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10/8/2018 15:17:55   
Primate Murder
Member

Voltage Set
Energy club and shield


Cattle Prod

Melee energy club
-3 bth lean
0-proc, but instead of extra damage enhances the effect

MC: All your weapon attacks and specials inflict Twitching (renamed Offbalanced; -45 Dex for two rounds) on the monster. Monster can resist (Str/Luck vs Dex/Luck) with +0 bonus to save.

Appearance: A short club with two prongs sticking out at the end.
Description: Leave your foe twitching and jerking!


Charging Station

Energy shield with average MRM

Effect1: Once per turn, you can spend sp worth 50% of a standard skill to store a Charge in the shield. This stacks and doesn't cost a turn.

Effect2: When you block an attack, the shield will Discharge. This uses up all of your charges, and deals harm damage to the monster worth (50/0.15 *#ofCharges *HitsBlocked/HitsAttempted)% melee.

Appearance: Somewhat bulky asymmetrical rectangular shield with sparks occasionally flying out.
Description: This charging station doesn't look very safe. Better point it at the enemy.

< Message edited by Primate Murder -- 10/23/2019 13:12:26 >
AQ DF  Post #: 76
10/8/2018 15:22:58   
Primate Murder
Member

Legionnaire Set
Defensive fire set.


Legionnaire Shield

Fire shield with focus on MRM, particularly Ranged

Effect: Shield Wall. If you have a guest out and active, you gain +4.5 MRM.

Appearance: Ancient roman Scutum. Large, rectangular and semi-cylindrical.
Description: Form a defensive phalanx with your guest!


Limiter

Fire melee sword with +3 bth lean
0-proc, so *1.08 damage

MC: Toggle, costs 34% melee per turn (calc: 119-85). Enforces a hard cap on all damage dealt (weapon attacks and specials, spells, pets, guests and monster attacks) equal to 90% melee. This is not subject to save.

Appearance: A roman gladius, short and wide.
Description: Even a god can be killed. With this sword from an ancient warrior empire, you can force any being into a hack-n-slash melee of a regular man.


Legionnaire

MD Fire armor with earth secondary
MRM focuses on Melee with a Ranged secondary
Randomly uses one hit (+3 bth lean thrust) or two hits (-3 bth lean slash)

MC goes into compressing the following skill*:

Pilum Throw
1 hit of (weapon element) damage at +5 bth lean. Sacrifices 50% damage (100% melee) to inflict a defence loss (-12 MRM) until the end of the battle. Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.
This costs sp of a regular skill.

*Throw a javelin to disrupt your foe's defences!

Appearance: Roman Lorica Segmentata.
Description: Garb yourself in the armor of an ancient legionnaire!

FSB (weapon, shield and armor): Gain +7 to all saving throws against enemy effects.


Sagum

Neutral element misc
Costs moderate amount of sp

Provides moderate elemental defense against Water, Wind and Ice
Toggle to double the resistances provided for an sp cost.

Appearance: A simple red cloak fastened on one shoulder.
Description: This sturdy cloak was used by ancient warriors to protect themselves from the elements.

< Message edited by Primate Murder -- 10/24/2019 4:58:04 >
AQ DF  Post #: 77
10/8/2018 15:37:01   
Primate Murder
Member

Burning Rock Set
Offensive earth and fire set with burn infliction.


Vulcanus

FO Earth armor with fire secondary
MRM average, looses 3 for the skill's guest compression
4 hit basic attack at -3 bth lean

MC goes into skill compression:

Eruption
10 hits of magic fire damage at +5 bth lean. Sacrifices 70% damage to inflict (2.5*elecomp) Power fire burn for (HitsConnected) turns. This gets a little bit elecomp, as fire is aligned element to earth, that goes into the Burn's power. Monster can resist this (Str/Luck vs End/Luck) with -20 penalty to save.
This is treated as a spell and costs sp of standard spell-type skill.
Afterwards, you summon Ash Cloud guest.

Ash Cloud
Costs sp of a standard guest, but deals no damage. A status effect in form of a guest.
Effect: Each turn, Ash Cloud attempts to inflict fire Burn (Power 6) and Choke (-(30/1.4)% damage) for one turn. Monster can resist each status effect with a separate throw (Cha/Luck vs End/Luck) with +10 bonus to save, or -20 penalty if the monster is burned.

Appearance: Resembles Fire Golem, but larger and with magma glowing through the cracks.
Description: Do you dare to wake this dormant fire mountain?


Blazing Resonance

Melee/Magic Fire mace with -3 bth lean
20% proc that Burns the monster (power: 5, rounds: 2) instead of extra damage. Monster can resist (MainStat/Luck vs End/Luck, +0).

Effect: All weapon attacks and specials deal additional damage equal to (BurnPower*2.5)%. So a Power 5 Burn would deal 12.5% extra damage.

Appearance: A mace of black rock with red cracks glowing with magma. The proc attack causes lava to overflow.
Description: This mace resonates with the flames surrounding your foe.


Liquid Rock

Earth shield with a fire secondary
MRM average

Effect (Passive): This shield burns both the player and the monster each turn (fire element, one round, power 1). Both can resist it (VStat vs End/Luck) with +0 bonus.

Effect (Active): Click on the shield* to activate Magma Explosion.
This is a spell-type fire skill that sacrifices 70% damage to inflict Burn (Power:4*elecomp for 5 turns). Monster can resist this (VStat/Luck vs End/Luck) with -20 penalty to save.
This costs sp of an standard skill.

*Click on the shield to explode with molten magma that eats through your opponent's defences!

Appearance: An uneven roughly triangular (as though it melted down a mountain in this form) shield of black rock with an ominous red glow.
Description: This slab of molten rock looks rather hot to touch. Are you sure it's safe to carry around?


FSB: All burns deal +50% damage.

< Message edited by Primate Murder -- 10/23/2019 13:23:44 >
AQ DF  Post #: 78
10/8/2018 15:50:21   
Primate Murder
Member

Ninja Crash Set
Earth element axe and 'shield'


Ninja Bash

Earth 'shield' with focus on Melee defence

If your Class Title is Ninja, you gain Hard Counter passive ability:

When an enemy attempts to inflict any kind of stun on you (fear, daze, control, paralyze), it makes a saving throw (Dex/Luck vs Dex/Luck) with +0 bonus to save. If it fails, you automatically succeed on a save against the status effect and inflict a Daze* on the enemy (71.4% chance of not acting for one turn). The first time per battle is free, every subsequent Hard Counter costs sp worth 100% melee.

*BAM! In your face!

Appearance: A large and heavy-looking warhammer.
Description: Who says ninja don't use warhammers?


Ninja Slash

Earth melee axe with -3 bth lean
0-proc, so *1.08 damage

If your Class Title is Ninja, all your axe attacks inflict Defence Loss (-3*HitsConnected MRM) on the enemy for one round. Monster can resist this (Dex/Luck vs Dex/Luck) with +0 bonus to save.

Appearance: A large battleaxe.
Description: Who says ninja don't use battleaxes?


FSB (axe and hammer/shield): If your Class Title is Ninja, you gain access to the following weapon-based skill:

Ninja Smash

10 hits of earth melee damage at +10 bth lean. For all purposes, 5 hits are done by the axe and 5 by a temporary earth hammer weapon with -5 bth lean. Ninja Smash looses 50% damage for the following effects:

Daze (7.14% chance of not acting for one round per each hit of the hammer) - Monster resists (Str/Luck vs End/Luck) with +0 bonus to save
Bleed (0.1 power per each hit of the axe) - Monster resists (Dex/Luck vs End/Luck) with +0 bonus to save.

This costs sp, reduced due to elecomp (shield same element as weapon).

< Message edited by Primate Murder -- 4/30/2019 23:43:22 >
AQ DF  Post #: 79
10/9/2018 3:10:32   
Primate Murder
Member

Contagion Set
Darkness/Water set that pays for debuffing the monster by affecting the player. Gives bonuses to necromancers.

