Home  | Login  | Register  | Help  | Play 

RE: Primate Murder's Suggestion Thread

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest Suggestions >> RE: Primate Murder's Suggestion Thread
Page 12 of 12«<89101112
Forum Login
Message << Older Topic   Newer Topic >>
10/16/2020 4:06:18   
Primate Murder
Member

Champion's Guard

Light shield
High MRM with a slight weakness to Ranged.

Effect (class): If your class title is Knight or Paladin, all monster attacks gain -10 bth lean.

MC effect is a toggle with three modes:

- Pay 20% melee sp. Each time you block a hit, the monster becomes Afraid* (100% chance of inaction) for 1 round. Monster can resist (Cha/Luck vs Cha/Luck) with -6 penalty to save.

- Pay 20% melee sp. Each time you block a hit, your pet and guest gain celerity.** Monster can resist (Cha/Luck vs Cha/Luck) with -17 penalty to save.

- Pay 40% melee sp and gain both effects.***

*Your impregnable defence terrifies your foe into inaction!
**Your impregnable defence inspires your allies onto greater heights!
***Your impregnable defence inspires your allies and terrifies your foes!


Appearance: A triangular shield with golden filigree.
Description: No Paladin stands alone.
AQ DF  Post #: 276
10/16/2020 4:22:50   
Primate Murder
Member

Gourdian shield

Dual fire/water shield
Low MRM to max out resistances.

MC is a toggle:

- Costs 25% melee sp.

- Each time you're hit, inflict the monster with EleVuln +(25 * DamTaken/ExpectedMonsterDamage)% damage from all elements for 2 rounds. Monster can resist (VStat/Luck vs Cha/Luck) with +14 bonus to save. (basically, it's a backlash-type elevuln)

Appearance: A carved pumpkin head.
Description: The carved grin of this shield warns all passerby that its wielder is under the protection of the Grand Pupmpkin. Attack at your own peril.
AQ DF  Post #: 277
10/16/2020 8:55:08   
Zennistrad
Member

That is an awful pun.

I love it.
AQ  Post #: 278
11/7/2020 11:16:04   
Primate Murder
Member

Whispers of the Dream
Wind spell that summons/enhances pet.

A wind spell that does no damage and has one of the following two effects:

- If you have Whisper-Claimed pet out and active, you gain 6 charges.

- If you don't have Whisper-Claimed pet out, you summon it with 6 charges. Whisper-Claimed is a wind pet that toggles between normal damage and sacrificing 50% damage to inflict Haunted (renamed elevuln, +25% wind damage) for 1 round. Monster can resist the effect (Cha/Luck vs Cha/Luck) with +7 bonus to save. If the pet is in damage mode and has at least 2 charges, it consumes that much to deal 3x damage. If the pet is in Haunting mode and has at least 2 charges, it consumes that much to make the status last 3 turns instead of 1.

This is an overcharged spell, so it costs 4/3 mp of a standard one.

Appearance: A gust of wind that summons a Dragon Wraith.
Description: Not all who are lost can be saved - but, at least, you can give them a purpose.
AQ DF  Post #: 279
11/7/2020 11:40:15   
Primate Murder
Member

In Memoriam

Wind shield
MRM focuses on Magic.

MC. Click on the shield to use a skill. It does no damage, costs sp of a standard skill and has the following effects:

- Monster is inflicted with Loss (renamed Daze; 50*WindResist% chance of inaction) for 5 rounds. It can resist (Cha/Luck vs Cha/Luck) with -17 penalty to save.

- You gain Resolve status for two rounds, increasing the damage of your pet and guest by the shield's elecomp.

Appearance: A triangular shield with the image of Dragonsgrasp proudly flying through the sky.
Description: All who look at this shield are struck with a profound sense of loss - and the resolve to never let the tragedy repeat itself.
AQ DF  Post #: 280
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 #: 281
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 #: 282
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 #: 283
Page:   <<   < prev  8 9 10 11 [12]
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest Suggestions >> RE: Primate Murder's Suggestion Thread
Page 12 of 12«<89101112
Jump to:



Advertisement




Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY


Forum Software © ASPPlayground.NET Advanced Edition