0.1.
- Sweet Dreams. If the monster is already Asleep when you cast the spell, it deals only 1 hit (2.2% melee), but the power of the Nightmare status increases to 20.
- The Terror Within. Until the monster wakes up, double the incoming damage bonus from Spooked.
- Dreamcatcher. Consumes the Sleep status and heals an additional 238% melee mp.

*Drown your enemy in the ocean of their own fears!
**Summon the denizens of the Nightmare Realm to drag your foe down into dreamland!
***Give your foe a glimpse of what lays within your dreams!
****Take a short nap to recover your mana.
^(MonsterName) wakes up with a burst of fear-fueled adrenalin!


Appearance: An old book surrounded by a dark haze.
Description: You can almost make out the words...
AQ DF  Post #: 257
1/1/2021 11:50:02   
Primate Murder
Member

Scorching Spectre Sceptre

Magic fire staff
+5 bth lean
20% special; deals double damage (225% melee), but you take damage equal to 50% damage dealt.*

MC: Against Burning monsters, your spells attempt to inflict Control (1 round, 100% chance of inaction).** Monster can resist (Cha/Luck vs Cha/Luck) with +6 bonus to save. (calc: 50*.75/2 = 18.75% bonus per spell, *2 for trigger, *1.5 for using a 4th stat)

*The spirit breaks free of your control, lashing out at everyone around him!
**The spirit possesses (MonsterName)!


Appearance: A slender wooden staff with a red sphere at the top. Special summons a burning spectre surrounded by a cloud of ash.
Description: An ancient weapon, possessed by the spirit of a warrior who was burned to death during the Great Elemental War.
AQ DF  Post #: 258
1/13/2021 13:27:33   
Primate Murder
Member

Skirmisher's Hornbow

Ranged wind bow
100-proc, no special.

Toggles between two modes:

- Single hit attack at +10 bth lean.* Deals -32% damage to inflict Bleed based on the number of hits you blocked since last round (power: 0.1 + 0.2*HitsBlocked). Each time the monster takes Bleed damage, you heal sp equal to 1.125x damage taken. Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.

- 6-hit attack at -10 bth lean.** Regardless of whether you hit or not, all monster attacks loose 15 bth for one round. Costs 25% melee sp. If you do not have the required sp, you automatically switch back to the first mode.

MC: Reduces sp paid to flee by 50% melee.

*Fire a highly accurate tracker's shot to Bleed your prey! Your hunter's spirit will become invigorated with every drop of blood spilled!
**Launch six arrows in swift succession to disrupt your foe's advance!


Appearance: A slender bow made out of a dragon's horn.
Description: Skirmishers are sent out in front of the regular forces to harass the enemy, hunting down scouts, disrupting the formations and swiftly withdrawing from any serious threat. You may not have an army behind your back, but with this bow you can still imitate the tactics of ancient warfarers.
AQ DF  Post #: 259
1/24/2021 4:47:00   
Primate Murder
Member

Haunted Commander's Ring

Darkness misc with an sp upkeep.

Stats: Max boost to Dex and Cha.

Resistance: x0.5 against monsters tagged 'ghost' or 'incorporeal', x0.55 darkness against all others.

Effect: Your pet and guest attacks gain +10 bth.

MC: Click on the ring to activate a toggle, When the toggle is active, each pet or guest hit that connects inflicts the monster with Fear (10% chance of inaction for 1 round).* Monster can resist (Cha/Luck vs Cha/Luck) with +8 bonus to save. Costs 20% melee.

*Your uncanny coordination intimidates (MonsterName)!

Appearance: A blackened metal ring with a small inset ruby.
Description: This ring still seems to be haunted by the spirit of it's past wielder. The ghost shields you against attacks of spiritual nature and whispers advice in your ear, helping position your allies for maximum effect.
AQ DF  Post #: 260
1/24/2021 5:09:15   
Primate Murder
Member

Reforged Commander's Ring

Misc with an sp upkeep; element folows your knight order (fire for Stormfallen, earth for Deren, dark for Granemor, light for Pria or unaffiliated)

Stats: Max boost to Cha and Luck.

Resistance: x0.5 to knight order's element.

Effect: Breaks your pet and guest free from the following statuses: daze, fear, paralyse.* This costs 40% melee sp for pet and 60% melee sp for guest.

