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RE: Primate Murder's Suggestion Thread

 
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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
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 #: 284
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 #: 285
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 #: 286
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 #: 287
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 #: 288
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 #: 289
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