Epidemic

Darkness shield with water secondary
MRM focuses on Melee

MC: Toggle on Plague Carrier. At the end of the turn, the player looses sp worth 25% melee, and the monster is inflicted with Plague for one round. It can resist (MainStat/Luck vs End/Luck) with +0 bonus to save, but if it fails, the monster takes damage equal to 5% of player's current hp. This is treated as a poison effect. (calc: player hp varies between 2000 and 0% melee, so taking 1k as average, 50/1000 is 5%)

Effect (class): If your class title is Necromancer, you gain +20 Poison potency.

Appearance: A circular shield that's dripping green ooze.
Description: This doesn't look very healthy...


Flesh Golem

Neutral darkness armor with water and earth secondaries
MRM focuses on Melee and Ranged, weaker to Magic
3 hit basic attack at -3 bth lean

Effect (Passive+MC): You bring your own stench of death and decomposition, poisoning the air. At the beginning of every turn you're poisoned (harm, Power 2, 2 Rounds) and the monster becomes Sick (renamed Panicked), dealing -(50/1.4)% damage. The infliction is immediate, but the monster can shrug off the effect with a save (MainStat/Luk vs End/Luck) at +0 bonus.

Effect (class): If your class title is Necromancer, you gain access to the following skill:

Necrotic Pact - Inflicts Bleed (Power 0.833, can be shrugged off with an End/Luck save at +0 bonus) on the player and paralyzes the monster. Monster can resist (MainStat/Luck vs End/Luck) with -20 penalty to save. This doesn't take a turn, but can only be used once per turn.

Appearance: A bulky humanoid mountain of flesh and bone. Has three arms.
Description: Garb yourself in armor of undead flesh and spare body parts for protection. Just be wary of blood poisoning!


The Cycle of Life

Melee Darkness sickle (scythe) with +3 bth lean
0-proc, so *1.08 damage

Effect: Click on the sickle to activate Necrotic Cleansing skill:

3 hits of magic water, earth and darkness damage at +5 bth lean. Deals 25% damage to pay for the effect. Transfer up to (HitsConnected) Status Conditions from yourself to your foe. Monster can resist each condition (VStat/Luck vs End/Luck) with +0 bonus to save. This doesn't affect conditions with 20+ round duration.

Effect (class): Gain +20 to Necrotic Cleansing saves if your class title is Necromancer.

Cost: Divided equally between sp and hp.

Appearance: A dull bronze sickle with dark emerald and crimson veins subtly running through it.
Description: All things are born from the dark, and to the dark they return. But with a little skill in necromancy, you can make your foe return what you owe.


< Message edited by Primate Murder -- 10/24/2019 13:45:40 >
AQ DF  Post #: 80
10/9/2018 3:35:54   
Primate Murder
Member

Orc Battlerager Set
An earth FO set granting temp hp and damage.


Orc Battlerager

FO earth armor, focus on resistances
MRM goes into melee; looses 6 MRM for the first effect
2 hit basic attack

Effect (passive): Raging Vitality. At the beginning of your turn, gain a Barrier worth (10/1.4)% of the damage monster dealt to you since the end of your last turn. On the first turn the armor is equipped, or if the foe didn't attack you in the previous turn, it'll default to 10% melee. The effect stacks with Raging Vitality from other sources.

Effect (MC): Battle Rage. Deals bonus damage equal to 50% of damage stored in the Barrier.

Appearance: Based on Orc Gladiator, but updated to more modern standards.
Description: You may not be an orc, but with this armor you can sure rage like one.


Bracer of Raging Vitality

Earth shield
MRM has a focus on Melee
Looses 3 MRM to strengthen the MC effect

Effect: Raging Vitality. At the beginning of your turn, gain a Barrier worth (10/1.4)% of the damage monster dealt to you since the end of your last turn. On the first turn the shield is equipped, or if the foe didn't attack you in the previous turn, it'll default to 10% melee. The effect stacks with Raging Vitality from other sources.

Appearance: A gray metallic bracer.
Description: Rage at your foe, only growing tougher whenever you're hit.


RageCrusher

Melee earth mace with -3 bth lean
0-proc, but instead of bonus damage inhances the first effect.

Effect (passive): Raging Vitality. At the beginning of your turn, gain a Barrier worth (10/1.4)% of the damage monster dealt to you since the end of your last turn. On the first turn the weapon is equipped, or if the foe didn't attack you in the previous turn, it'll default to 10% melee. The effect stacks with Raging Vitality from other sources.

Effect (MC): Battle Rage. Deals bonus damage equal to 50% of damage stored in the Barrier. (stacks with Orc Battlerager for 100% of damage stored)

Appearance: Similar to the mace from Orc Gladiator, but updated to current standards.
Description: Gain a burst of adrenalin whenever your foe hits you and hit back - with all the power of a raging orc!


FSB: The damage bonus from Battle Rage is doubled! (to 200% of damage stored)


< Message edited by Primate Murder -- 10/24/2019 13:59:26 >
AQ DF  Post #: 81
10/9/2018 3:42:19   
Primate Murder
Member

Manic Shielder Set


Manic Safeguard

Water shield
MRM is slightly weak to Magic

MC: Toggle. 50% of damage dealt by the monster is instead dealt to the player's mp with *1.5 modifier. If the player does not have enough mp, the effect is diabled.

Appearance: A swirl of gathering magical energy.
Description: Reminding people that even a mage can be a tank.


Mana Shaper

FO water hammer, toggles between melee and magic.
-3 bth lean
no proc, so *1.08 damage.

MC: The player gains Mana Shield equal to 10% of damage dealt.

Appearance: A fluid warhammer of blue-green energy.
Description: A powerful semi-sentient mana construct that transforms kinetic energy directly into a protective force shield.


Living Mana Collector

FO water armor
MRM is slightly weak to Magic
2 hits basic attack
MC goes into compressing a skill

Mana Collector
3 hits of (weapon element) damage. Deals 25% damage of a standard skill and regains mp equal to 4.5x of damage dealt.
This is treated as a weapon based skill, and costs sp of a standard skill.

Appearance: A bulky, stone-colored armor with greenish tendrils of energy flowing up and outward at shoulders, waist, knees and elbows. Inspired by this.
Description: Absorbs and stores magical energy from the surrounding area. What, you didn't think we could craft a building into an armor?


< Message edited by Primate Murder -- 10/24/2019 14:07:08 >
AQ DF  Post #: 82
10/9/2018 4:48:34   
Primate Murder
Member

Shifting Tides
Water mini set with shield and weapons.


Rising Tide

Melee water sword
-3 bth lean
0-proc, so *1.08 damage

Effect: You start the battle with 2 Tide Charges and gain a new Tide Charge at the beginning of every turn. When your Charges reach 4, your charge counter resets and your next attack with the Rising Tide makes the monster Dazed (100% chance of not acting for one round). Monster can resist (Str/Luck vs End/Luck) with +0 bonus to save. Afterwards you loose 6 MRM for four rounds.

Appearance: A single-bladed sword with the end of the blade larger and heavier (a pirate scimitar). Its blows leave behind trails of water, with the force and amount dictated by the amount of Tide Charges you possess.
Description: As the tide rises, so does your power. Daze your foes with the power of the ocean's fury!


Ever-Shifting Tides

100-proc ranged water 'crossbow'
-5 bth lean
No special-special, so *1.1 damage

Effect (free): This effect is akin to Forest Demon's shield, except that instead of raising and lowering the defences, it affects the damage. +25% damage to -25% damage depending on the timing of the shot.

MC is used to compress a skill like the Morningstar Crosses.
1 hit of water damage at -5 bth lean. Deals 40% damage to compensate for the Paralysis effect (WaterResist*100% chance of not acting for 2 rounds). Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.
Costs sp of a standard skill.