MC: Each time your pet lands a Lucky Strike, you gain 1 charge (vs mobs of (BuyLv - 10) or higher). The charges carry across battles, and you can store a max of 24 charges. Once per battle, you can click on the misc box to consume charges (up to 8) and gain Lucky status (+25*Charges Luck) for 3 rounds. The effect will remain even if the misc is removed.

*Battle On!

Appearance: A wide metal band with engraved Fehu rune.
Description: This ring marks you as someone trusted to lead knights into battle! It enhances your trustworthiness in the eyes of others, helps your allies shake off status conditions and can even store a bit of your luck for later use!
AQ DF  Post #: 261
1/29/2021 5:03:04   
Primate Murder
Member

Giant's Rib Club

Darkness shield
Melee > Ranged/Magic defences.

Effect: You loose 9 MRM. Each time monster hits you with a Lucky Strike, it takes a hit of harm damage worth 50% melee and is inflicted with Dazed and Reeling (33% chance of inaction and extra damage taken).* Monster can shake off the effect (Int/Luck vs End/Luck) with -8.5 penalty to save at the end of every turn, including this one.

Class bonus: If your class name is necromancer, you can click on the Club to supercharge it.** The skill is qc, 1/round, and the Club can hold a max of 2 charges at a time.*** The next time the Club's effect is activated, Dazed and Reeling status is increased by 33% per charge. Supercharging costs 100% melee mp, except for the first time per battle, which is free.

*You brutally retaliate against (MonsterName)'s lucky blow!
**Click to imbue the giant's rib with necrotic energies and enhance its power!
***The Rib is already supercharged!


Appearence: a giant rib.
Description: This giant bone may not be the best choice to shield yourself from harm, but it can certainly punish anybody who gets lucky against you! Works best for necromancers.
AQ DF  Post #: 262
2/1/2021 2:31:05   
Primate Murder
Member

The Light's Judgement
A light spell with a paladin trigger against undead.

After casting the spell, make a save (Int/Luck vs Cha/Luck) with +0 bonus.

- If you suceed,* the spell deals 12 hits of light with +50% damage bonus.

- If you fail,** the spell does a single hit of damage and leaves you Paralyzed for 1 round.

Class bonus: If your class title is Paladin and you have the spell in your active inventory, gain +210 initiative against undead foes.

*The Lady of Light finds your enemy guilty! Bonus damage!
**The Lady of Light finds your enemy innocent and sternly chastises you!


Costs mp of a standard spell.

Appearance: The Lady of the Light appears briefly. If you succeed on the save, she jestures toward your foe, summoning a wave of light. If you fail, she disappears with a flash.
Description: Call upon the Lady to judge your foe! For paladins, this spell doubles as Detect Evil, making it almost impossible for undead to sneak up upon you.
AQ DF  Post #: 263
2/26/2021 7:25:31   
Primate Murder
Member

Just something that came to mind as I'm waiting for the long-anticipated Necromancer revamp.

Dreadblade

Darkness melee sword
-3 bth lean
20-proc; instead of bonus damage inflicts Fear (3 rounds, DarkRes*33% chance of inaction). Monster can resist (Str/Luck vs Cha/Luck) with +8 bonus to save.

MC: Click on the blade to summon Necrotic Minion.* It's a darkness pet with a single hit attack at -3 bth lean. If the monster's inflicted with Soul Reaped, the Minion deals bonus damage worth +(DamageReduction*2.5)%.

Effect: If you have Necrotic Minion pet out and active, you loose 20% melee hp after every attack and inflict Soul Reaped (renamed Panic, reduces monster damage by 10%).** Monster can resist the effect (Str/Cha vs Cha/Luck) with +8 bonus to save. If it fails, monster makes another saving throw at the end of each turn.

*Summon an undead minion to aid you in combat!
**You reap (MonsterName)'s power to boost the Necrotic Minion!


Appearance: Similar to Unlucky Dread Blade. The pet is a skeleton with an axe.
Description: A necromantic implement for members of the Order who prefer melee combat! It is capable of raising the dead, striking fear into the hearts of your foes and even stealing their anima to empower your minions!


Dreadbow

Darkness ranged bow
+10 bth lean
100-proc, no special.

Effect: Click on the shaft of the bow to toggle between two modes. The first mode does 1 hit and pays 20% melee hp to deal additional damage.* The second mode does 5 hits and sacrifices 50% damage to inflict Entangled (-125 Dex).** Monster can resist (Dex/Luck vs Str/Luck) with -10 penalty to save.

MC: If the monster is Entangled, you can click on the bowstring to pay 100% melee sp and cast a skill.*** It deals standard skill damage and consumes monster's Entangled status for additional damage.

*Enhance your arrows with life energies to deal additional damage!
**Summon bone hands from the ground to hinder your foe!
***Detonate the bone hands to harm your foe!


Appearance: A bow that resembles a bent spine with a bowstring of sinew. First mode shoots a single large arrow. Second mode shoots a smaller arrow, then bone hands rise from the ground to latch onto the monster. The skill blows up the monster with black fire.
Description: A necromantic implement for members of the Order that combine dark magic with archery! It can augment the arrows with your life force, summon undead to impede your foe's movements and even turn them into (un)living bombs!
AQ DF  Post #: 264
3/14/2021 0:59:19   
Zennistrad
Member

When you say the Necrotic Minion is a pet, do you mean a guest?
AQ  Post #: 265
3/14/2021 4:00:48   
Primate Murder
Member

Nope. I mean a temporary pet - like Zard Pinata.

And, since I posted anyways:

Memento Mori

Darkness shield
High MRM, has a weakness to Ranged.

Effect: You loose 105 Initiative, but gain +30 MRM until the beginning of your first turn.*

MC: Once per battle, you can click on the shield and pay 88% melee sp. Doing so ends your turn, but for the next two rounds you cannot be reduced below 1 hp.**

*Constant Vigilance!
**You gather all your will, refusing to fall until your task is done.


Appearance: A large kite shield of dark metal with an ancient tree subtly etched into it.
Description: Recovered from the ruins of Oaklore, this heavy shield is imbued with darkness that fell upon the Far West. You can almost hear it whispering in your ear: "Remember That You Are Mortal."

< Message edited by Primate Murder -- 3/14/2021 6:15:24 >
AQ DF  Post #: 266
3/16/2021 12:07:42   
Primate Murder
Member

Spellblade Ring

Energy misc with an sp upkeep.

Stats: Max boost to Int and bth.

Effect: Whenever the monster's MP decreases during its turn (it casts a spell), you gain 1 charge. The charges reset at the end of the battle, restoring 100% melee mp for every unspent charge.

MC: Click on the ring to gain a temporary weapon. It's a magic energy sword, has +3 bth lean and 25% melee mp upkeep. If you don't have sufficient mp, the blade disperses. The sword deals +33% damage and, if you have at least 1 charge, you can click on it to cast a spell. It does 6 hits of energy damage at +10 bth lean, starts at 50% spell damage and gains +50% per each charge. Doing so consumes all charges.

Appearance: A slender silver band with an amber stone. Summons a slender longsword with the same amber stone on the guard. The spell simply throws lightning.
Description: This ring allows you to manipulate the natural energies of the world, coalescing them into a blade with a slight expenditure of mana or hoarding them for a single powerful outburst.
AQ DF  Post #: 267
3/21/2021 5:27:54   
Primate Murder
Member

Faithbreaker

Earth melee club
-3 bth lean
0-proc, so *1.08 damage.

Trigger: Against monsters tagged as 'Knight', Faithbreaker deals harm damage and each time you land a Lucky Strike, the monster starts Bleeding (power: 0.5). Monster can resist the latter effect (Str/Luck vs End/Luck) with +0 bonus to save.
Downtrigger: The weapon deals -10% damage against anything else.

MC: Faithbreaker uses Str, Int and Luck for stats.

Appearance: A blood-stained maul.
Description: This weapon belonged to an infamous bandit lord who made a name for himself by killing every knight that was sent after him. While crude and inelegant, Faithbreaker is optimized for crushing armor and can substitute Dexterity with knack for predicting your foe's next move.

< Message edited by Primate Murder -- 3/30/2021 1:35:47 >
AQ DF  Post #: 268
3/21/2021 9:57:00   
  Lorekeeper
And Pun-isher

 

One too many knights in the pool, eh.
Post #: 269
3/22/2021 1:02:46   
Primate Murder
Member

You know it. High hp, low resist and proclivity toward stun-locking you for 8 rounds tends to make them my personal bane in these wars.

On a side note, having the Cray comment on my thread tickles my ego somewhat fierce.


Perun's Might Set
An energy mini-set for FD werepyre beastmasters.


Perun's Axe

Melee energy axe
1 hit at -5 bth lean
100-proc with no special, so *1.1 damage.