Appearance: A large, heavy-looking crossbow with an iron casing that looks as though it should be attached to the ship as a ballista.
Description: As the tide shifts, so does your power. Your foes would be stunned if you manage to actually hit someone with this unwieldy thing.


Waning Tide

Magic water dagger
+3 bth lean
0-proc, but instead of extra damage you have HitsConnected * 10% chance to reset the effect's counter back to +20%.

MC: All your attacks deal +20% damage. The damage bonus is reduced by 5% at the end of each turn (so +15% damage on second, +10% on third and +5% on fourth), caps at +0% and resets at the end of the battle.

Appearance: A tarnished dagger with a slightly curved blade.
Description: As the tide wanes, so does your power. But the tides always come back - and so does your power!


Flowing Tide

Water shield with a focus on MRM

MC: Flowing Tide toggle. Costs 25% sp of a standard skill.
Randomly gain 9, 15 or 21 MRM.

Appearance: A wooden shield that more resembles a plank. When you're hit, it throws up a tide, completely covering you.
Description: As the tide flows around the blows of a fool, so do you. But always remember that the seas are willful and unpredictable.


< Message edited by Primate Murder -- 10/24/2019 14:23:06 >
AQ DF  Post #: 83
10/9/2018 5:24:15   
Primate Murder
Member

Ill Fortune Set
Darkness set that debuffs the monster and buffs the player whenever the monster fails.


Shield of Ill Fortune

Darkness shield
MRM has a slight focus on Magic

Effect (passive): You take +(10/1.4)% damage from monster attacks. When you block an attack, the monster is inflicted with Ill Fortune (-214.44*[hits blocked]/[hits attempted] Luck) until it saves. The monster can shrug off the effect with a save at a +0 bonus (Luck/Cha vs Luck/Cha).

MC: The player gains Good Fortune status whenever the monster is inflicted with Unlucky or Ill Fortune. The effect lasts until the monster looses the status and gives the player Luck equal to 25% of Luck lost by the monster.

Appearance: A dark rectangular shield with the shadowy picture of a raven in flight.
Description: At least you're not the unlucky one this time.


Blade of Ill Fortune

Darkness melee/magic dagger
+3 bth lean
0-proc, but instead of bonus damage you can click on the blade 1/battle and make your next weapon attack an automatic Lucky Strike. Quickcast, usable 1/battle.

Trigger: Double LS damage if the monster is inflicted with Unlucky or Ill Fortune.
Downtrigger: Otherwise, deal -5% damage.

MC: +10% damage if you took less than (ExpectedMonsterDamage, around 140% melee) since the end of last turn. Defaults to +5% during the first turn.

Appearance: A long, straight dagger with a darkened blade and a guard resembling the wings of a raven.
Description: This blade thrives when fighting those whose luck is lost. And if your foe is facing this blade - his luck just ran out.


Harbinger of Doom

FO darkness armor with wind secondary
MRM is average, slightly weak to Magic
2 hit basic attack at +3 bth lean

MC: Unlucky Presence. Inflict Unlucky on the monster at the beginning of your every turn. Monster can resist (Luck/Dex vs Luck/Dex) with +0 bonus to save. If it fails, the monster takes -33 Luck for one turn.

Effect (passive): Takes -10 penalty to all saves against monster-inflicted effects to pay for the second effect. If the monster tries and fails to inflict a status on you, your Unlucky Presence effect is tripled for one round.

Appearance: A tall figure in a dark cloak resembling raven's wings. A few symbols of luck hang from the waist - rabbit's foot, horseshoe, etc.
Description: The very look of this armor warns your foes that nothing good awaits them.

< Message edited by Primate Murder -- 1/23/2020 4:57:24 >
AQ DF  Post #: 84
10/9/2018 5:47:23   
Primate Murder
Member

This is a suggestion for the Aracknight revamp, but can be used independently as Arachnomancer (drider-like in appearance) if the staff has other plans for that set.


Aracknight Set
FO wind set that inflicts poison.


Reclusive Aracknight

FO wind armor with very good dark and earth secondaries
MRM somewhat low to pay for resists, focus on Ranged
Same standard attacks as the original, 33% chance each.

MC goes into skill compression, so takes -3 MRM to pay for the effect:

Effect: +20 Poison Potency.

Endless Swarm
Quick-cast. Does not use a turn, but maximum of 2 casts per turn. Inflicts the monster with (weapon element) poison (2 rounds of power 5). Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save. This stacks.
Costs 50% sp of a standard skill.

Appearance: Uses Aracknight as basis, but has four claws and a somewhat sleeker look.
Description: Equip this exoskeleton to call an endless swarm of poisonous brown recluse spiders down upon your foe!


Widow's Fang

Wind melee dagger
+3 bth lean
0-proc, so *1.08 damage

Trigger:
When used against Entangled foes, the Fang attempts to poison the monster (1 round; power 1.5). Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.
When used against Poisoned foes, the Fang attempts to enhance the poison (1 round; power 1.5). Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.
When used against foes that are both entangled and poisoned, the effects stacks to power 3 poison.

Downtrigger: -5% damage.

MC: At the end of your turn, inflicts -20 Entagle and Poison Weakness on the monster for one round. Monster can resist (Str/Luck vs End/Luck) with +0 bonus to save.

Appearance: Uses Tarsal Talon as basis, but with an updated and sleeker design.
Description: This evil-looking blade holds the spirit of a vicious black widow spider. Particularly effective against foes that are tangled up in you webbing and infused with poison.


Wandering Buckler

Wind shield with an earth secondary
MRM has a slight focus on Ranged

MC effect has three modes.
'Free' mode has no sp cost and you deal +25% damage with all Poison statuses.
Second mode has the player pay 15% sp of a standard skill per turn to deal +100% damage with all Poison statuses.
Final mode has the player pay 25% sp of a standard skill and deal +150% damage with all Poison statuses.

Appearance: The shield resembles a large brown spider with the legs connected to player's forearm. Occasionally twitches and moves up and down the player's arm.
Description: Enhance the power of all your poisonous effects with the toxicity of this Brazilian wanderer!


FSB: If the monster is poisoned, there's HitsConnected/3*33% chance to paralyze the monster on all player attacks. Monster can resist with (MainStat/Luck vs End/Luck) with +10 bonus to save, or -20 penalty if it's also entangled.


Giant Arachnid

Wind element pet
2 hits of ranged damage at +3 bth lean

Effect: Sacrifices 50% damage to inflict a stacking Entangled (-60*WindResist Dex). Monster can resist (Cha/Luck vs Dex/Luck) with +0 bonus to save.

MC goes into giving the pet +20 Entangle potency for one round if it fails to inflict. Otherwise it defaults to +5% damage.

Appearance: A giant spider as tall as the player. Weaves a web around the monster.
Description: This intelligent predatory spider considers you its kin. Make sure it stays that way.

< Message edited by Primate Murder -- 10/25/2019 23:46:46 >
AQ DF  Post #: 85
10/9/2018 5:55:58   
Primate Murder
Member

Fenrir

Ice pet
2 hits of Melee damage at -3 bth lean

Effect: Akin to VBG. Has a 20% chance of biting the player instead of the monster and deals 55/34 damage with all attacks to compensate.

Appearance: A giant white wolf.
Description: This wolf isn't quite large enough to swallow the sun, but it will certainly rip you apart if you treat it like a pet.
AQ DF  Post #: 86
10/9/2018 6:01:36   
Primate Murder
Member

Gungnir

Earth element ranged spear
+3 bth lean
0-proc; instead of yourself your pets and guests deal *1.08 damage

Effect: All your weapon attacks deal *0.8 damage. All your pet and guest attacks autohit.

Appearance: A wooden spear with some feathers sticking out near the blade in resemblance to the rune Ansuz.
Description: The spear of a true ruler. When you point it at the enemy, your subordinates cannot miss.

< Message edited by Primate Murder -- 4/26/2020 2:58:28 >
AQ DF  Post #: 87
10/9/2018 6:13:46   
Primate Murder
Member

Holy Night Set
Blocking-based FD darkness (and light) set.


Holy Night

FD darkness armor with a secondary to light
Focus on MRM
2 hit basic attack

MC: Unseen Radiance. When fighting against necromancers or undead, your soul glows with your steely determination, blinding your sworn enemies. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save. If it fails, it takes - (12*MonsterLightResist) bth for one round.

Appearance: A sleeker, black version of Golden Holy Armor with a skull helm.
Description: When the Lady of Light forsook them, when the paladin order fell and Artix left on his spiritual quest, this lone paladin picked up the slack. Drawing upon the forces of darkness, he continues his fight, protecting innocents from the evils of necromancers and undead.


Night's Pride

Light element ranged bow
2 hits at +3 bth lean
0-proc, so *1.1 damage

Trigger: Riposte. When fighting necromancers or undead, if you blocked an attack, deal +(10/0.15*HitsBlocked/HitsAttempted)% damage for one round.
MC goes into no downtrigger.

Appearance: A sleek black crossbow with raven wings on the sides.
Description: Strike back against the undead! Especially powerful if you blocked your enemy's attack.


Night's Aegis

Darkness shield with an MRM focus

MC: Gain +3/0.15 (or 20) *HitsBlocked/HitsAttempted MRM for one round when you block a hit.

Appearance: A semi-transparent veil of darkness. The form resembles Shield of Rennd.
Description: Darkness helps those who help themselves.

< Message edited by Primate Murder -- 10/25/2019 12:59:26 >
AQ DF  Post #: 88
10/9/2018 6:26:41   
Primate Murder
Member

Wizard's Implements


Summon Floating Staff

Summons an mp-costing guest.

Fire element magic guest. Deals 75% damage of a standard guest with all attacks normally, but when you cast a spell the Floating Staff deals 200% damage for one turn.

Appearance: A floating staff with a ruby on top. Regular attack is a thwack with the staff, spell attack is a fireball.
Description: This wizard's staff reflects the ebbs and flows of your power.


Summon Floating Tome

Summons an mp-costing guest.

Standard ice element magic guest. Compresses a tome:

Click on the guest to select one of four spells (Standard damage spell, Efficient spell, Freeze infliction spell and Draw Mana). The spell takes a turn and is cast by yourself; this doesn't affect the guest's attack. Basically, an extra tome in form of a guest.

Appearance: A floating book with occasionally turning pages. Attack is 3 spears of ice.
Description: A wizard's notebook with a handful of spells.


Summon Floating Orb

Summons an mp-costing guest.

Energy element magic guest. Deals -(10/60)% damage to pay for the effect.

Effect: Whenever you cast a spell, heal mp worth (25 + 25*Cha/VStat)% melee.

Appearance: A floating orb with green-blue mist inside. Attack is a double lightning strike.
Description: Focus your arcane energies through this wizard's orb.

< Message edited by Primate Murder -- 5/9/2019 1:12:22 >
AQ DF  Post #: 89
10/9/2018 7:12:39   
Primate Murder
Member

Taladosian Psionics
FO energy set utilizing backlash.


Psion of Talados

FO energy armor, has a wind secondary
MRM has a focus on Magic; looses 6 MRM to strengthen the MC effect
2 hit basic attack at +3 bth lean

Psychic Backlash: If you're hit by an attack, you have a (11.6 * HitsConnected)% chance to Control the monster (100% chance of inaction for 1 round). Monster can resist (Int/Luck vs Cha/Luck) with +0 bonus to save. This is considered both a Backlash and a Control status, so applies any modifiers that affect either of the statuses. (calc: 15/129; /0.5 for save and /2 for average # of hits).

Appearance: Elaborate robes and four metallic spheres circling the player's head similar to a halo. The shield goes on the back and the player is half turned with the left hand out, using it for a psionic attack.
Description: These combat robes are a sign to those in the know that you've mastered the art of Psionics, once considered lost with the fall of Talados.

FSB (armor, weapon and shield): The chance to inflict control becomes (19.4 * HitsConnected)% instead.


Mind Over Matter

Energy shield with a focus on resistances.
MRM focuses on Magic; looses 3 MRM to enhance the effect.

Empty Mind: Deal damage to the enemy whenever you save against a mental effect (Berserk, Control, Fear, Panic, Sleep or The Cold). Not certain about the numbers, but since top miscs deal 20% damage w/o modifiers, this should be around 1/2 damage of Mana Trap.

Appearance: A medium-sized sphere rotating around the player's body (or just around shield arm if the animation is too difficult).
Description: It's the thought that counts.


Mental Recoil

Magical energy staff
+5 bth lean (since you're attacking the mind)
0 proc, but instead of bonus damage:

Psionic Feedback: All your attacks inflict Psionic Feedback on the monster for one round. Monster can resist (Int/Luck vs Int/Luck) with +0 bonus to save. If it fails, it takes Harm damage equal to 14.29% of damage it dealt. Basically, a different way of doing Backlash. Also, this is considered Backlash for infliction purposes. (calc: 10/1.4; /0.5 for save)

MC: +20 Backlash potency.

Appearance: A slender crystalline staff made from dozens of smaller crystal shards that constantly move, detaching from and reattaching to the main body.
Description: This will hurt you more than it hurts me.

< Message edited by Primate Murder -- 10/25/2019 14:56:51 >
AQ DF  Post #: 90
10/9/2018 7:28:29   
Primate Murder
Member

Mechanics inspired by Azamay Golem, thematics by D&D's Warborn.


Born of War
FD set of armors and effect miscs.


Warborn

FD earth armor with an energy secondary.
Average MRM
Standard 2 hit attack

Appearance: Combination of robot and golem.
Description: Take the shape of a being born from the magics and forges of a lost dimension, designed for the sole purpose of being a soldier on the front lines of the war.


Soaring Warborn

FD wind armor with a fire secondary.
MRM has a focus on Ranged
3 hit attack

Appearance: A warborn with a jetpack and white-blue camouflage.
Description: A specialized version of Warborn designed for aerial combat.


Immersion Warborn

FD water armor with an ice secondary.
MRM has a focus on Melee
2 hit attack

Appearance: A warborn with glowing (like a flashlight) eyes and a dark blue-green camouflage.
Description: A specialized version of Warborn designed for underwater combat.


Cloaked Warborn

FD light/dark armor.
MRM has a focus on Magic
2 hit attack

Appearance: A warborn that resembles a shadow.
Description: A specialized version of Warborn designed for interdimensional exploration and combat.


Note: Warborn miscs work similar to the Wind Stone (passive effect + 5% melee). Click on the misc to gain an effect until the end of the battle. The misc automatically unequips afterwards - you don't need to keep it active. If you already have an effect from this misc active, it does nothing. You pay for an armor with multiple MCs via misc slots. (Warborn miscs only work with Warborn armors).


Shoulder Blaster

At the end of your turn, you make an additional attack. This is a ranged/magic bow attack that follows the element of your weapon and deals 30% damage.

Each attack costs 25% sp of a standard skill.

Appearance: A blaster mounted on the shoulder of the armor.
Description: Install a shoulder-mounted blaster to complement your attacks.


Portable Railgun

Click on the armor's arm to activate a skill. It's an armor element bow-type skill (akin to Morningstar Cross). It costs sp with elecomp going into reduced cost.

Appearance: A miniature railgun on the underside of the armor's right arm.
Description: Install a set of electromagnetic coils to launch projectiles at your foe at high speeds.


Battle Visor

All weapon-based attacks gain +8.5 bth and double LS rate. Costs 15% melee in sp.

Appearance: A high-tech visor.
Description: Install a high-tech visor to run advanced calculations for attack trajectories.


Defence Nodes

At the beginning of each turn, the player gains a Chi Shield worth 25% melee.