Toggles between 2 states:

- Perun's Fury. You take +20/1.4% damage, your weapon attacks gain a further -15 bth lean (to a total of -20 bth lean) and your pet+guest gain celerity.* Monster can resist the last effect (Str/Cha vs Cha/Luck) with +0 bonus to save.

- Perun's Wisdom. Your weapon attacks deal -50% damage, but you take *0.8 damage from monster attacks and gain a charge after each attack.** The next time you cast a spell, it consumes all charges to deal +11% damage per charge. Charges reset at the end of the battle.

MC: Uses Str, Int and Luck for stats.

*Your power and passion inspire your companions to strike again!
**You store a fraction of your might for future use! (x) charges stored.


Appearance: A slavic axe. Attack throws the axe in a burst of lightning.
Description: A powerful weapon of an ancient god of thunder! This axe uses your Strength and Intellect to guide your allies from the front or enhance your defensive position while preparing a powerful counterattack!


Perun's Shield

Energy shield
Ranged > Magic > Melee defences.

MC: Click on the shield to activate an sp-costing Cha drive and lower the MRM of both player and monster by 10.

Appearance: A wooden kite shield. The shield is decorated with the head of a bearded man in a conic helm over crossed axes.
Description: The mighty shield of an ancient thunder god! You can use its magic to assume the god's guise and increase your charisma, but the resulting thunderstorms will inhibit everybody's ability to defend themselves!

< Message edited by Primate Murder -- 4/5/2021 0:20:22 >
AQ DF  Post #: 270
4/13/2021 4:57:05   
Primate Murder
Member

Infernal Engineer

FD fire armor with an energy secondary
MRM focuses on Magic
5-hit attack at +10 bth lean.

MC compresses a skill and a toggle:

- Hacking. Spell-type skill. Deals no damage, but inflicts the monster with EleVuln (+50% damage from all elements) for 3 rounds. Monster can resist (MainStat/Luck vs Int/Luck) with -20 penalty to save. The skill consumes your turn and inflicts you with DefLoss (-9.4 MRM for 3 rounds).

- Firewall. Toggle. a) changes armor lean to FO, b) changes weapon attacks and spells to hybrid stats (like werepyre), c) locks your armor attacks to fire, with elecomp bonus to damage, and d) gives you Backlash status, with 50% damage reflected as Harm. Monster can resist (MainStat/Luck vs End/Luck) with -14 penalty to save. Costs 25% melee sp + 25% melee mp per turn.

Appearance: Inspired by the Professor. Attack uses purple screen and unleashes a torrent of mana; Hacking uses a green screen; Firewall uses a red screen.
Description: The race of infernals may be no more, but you can still use their advanced technology to fuse attack and defence into a single comprehensive skillset!
AQ DF  Post #: 271
4/14/2021 12:31:07   
Primate Murder
Member

Koschei the Deathless

Description: You don't know who exactly it is you freed from the Mantle's dungeons, but you're certainly starting to regret your decision.

3-stage monster, like Silk Weaver or Rayfish. Upon starting each new stage, Koschei removes all status effects from himself and restores full hp and mp.

Stage One

You are inflicted with Enchanted Winds status. Description: Koschei summoned great winds to destroy your footing and aim, but he's hardly the first foe capable of elemental manipulation that you've fought! Effect: Make a save (Int/Luck vs Int/Luck) at the beginning of every turn with +0 bonus. On success, Koschei looses 10% MaxMP and is inflicted with Power Drain (-50% damage and -30 MRM) for one round.* On fail, your Dexterity is set to 0 for one round.**

*You drain the magical power from the winds, leaving Koschei weakened!
**You're thrown about by the winds!


Koschei the Deathless

Appearance: A tall man, old, but powerful, with rich clothing and a large sword. Rides on a black horse. Background: plains with the sun high in the sky.

Wind element monster
Has standard resists for a wind monster, but with -200 water
Very high MRM.

Stats: Str, Dex and Int.

Normal attack: Rushes by you on a horse and slashes with a sword, dealing 1 hit of wind damage. Pays 10% mp for 50/50 save (Str/Luck vs Str/Luck) to gain celerity.***

Sp attack: On first use, Koschei shatters your weapons, replacing it with a Harm element fist and greying out your weapon bar. On second use, Koschei shatters your shield (like Fenris boss). On third use, Koschei cuts down your pet (removes the pet and greys out the bar). Fourth and subsequent deal increased damage. All effects last until the end of the third stage.