Appearance: Several round nodes on warborn's shoulders, knees and chest with blinking lights. This also creates a slight force-field around the warborn, visible whenever it's hit.
Description: Install several defence nodes to generate an advanced elemental interference field.


Powered Exoskeleton

Armor lean changes to FO and the player deals +5% damage.

Appearance: An exoskeleton installed along the spine and ribs of the warborn.
Description: Install a series of engines, carbon-fiber plates and artificial muscles to power up your strikes.


Nanite Factory: Self Repair

Heal hp worth 23% melee at the end of each turn. Costs 25% melee in sp. (calc: 30*0.9*0.85)

Appearance: A high-teck backpack with a green indicator light near the top.
Description: Install advanced nanite technology to repair you right in the middle of combat.


Nanite Factory: Mana Generation

Heal mp worth 23% melee at the end of each turn. This costs 25% melee in sp.

Appearance: A high-tech backpack with a blue indicator light near the top.
Description: Install advanced nanite technology to convert mechanical energy into magical energy.

< Message edited by Primate Murder -- 10/26/2019 4:34:58 >
AQ DF  Post #: 91
10/9/2018 14:58:21   
Primate Murder
Member

A Gift and a Curse

One hit, Darkness. +10 BTH lean. It takes -44% damage. If it connects, the monster becomes a werepyre*. The monster gets two saves to resist this**. Both saves are at a -20 penalty. First inflicts with INT/LUK and resists with CHA/LUK; the second inflicts with STR/LUK and resists with END/LUK. If the monster fails both saves, it becomes tagged as a werepyre.

*(Monster Name) has become... a mighty werepyre!
**(Monster Name) rejects your gift!


This costs sp of a standard skill.

Note: You have to be a werepyre to use this skill.

Appearance: A shadow of a werepyre falls upon the monster, then it grows until the whole screen goes dark.
Description: Bite your victim and inflict them with your curse!
AQ DF  Post #: 92
10/10/2018 4:13:06   
Primate Murder
Member

Portable Ammunition Launcher
100-proc energy weapon with effect SPells.


Portable Ammunition Launcher

100-proc ranged energy weapon
4 hits at -3 bth lean
no special-special, so *1.1 damage.

MC goes into compressing a shield:

Two Handed.
The shield has the same element as the weapon and boosts PAL's damage by elecomp. It automatically unequips itself if you unequip PAL.

Appearance: A large futuristic gun.
Description: This prototype PAL Heavy Gun is too heavy for Heavy Gunners. Wield it with both hands to draw out its true power.


Laser-Guided Missiles

Note: This spell can only be used if you're wielding PAL. If you're not, the spell automatically fails* and you loose neither sp, nor a turn.
Note2: The spell also fails if you already have a cartridge spell active.**

Effect: For the next 4 rounds PAL's attacks deal light element damage, auto-hit and deal +30% damage.

Costs sp of a standard spell.

*You've got the ammunition, but you seem to have misplaced the gun...
**Your gun is already loaded!


Appearance: A gun cartridge.
Description: Lock and Load! This ammunition cartridge carries miniature rockets with a guidance system so advanced that they never miss their target!


Incendiary Ammunition

Note: This spell can only be used if you're wielding PAL. If you're not, the spell automatically fails* and you loose neither sp, nor a turn.
Note2: The spell also fails if you already have a cartridge spell active.**

Effect: For the next 4 rounds PAL's attacks deal fire element damage, as well as inflict DefLoss (-4.3 MRM) and fire element Burn (power: 5.7) for one round. Monster can resist both (Dex/Luck vs End/Luck) with -20 penalty to save.

Costs sp of a standard spell.

*You've got the ammunition, but you seem to have misplaced the gun...
**Your gun is already loaded!


Appearance: A gun cartridge.
Description: Lock and Load! This ammunition cartridge carries incendiary ammunition that can burn through your foe's armor and leave it ablaze!


Concussive Rounds

Note: This spell can only be used if you're wielding PAL. If you're not, the spell automatically fails* and you loose neither sp, nor a turn.
Note2: The spell also fails if you already have a cartridge spell active.**

Effect: For the next 4 rounds PAL's attacks deal earth element damage, have 1.5x LS damage and inflict Daze (EarthResist*48% chance of not acting for one round). Monster can resist (Dex/Luck vs End/Luck) with -20 penalty to save.

Costs sp of a standard spell.

*You've got the ammunition, but you seem to have misplaced the gun...
**Your gun is already loaded!


Appearance: A gun cartridge.
Description: Lock and Load! This ammunition cartridge carries crowd control ammo designed for non-lethal take-downs!


Ionic Discharge Grenades

Note: This spell can only be used if you're wielding PAL. If you're not, the spell automatically fails* and you loose neither sp, nor a turn.
Note2: The spell also fails if you already have a cartridge spell active.**

Effect: For the next 4 rounds PAL's attacks deal additional damage worth (50*1.125) or 56.25% of damage dealt to monster's sp.

Costs sp of a standard spell.

*You've got the ammunition, but you seem to have misplaced the gun...
**Your gun is already loaded!


Appearance: A gun cartridge.
Description: Lock and Load! This ammunition cartridge carries rocket-propelled explosives that emits EMP pulses upon detonation, disabling your opponent's special abilities!


Directed Neuro-Cognition Disruptors

Note: This spell can only be used if you're wielding PAL. If you're not, the spell automatically fails* and you loose neither sp, nor a turn.
Note2: The spell also fails if you already have a cartridge spell active.**

Effect: For the next 4 rounds PAL's attacks deal darkness element damage and inflict Panic -(DarkResist*27)% damage until monster saves. Monster can resist (Dex/Luck vs Cha/Luck) with -20 penalty to save.

Costs sp of a standard spell.

*You've got the ammunition, but you seem to have misplaced the gun...
**Your gun is already loaded!


Appearance: A gun cartridge.
Description: Lock and Load! This ammunition cartridge generates an invisible ray that stimulates the amigdala of your foe, driving them into animalistic panic!


Icer Ammo

Note: This spell can only be used if you're wielding PAL. If you're not, the spell automatically fails* and you loose neither sp, nor a turn.
Note2: The spell also fails if you already have a cartridge spell active.**

Effect: For the next 4 rounds PAL's attacks deal ice element damage and inflicts Blind (-39 bth for one round). Monster can resist (Dex/Luck vs Dex/Luck) with -20 penalty to save.

Costs sp of a standard spell.

*You've got the ammunition, but you seem to have misplaced the gun...
**Your gun is already loaded!


Appearance: A gun cartridge.
Description: Lock and Load! This ammunition cartridge discharges pulses of stabilizing molecular energy that leaves your enemy slow and uncoordinated!


Toxin-Injection Flechettes

Note: This spell can only be used if you're wielding PAL. If you're not, the spell automatically fails* and you loose neither sp, nor a turn.
Note2: The spell also fails if you already have a cartridge spell active.**

Effect: For the next 4 rounds PAL's attacks deal water element damage and inflict Spiritual Seed (worth 45/0.7% melee) that unleashes its power after 4 rounds. Monster can resist (Dex/Luck vs End/Luck) with -20 penalty to save.

Costs sp of a standard spell.

*You've got the ammunition, but you seem to have misplaced the gun...
**Your gun is already loaded!


Appearance: A gun cartridge.
Description: Lock and Load! This ammunition cartridge carries high-velocity darts that inject a deadly toxin into the monster's blood stream! The toxin lays dormant for 4 rounds before activating.


USW Ammunition

Note: This spell can only be used if you're wielding PAL. If you're not, the spell automatically fails* and you loose neither sp, nor a turn.
Note2: The spell also fails if you already have a cartridge spell active.**

Effect: For the next 4 rounds PAL's attacks deal wind element damage and inflict EleVuln (+46% wind damage for one round). Monster can resist the latter effect (Dex/Luck vs End/Luck) with -20 penalty to save.

Costs sp of a standard spell.

*You've got the ammunition, but you seem to have misplaced the gun...
**Your gun is already loaded!


Appearance: A gun cartridge.
Description: Lock and Load! This ammunition cartridge can discharge crippling sound waves that damage the target's internal organs and leave them vulnerable to further attacks!


< Message edited by Primate Murder -- 10/26/2019 5:14:46 >
AQ DF  Post #: 93
10/10/2018 6:10:24   
Primate Murder
Member

As it's long since become a meme, I figure I can make my version of archmage fairly OP without anyone complaining, though I'm limiting myself to 10 skills.


Archmage's Mantle
Neutral element FO armor

Neutral element, very high Magic defense

3 hit basic attack with melee and ranged converted to magic (including the 25% penalty); deals 33% damage, heals mp worth damage dealt *1.5, and inflicts (weapon element) EleVuln (+25.5% damage for one round). Monster can resist the later effect with an (Int/Luck vs Int/Luck) save at -20 penalty.

Appearance: There is one already, I think, I just can't find it for a link.
Description: Ultimate magic power at your fingertips!


Level 0: Master of Magic - Passive
Your pool of mana is greater than that of any ordinary mage.

If your Class Title is Archmage, your MaxMP increases by 10%. When you switch to another armor, you loose the corresponding mp.


Level 1: Elemental Attunement - Toggle
Your vast knowledge of the elemental realms allows you to attune your magics to any natural element.

Choose one element out of eight standard ones. All your spells will now deal damage of that element. You need to wear Archmage's Mantle to receive the benefits.

Costs 50% melee in sp per turn.


Level 2: Blood Magicks - Passive
There's power in blood. As a student of the arcane you know that better than anyone.

All your spells deal +50% damage. This costs hp worth 100% melee each time you cast a spell.


Level 3: Invisibility - Toggle
Nobody gets a drop on you now.

You get +105 Initiative.

Click to toggle and spend 50% melee in mp at the beginning of each battle to gain +210 Initiative instead.


Level 4: Blood Rites - Passive
As you further your research on the arcane properties of the blood, you learn to offload a part of a spell's cost with a little bloodletting.

25% of a spell's mp cost is instead paid with hp.


Level 5: Divination - Toggle
You peer into the future and flawlessly predict your enemy's every move.

All your spells autohit. This costs 70% sp of a standard skill each time you use a spell.


Level 6: Counterspell - Toggle
You know the counter to every spell.

Each time you take magic damage, you can counter the spell, lowering the damage you take to 0. Monster can resist (Int/Luck vs Int/Luck) with -20 penalty to save.
Each use of Counterspell costs 98% melee in mp.


Level 7: Akashic Records - Passive
Access the repository of all human knowledge to find the answer to any question.

You gain +5 Status Potency.


Level 8: Ambient Mana - Active
Everything in the world gives off some kind of magical energy. It is Archmage's second nature to gather and manipulate that energy.

Quickcast. Pay 20% of a skill's cost in SP to heal 20% of a spells cost in MP. The heal takes a *0.9 always useful penalty. (copy of the pixel ether)


Level 9: Uncanny Intellect - Passive
As a high-level archmage you've long since passed the threshold of sanity. The physical world is no longer capable of holding the entirety of your knowledge and you're forced to hold a small pocket dimension to offload some of the strain off your mind.

You gain +100 Int, but loose mp worth 2 stat drives every turn. If you lack the necessary mp, you loose hp. This is not a toggle.


Level 10: Gravitational Singularity - Active
The Ultimate Nuke.

Gravitational Singularity is actually composed of two skills, like Kindred.

Spacetime Compression - spend 60% mp of a standard spell and gain 75 ST Charges. This costs a turn.

Unleash the Singularity - 1 hit of (Elemental Attunement) damage. If Ele-Att isn't activated, default to darkness. This uses up all of your ST Charges (to a max of 200) and deals *(1 + Charges/100) damage of a standard spell. Costs mp of a standard spell.

< Message edited by Primate Murder -- 4/26/2020 2:59:27 >
AQ DF  Post #: 94
10/10/2018 6:28:48   
Primate Murder
Member

Enlightenment

One hit, Light. +10 BTH lean. It takes -75% damage. If it connects, the monster becomes a Enlightened* (deals only light damage until the end of the battle). The monster gets two saves to resist this** (Cha/Luck vs End/Luck and Cha/Luck vs Cha/Luck). Both saves are at a -20 penalty.

*(Monster Name) sees the light!
**(Monster Name) is too grounded in reality to understand such philosophical concepts.


This costs sp of a standard skill.

Appearance: Light shining upon your foe from above.
Description: Share with your opponent the universal truth of life.
AQ DF  Post #: 95
10/10/2018 7:02:00   
Primate Murder
Member

Haunting

5 ice magic hits with +10 bth lean. Sacrifices 70% damage to inflict Haunted (renamed power 2 ice Burn) for (HitsConnected) rounds. Monster can resist this (Int/Luck vs End/Luck) with -20 penalty. When taking damage from Haunted, monster also has a (IceResist * 11.8)% chance of being Frozen for one round.

Costs mp of a standard spell.

Appearance: A swarm of ice-blue ghosts swarms the monster.
Description: Call upon vengeful spirits haunt your foe!

< Message edited by Primate Murder -- 10/26/2019 5:59:37 >
AQ DF  Post #: 96
10/11/2018 1:28:22   
Primate Murder
Member

Dracomancer

Fire armor with wind and energy secondaries (See Soul of a Dragon for lean)
High MRM with a slight weakness to Ranged
2 hit basic attack at +3 bth lean

Appearance: Light-weight robe of old dragon skin (azure or scarlet depending on EleShift toggle), with a breastplate of iron and bronze on top. Has a togglable dragon helm, and when the Dracomancer attacks, his shadow has great draconic wings.
Description: Don the armor of dracomancers to channel powerful elemental magic and call upon a variety of dragons and dragonkin to aid you in battle!


Level 0: Soul of a Dragon - Passive
Exert control over the wild, barely contained power of dragon magic to craft spells of devastating might!

You gain the Meditation lean. You can feel the ebb and flow of the air currents around you, shifting to dodge the strikes of your foe the very moment they move. Gain +20 blocking, but deal x0.8 damage with armor attacks.

Additionally, you gain 1 stack of Channeling at the beginning of every turn; stacks cap at 10 and reset at the end of the battle. While Channeling, your spells deal +12.5% damage per stack, and at the end of each turn you take damage from a harm element Burn (Power = stacks/2).


Level 1: Dragon's Claw - Active
Summon a simulacrum of a vicious dragon claw, capable of ripping apart your enemy's armor!

2 hit of (weapon element) damage at +10 bth lean. It deals 50% damage of a standard spell and the monster looses (20 + 2.5*ChannelingStacks) blocking. Monster can resist (MainStat/Luck vs End/Luck) with +10 bonus, or -15 penalty if either your pet or your guest have a dragon/dragonkin tag.

Costs mp of a standard spell, and you gain an extra stack of Channeling.


Level 2: Dracomancer's Bonds - Passive
As a student, you struggled to reconsile the peaceful nature of your companion bond with the untamed connection to a maelstrom of wild magic raging inside you. As a dracomancer, the understanding comes naturally.

Double the damage you take from Channeling. Your pets and guests deal +25% damage per stack for one round after you cast a spell.


Level 3: Dragon Scales - Toggle
Cover yourself in protective scales, turning away the blows and arrows of your foes!

+15 MRM boost.

Costs 25% melee mp.


Level 4: Draconic Shift - Active
Draw upon the resistances of a different set of dragons.

Quickcast. Your armor's resistances shift to Ice element with Water and Earth secondaries. Click again to disable the shift and return to Fire with Wind/Energy secondaries.

Cost: Free


Level 5: Dragon Brood - Active
Summon an entire brood of young dragons to lay waste to your enemies! A few might even stick around for a while to help.