Effect: Whenever Koschei is inflicted with an immobilizing status, he consumes the effect to restore sp and gains Berserk (-20 bth lean) for 3 rounds.****

Stage End: When Koschei is reduced to 0 hp for the first time, his horse dissolves into smoke, while the man himself falls onto the ground. From his body grows a large oak with a chest hanging on its branches with chains of gold; the time changes to sunset (background change). Koschei rises from the tree's roots, shorter and thinner than before.*****

***Koschei pushes you off-balance and acts again while you're recovering!
****Koschei grows enraged at your attempts to chain him!
*****...You really should have expected that from a guy called 'the Deathless.'


Stage Two

Enchanted Winds status is replaced with Water of Life. Description: The enchanted waters of Buyan isle are said to possess powerful restorative properties, even capable of bringing the dead back to life! Effect: You gain a temporary healing spell. It costs nothing except your turn and deals 1 hit of Heal element worth 50% damage of a standard spell. In addition, the first time you die during the battle, you're brought back to life with 25% MaxHP and the status is removed.*

*The waters of Buyan bring you back to life, but doing so drains all their mystical power!

Koschei the Deathless

Appearance: A short and skeletal old man leaning on a crooked wooden staff.

Dark element monster
Resists: -200 Water, -100 Darkness, 100 to everything else
Fairly low MRM with a focus on Magic.

Stats: Int, End and Luck.

Attack:

- If you're not inflicted with Sglaz and Koschei has enough sp, he makes a 0 damage darkness attack that inflicts Sglaz for 2 rounds. Sglaz combines Mindlock, Fragile (-50 End) and Poison (dark, power: 5).** You can resist the effect (Int/Luck vs your Cha/Luck) with -20 penalty to save.

- If you're inflicted with Sglaz and Koschei has enough mp, he makes a high-damage darkness attack.

- If he lacks either sp or mp, Koschei hits the earth with his staff to regain sp and mp.

Effect: Koschei is permanently inflicted with Master Enchanter status, reducing all damage taken by 80%. The status is removed for one turn after he makes the mp attack.

Stage End: When Koschei is reduced to 0 hp again, his body falls and rapidly decays into a skeleton. The chest (on the oak) opens up and a rabbit hops out, dissolving into a pool of liquid darkness that consumes both the skeleton and the tree, as the sun sets and the moon rises (background change). Koshei's skeleton rises from the waters with an entire undead army.

**Koschei's curse shatters your body, mind and spirit!

Final Stage

Water of Life status is replaced with Exhaustion. Description: You've been fighting all day and all night. Effect: Make a save (End/Luck vs End/Luck) at the beginning of every turn with +0 bonus. If you fail, your sp is set to 0 for one round.*

*The fatigue takes its toll on you.

Koschei the Deathless

Appearance: A crowned skeleton stands in a pool of dark water with 4 groups of smaller skeletons before him.

Water element monster
Resists: -200 water, the rest are hidden; at the end of every turn Koschei's resistances (except water) are scrambled, and Koschei takes and deals *1.1 damage
Low MRM.

Stats: Int, Cha and End.

First round: Koschei consumes all mp to summon 4 minions (each a group of 3 skeletons).

Attack:

- Minion army 1 (wields maces): Earth damage, inflicts Daze (100% chance of inaction for 1 round). You can resist (Cha/Luck vs your Dex/Luck) with +0 bonus to save.

- Minion army 2 (wields skimitars): Wind damage, inflicts Bleed (power: 0.3) and Disease (hp, power=Bleed damage). You can resist (Cha/Luck vs your End/Luck) with +0 bonus to save.

- Minion army 3 (wields staves): Fire damage.

- Minion army 4 (wields tridents): Water damage, inflicts Drowning (renamed Panic, -30% damage). You can resist (Cha/Luck vs your Cha/Luck) with +0 bonus to save.

- Koschei: Harm damage, removes all status effects from self except for Freedom and Still Waters. If he has enough, Koschei consumes 20% MaxMP to heal remaining Minions.

Effect: Freedom.

Effect (Koschei only): Each time Koschei takes damage, he gains an equal amount of mp. If mp bar becomes full, Koschei resummons all Minions with full health.

Effect (Koschei only): Still Waters (power: 1/4 Koschei's MaxHP). After dying a third (and every subsequent) time, Koschei reduces one of his remaining Minions to 1 hp and regains hp equal to (Still Waters * Minions Remaining). If Koschei has no Minions left, the battle ends.