8 hits of magic damage (one hit of each element), uses Cha in place of Int for stats. Deals *132/109 damage for multi-element, but takes a 35% penalty to pay for the effect. The damage bonus from Channeling is /0.65 to compensate.

Costs mp of a standard skill, and you gain an extra stack of Channeling.

Afterwards, you summon an mp-costing Dragon Clutch guest (looks like a bunch of dragon hatchlings). It attacks with a random element (among the 8 standard ones) and deals *132/109 damage to compensate. The guest is summoned with 3 charges, but looses 1 each round;* while it has at least one charge, the guest deals double damage. Casting the spell again adds 3 more charges.

*A hatchling grows bored and flies away.


Level 6: Dragon's Might - Toggle
Weave an ancient enchantment around your companions, empowering their strikes with draconic energy!

Your pets and guests deal +45% damage. Bonus increases to 57.5% if they have a dragon/dragonkind tag.

Costs 50% melee mp.


Level 7: Blood of a Dragon - Passive
Raw mana ravages your body as you channel dragon magic to empower your spells - but some of that energy remains in your blood, giving you an additional source of arcane power!

Take *1.5 damage from Channeling (3x damage total), and heal mp equal to 50% Channeling damage.


Level 8: Dragon Magic - Passive
You may have to start getting a little bit serious...

Your spells deal +25% damage when your hp is below 50%.


Level 9: Great Dragon - Active
Summon the Great Dragon, Kethorat, for help. He might say no, or he might assail your foe with element X if you're charismatic enough!

5 hits of magic Harm damage at +5 bth lean. Waives the *0.9 harm penalty due to 90% chance of activation. Treated as a spell.

Chance of attacking: 60% + (YourCha/VStat)*30%

Costs mp of a standard spell, and you gain an extra stack of Channeling.


Level 10: Half Dragon Transformation! - Toggle
Focus your magical power inward instead of outward, transforming into an offense-oriented dragon hybrid, capable of overwhelming attacks and no longer relying on mana to fuel your spells!

Toggle to Transform into a powerful hybrid with the following features:

- Your armor lean switches from Meditation to Fully Offensive.

- Your normal player attacks deal *2 damage.

- Your spells cost 0 mp. (the extra 25% paid by the lean)

Costs 50% melee sp + 50% melee hp.

< Message edited by Primate Murder -- 4/11/2020 7:33:42 >
AQ DF  Post #: 97
10/11/2018 3:43:28   
Primate Murder
Member

Since it seems like it'll be a while until the release of revamped necromancer (and I expect an extended in-depth storyline quest to go along with it too, and that's not a bad thing), I figure I might as well create my own version of the class.


Onyx Cloak

FD darkness with an earth secondary
Resists weak to light and fire
MRM focuses on Magic
Basic attack alternates between a 1-hit beam for 75% damage and 5-hit skeleton summons for 125% damage.

Appearance: Closer to what Sylith looked like in the War of the Fangs.
Description: If you want to practice the dark arts of the undead, you need one of these.


Level 0: Adept of the Necromantic Arts - Passive
Harvest the subtle, but potent energies of life from fallen enemies and use them to empower your Undead soldiers. Make haste, for the energies of life fade swiftly.

You gain another energy source - Prana. At the end of a fight you have a (RoundsEquipped/TotalRounds*100)% chance to gain (150*MonsterPower) units of Prana. This only works if the mob is ItemLvl-10 or higher.

You loose 10 units of Prana at the end of every round.


Level 1: Raise Undead - Active
A necromancer classic - summon an Undead to fight by your side. New minions become available as you level up.

Click to equip a temporary magical darkness weapon - 'Ritual Blade'. It looses 40% damage, but you can click on it to summon one of the following mp-costing guests. You do not need to keep the Blade equipped to use the guest. Each necromancer guest has an additional upkeep of 11 Prana each turn, which makes your undead guest deal +50% damage. If you lack the prana necessary, the guest is dismissed.

Level 1: Undead Knight - Darkness, melee

Level 2: Undead Soldier - Earth, ranged

Level 3: Undead Braken - Water, melee/ranged

Level 4: Frost Wraith - Ice, magic

Level 5: Undead Mage - Fire, magic

Level 6: Ghost - Wind, magic

Level 7: Mecha Zombie - Energy, ranged

Level 8: Undead Paladin - Light, melee.


Level 2: Master of the Dead - Passive
You have little to fear from all things undead.

If fighting an Undead mob, their attacks are forcibly converted to Darkness and you only loose 2.5 Prana each turn (instead of 10).


Level 3: Hound of Death - Active
This dog has been your loyal companion in life and is now your loyal companion in death. You can even infuse it with your necromantic power to make it deal increased damage!

You gain and equip a temporary Death Hound pet (based on Death Dog guest) that attacks with the element of your weapon. You can toggle it to spend 40 extra Prana each round and deal 2x damage.

In either form, you loose (35*0.4), so 14% melee mp each round for multi-element compression.


Level 4: Command Undead - Active
Force your will upon your foe, commanding them to strike themselves rather than you!

Monster gains Under Command status. While affected, all monster attacks are guaranteed misses and it takes damage equal to Expected Monster Damage, converted to harm, at the end of every turn. Monster can save against the effect at the beginning of each turn (Cha/Luck vs Cha/Luck) with +10 bonus, or -20 penalty if it's tagged as zombie or undead.

Costs your turn, 100% melee sp and 59 Prana.


Level 5: Necro Heal - Active
In a pinch, you can manipulate your own life force to renew your mana and prana reserves.

Loose 10% of your current hp, but heal 150% melee mp and gain 75 Prana.


Level 6: Grasping Hands - Active
Draw life energy from your foes to empower your allies!

5-hit (weapon element) spell at +5 bth lean. Deal 50% damage, but your pet and guest deal +(100 * DamDealt/ExpDamage)% damage for one round.

Costs mp of a standard spell.


Level 7: Necromanteion - Toggle
Let your blood spill upon the circle of power and raise a Temple of Bone and Sinew to infuse your Undead with great skill.

Your pet and guest gain celerity. Monster can resist (Cha/Luck vs Cha/Luck) with +10 bonus to save, or -15 penalty if your pet or guest have the Undead tag.

Costs 20% melee hp each turn.


Level 8: Specter of the Looming Death - Passive
The divide between life and death is the domain of the necromancer. Draw upon your authority to push your enemy a little whenever it straddles the line.

When the monster starts its turn below 7.14% MaxHP, it makes a save (Int/Luck vs End/Luck) with a penalty to save equal to (7.14 - %ofHPRemaining). If the monster fails, its hp is immediately reduced to zero.


Level 9: Mortality - Active
All men must die.

A spell that deals no damage, but inflicts Mortality. Monster can resist (Int/Luck vs Cha/Luck) with -20 penalty to save. If it fails, the monster's End is reduced to 0 for one round. If its End is already 0, the spell does nothing.

Costs mp of a standard spell.


Level 10: Phylactery Passive
You've finally found the answer that you were seeking all along the truth that is hidden beyond the world of living. Become a powerful Lich an undead master of undead!

Every time an attack would reduce you to 0 hp or less, pay 15 Prana. You are reduced to 1 hp, can continue the battle and gain Lich effect that lasts until the end of the battle. While affected, you gain the following benefits:

- Your armor physically looks like an undead lich.

- Both player and monster have their Healing Resistance set to 0.

- You do not regain sp at the beginning of your turn. Instead, you gain 25 Prana.

- Your armor lean changes to Lich. Deal *0.8 damage, take *1 and inflict Terror (omnielemental EleVuln) at the end of your turn (+40% damage for one round). Monster can resist (Int/Luck vs Cha/Luck) with +0 bonus to save.

- Whenever you cast a spell and it deals damage, you loose 50 Prana and the monster looses hp worth (5/1.4)% of its MaxHP.

The effect lasts until the end of the battle or until you run out of Prana.

This skill can be used 10 per day. (because day's worth of MC=1250% melee).

< Message edited by Primate Murder -- 4/16/2020 12:47:38 >
AQ DF  Post #: 98
10/11/2018 7:32:51   
Primate Murder
Member

Well, since I did necromancer as a beastmaster, I figure I might as well do a revamp of the original Beastmaster class.


Wyllt Garb

Neutral lean earth armor
MRM has a strong focus on melee
2 hit basic attack at +5 bth lean.

Appearance: Colorful cloth, decorated with feathers and fangs. More armored portions consist of wood, bone and bettle carapace. Has a small hunting bow on the back and a wicked knife strapped to the belt.
Description: Forge an alliance with the beasts of the Dark Jungle, allowing you to bring a piece of the wild with you no matter where you go!


Level 0: Instinct - Passive
Hot and humid atmosphere of the Dark Jungle does not allow for heavy armor, but what a beastmaster looses in protection they more than recover in animalistic instinct and reaction speed!

You take +25% damage from monster attacks, At the end of your turn, you, your pet and your guest have 50% chance to gain celerity. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.

Additionally, all your weapons attacks and specials use Cha in place of Luck for stat bonuses.


Level 1: Hunter's Shot - Active
Years of hunting raptors with your trusty bow have steadied your hand and sharpened your eye, allowing you to strike true against any prey, no matter how fleet-footed.

1 hit of (weapon element) damage, autohits. Deals 56% damage of a standard weapon-based skill and the monster makes a save (Dex/Luck vs Dex/Luck) with +0 bonus. If it fails, your pet and guest also autohit for one round.

Costs sp of a standard skill.


Level 2: Alertness - Passive
You can immediately tell when your bestial companions sense danger, giving you a forewarning in every encounter.

Use Cha in place of Luck for Initiative.


Level 3: Internal Beast - Toggle
Unleash your inner beast to boost your strength and charisma!

Combined Str and Cha drive. Costs sp.


Level 4: Feral Pounce - Active
When the moment comes, command your pet to leap forward and maul your foe with extreme prejudice!

Quickcast, 1/turn. Your pet deals +125% damage for one round.

Costs 50% melee sp.


Level 5: Call Forth the Beasts - Active
Call upon the beasts of the wild to aid you in battle!

Choose among 8 elemental guests (Bat, Dragon, Frog, Hawk, Shark, Snake, Tiger and Wolf), and call two of them. You pay upkeep of both and they both attack. All guests cost sp, have *1.4 upkeep to compensate for omni-elemental compression and deal *1.1 damage for different elements.


Level 6: Bestial Skin - Active
Since ancient times, hunters collected hides and furs of slain foes. Follow their example and embrace your wily side to adapt to your enemy's element!

At the end of a fight, you gain one Hide that follows the base element of your foe. Click on the skill to don one of the Hides in your possession, changing your armor's base element to the element of the Hide until the end of the battle or until you use another Hide.

The skill is quickcast, and uses up the Hide equipped.


Level 7: In Spirit United - Passive
You and your beasts are one and the same, any separation is merely an illusion.

The first time each battle you're inflicted with daze, fear, choke or blind, you shake off the effect. Each subsequent time, the effect is spread between you and your pet+guest. (ex: you're inflicted with 100% daze; instead of skipping your turn, you, your pet and your guest are all inflicted with daze, 50% chance)


Level 8: Pack Tactics - Active
Hammer and anvil? Have you tried Chosen and Dragon? Your foe's defences drop as it tries to fend off attacks from all sides.

Make a standard weapon attack. Afterwards, your pet and guest deal +50% damage for one round, and the monster is inflicted with Weakness Exposed (takes +22.5/1.4% additional damage from all elements until it makes a successful save). Monster can shrug off the effect (Cha/Luck vs Cha/Luck) at +0 bonus.

Costs 75% melee in sp.


Level 9: Stampede - Active
Call forth a stampede of wild animals to trample your foe!

15 hits of (Hide Element; defaults to earth) at -5 bth lean. Spell-type skill, uses Cha for stats. Deals +20% damage if you have a pet out and active, +50% if you also have a guest out, and +80% if you have two guests out; gains elecomp to damage.

Costs sp of a standard skill + your guest upkeep. Your pet and guest do not attack this turn (unless they get celerity).


Level 10: Force of the Wyllt - Toggle
Draw upon the primal wild inside every beast to unleash your true strength!

You, your pet and guest deal *1.5 damage.

Costs 100% melee in sp.

< Message edited by Primate Murder -- 4/26/2020 3:01:22 >
AQ DF  Post #: 99
10/11/2018 9:31:39   
Primate Murder
Member

Alchemist's Belt
A class misc.

Note: All active Alchemist skills are quickcast and can be used once per turn, as you spend the time mixing the ingredients. You can only use one Alchemist skill per turn, unless you have Combine Potions toggled.

Appearance: A belt with several vials, flasks and pouches.
Description: Study the subtle science and exact art that is potion-making.


Level 0: Brewmaster - Passive
As an alchemist, you have inside knowledge of all the little tricks to enhance potency and effect of your concoctions.

Gain +10 Potency with all Alchemist class infliction skills.


Level 1: Volatile Concoction - Active
Throw together some random ingredients to achieve a nice big BOOM!

Throw a vial at the enemy, dealing (weapon element) damage equal to 100% melee. This is considered a bow attack and can be dodged.

Costs 1 hp potion.


Level 2: Alkahest - Active
A universal solvent, capable of dissolving any armor.

Monster looses 20 blocking until the end of the battle. It can resist (VStat/Luck vs End/Luck) with +0 bonus to save.

Costs 1 mana potion.


Level 3: Potioneer - Passive
Get the most from your potions.

All your health and mana potions heal an extra 10% hp/mp.


Level 4: Alchemist's Fire - Active
Throw an adhesive, acidic compound at your foe, burning them and leaving them vulnerable to fire attacks.

Inflict fire-element Burn (power 2) and EleVuln (+10/1.4% damage from fire) until the end of the battle. Monster can resist both effects with a single save (VStat/Luck vs End/Luck) with +0 bonus to save.

Costs 1 hp potion and 1 mp potion.


Level 5: Ground DracoLich Bones - Active
Infuse your foe with a corrupted aura of Draconic Undeath!

Tags the monster as both Undead and Dragonkin (or full dragon if already dragonkin). Monster can resist (VStat/Luck vs End/Luck) with -20 penalty to save.

Costs 2 mp potions.


Level 6: Elixir of Life - Active
One of the fundamental goals of any alchemist.

Regenerate hp equal to 1% MaxHP at the end of every turn until the end of the battle.

Costs 2 hp potions.


Level 7: Chrysopoeia - Passive
Since the dawn of time, alchemists searched for a way to turn matter into gold.

Gain 1% of the monster's gold rewards at the end of each round. This does not affect the gold you receive at the end of the battle.


Level 8: Liquid Nitrogen - Active
This colorless and odorless liquid can freeze anything.

Inflict Freeze and Fragile (-50 End) on the monster for two rounds. Both effects can be resisted with a single save (VStat/Luck vs End/Luck) with -5 penalty.

Costs 3 mp potions.


Level 9: Panacea - Active
A remedy to cure all ills.

Removes all hostile status conditions you're inflicted with, and you regain hp worth 5% MaxHP.

Costs 3 hp potions.


Level 10: Combine Potions - Toggle
Mix and combine your concoctions - and hope it doesn't blow up in your face!

You can use two active Alchemist skills (different ones) per turn. 90% of the time you get the effects of both skills. 10% of the time it explodes, dealing 100% melee damage to you per each potion involved. Like any attack, this can be dodged.

This has a small sp cost.

< Message edited by Primate Murder -- 10/27/2019 23:59:12 >
AQ DF  Post #: 100
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