Stage End: All the liquid gathers into a single dark egg. Koschei turns into a raven, grabs the egg and flies away.
AQ DF  Post #: 272
4/17/2021 6:48:25   
Primate Murder
Member

Lagohm Reactive Armor

FO energy armor
Fairly high MRM with a focus on Melee
1-hit attack at -3 bth lean.

MC effect is a skill: Reactive Rush.

- If you have less than 4 charges, the armor gains 1 charge* and inflicts the monster with EleVuln (+20% damage from all elements) for 4 rounds. Monster can resist (MainStat/Luck vs End/Luck) with +5 bonus to save.

- If you have 4 charges, you consume them to unleash a 16-hit attack. This is treated as a weapon-based skill, follows the element of your equipped weapon and does 2x damage of a standard skill.

Has no cost except for your turn.

*You charge up your armor! (x% charged!) / Your armor is fully charged!

Appearance: Based on Prince Lupin Verriton's armor. Normal attack has 2 animations: either discharges a shoulder-mounted blaster or punches the ground to launch a shockwave. Skill charging creates a softly glowing pulse, skill attack launches a swift barrage of blows.
Description: This powerful armor was crafted by the mysterious beings inhabiting the Realm of Energy!

< Message edited by Primate Murder -- 4/21/2021 12:31:55 >
AQ DF  Post #: 273
4/24/2021 8:14:58   
Primate Murder
Member

Necroquest

Sample mechanics for the upcoming Necromancer class quests. Note: Presumes that the enemy is hostile Mantle necromancers and the undead they raise, whether they're attacking the base you're setting up or you're raiding one of theirs.

Quest Start

Fight 4 undead monsters. Each monster has Overflowing Anima status (+45 MRM, -20 bth Berserk and Freedom).

Your enemies hide from your sight, attacking with remote-controlled puppets and marionettes. Can you persuade the local spirits to locate them? Make a Cha roll.

- On success, proceed to the boss with Initiative Bonus (+105).

- On fail, fight 2 more monsters and make another save with reduced difficulty, but no Initiative Bonus. Repeat until you succeed or fight 12 monsters.

You don't get any heals inbetween the fights,* but for the duration of the quest you gain a temporary Drain Power spell.** It's qc, 1/turn and has no cost. Make a save (Int/Luck vs VStat) with +0 bonus. If you succeed, you heal 10% Max hp and mp, and your foe looses Overflowing Anima status for the rest of the round.

Additionally, for the duration of the quest you gain Burial Grounds status. Description: Graveyards are your home ground, willingly absorbing the excess energy from your spells. Effect: Each time you cast a spell, it reanimates 1, 2 or 3 skeletons to attack the monster, dealing 50%, 100% or 150% melee respectively.

Fight the boss (necromancer or undead that acts as a transmitter). Has 2 undead minions, but each successful Drain Power save reduces a minion to 0 hp.

*No Rest for the Wicked!
**Drain power from your foes to restore hp and mp!


Quest End
AQ DF  Post #: 274
4/27/2021 14:19:45   
Primate Murder
Member

Dead of the Knight

Darkness shield
High MRM with a focus on Melee.

Effect: You take +(10/1.4)% damage from monster attacks. Each time you heal hp, the monster makes a save (Cha/Luck vs Cha/Luck) with +10 bonus to save. If it fails, it takes Harm damage equal to 50% of the amount you healed. (calc: 5% melee = 10 HealRes, so 10%=20, /0.4 for save)

MC: Click on the shield to summon Dead Knight guest (mp upkeep).

- Guest deals 50% damage, but each time the monster attacks, it makes a save (Cha/Luck vs Cha/Luck) with +10 bonus. If the monster fails, the attack looses 45 bth.

- The guest has *1.3 upkeep, but you have (Blocks/HitsAttempted)% chance to gain a charge each time you block a hit. Once per turn, you can click on the DK to consume a charge for one of two qc effects: Channel Anima or Consume Anima. Channel Anima makes the Dead Knight guest deal 5x damage for one round. Consume Anima gives you a hit of Heal damage worth 91.8% melee. (calc: 60*0.3=18% melee, /0.15=120% bonus; *0.9 and *0.85 for healing)

Appearance: An old wooden shield. The guest is an undead knight atop a zombie horse.
Description: This ancient shield can summon the spirit of its past owner!
AQ DF  Post #: 275
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