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10/7/2018 10:20:45   
Primate Murder
Member

Call Trebuchet
An earth guest with a skill.

Calls an sp-costing guest.

Attack is 2 hits of earth at -5 bth lean.

Trigger: Against golems and building-type monsters (like the Front Door) ele-seeks and deals increased damage.
Downtrigger: Against anything else, looses 4.25 bth.

MC goes into compressing a toggle. Click on the Trebuchet to switch to an explosive load, at the cost of double guest upkeep. A Loaded Trebuchet deals 2x damage.

Appearance: A counterweight trebuchet.
Description: Call upon the skill of mathematicians and engineers to build a catapult. Despite your best efforts, it couldn't hit the broadside of the barn, but triggers on golems and buildings to deal increased damage!

< Message edited by Primate Murder -- 2/11/2019 10:33:07 >
AQ  Post #: 76
10/7/2018 10:24:15   
Primate Murder
Member

Bloodlust
Hp-costing spell that gives you ultra-offensive lean until the end of the battle.

Deals damage of a standard spell, 3 hits of fire at -3 bth lean.

Effect: Until the end of the battle, you deal +25% damage and take +(25/1.4)% damage (*4/3 for magic weapons and /2 for spells). The bonus stacks with your regular armor lean.

The spell can only be cast once per battle and costs hp of a standard spell.

Appearance: The screen briefly goes red.
Description: Swear upon your very blood that you will not leave without the head of your enemy!

< Message edited by Primate Murder -- 10/7/2018 10:26:30 >
AQ  Post #: 77
10/7/2018 10:30:15   
Primate Murder
Member

Song of Inspiration
Pet/guest boosting SPell.

A wind SPell that deals 50% damage of a standard spell (3 hits, +10 bth lean) and makes your pet and guest deal +50% damage for one round. Additionally, the Song of Inspiration attempts to grant celerity to your pet and guest. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.

Costs sp of a standard spell.

Appearance: A magical harp appearing out of thin air.
Description: Sing a song of war and victory, inspiring your allies to strike again and again.

< Message edited by Primate Murder -- 2/11/2019 13:36:14 >
AQ  Post #: 78
10/7/2018 10:35:22   
Primate Murder
Member

Elemental Menace
Multi-elemental spell inflicting burn and bleed.

10 hits of fire, ice and energy at +5 bth lean. Deals 50% damage of a standard spell. Each hit attempts to inflict fire element Burn (Power: 1*elecomp, rounds: 1) and Bleed (Power 0.1*elecomp). Monster can resist each infliction (Int/Luck vs End/Luck) with +0 bonus to save. Afterwards, the player takes +(50/1.4)% damage for one round.

Costs mp of a standard spell.

Appearance: Fires, snowstorms and lightning strikes.
Description: Unleash the full might of nature's elements against your foe!
AQ  Post #: 79
10/8/2018 1:44:31   
Primate Murder
Member

Mostly for the laughs, but they are 'balanced' or even underpowered using modern standards...


The Meta Series
A set of z-token no-drop equipment. Element is the same as your no-drop.


The Meta Armor

FO armor
MRM average, pays 3 MRM for the second effect
2 hit attack with a +5 bth lean

MC is Meta Damage skill. Quickcast, pays a combined hp and gold cost to deal +50% damage for three turns.*

3 MRM pays for the Meta Status skill. The skill pays all 200% damage to inflict a three turn paralyze.** Monster can resist*** (VStat/Luck vs Cha/Luck) with a -6 penalty to save. Costs sp of a standard skill.

*You get a damage boost! It's basically free...
**The monster is awed by your wealth!
***You fail to impress the monster with your wealth.


Appearance: A floating whale. Attack is a smash. Meta Damage has no animation. Meta Status is blowing floating dollar signs out of the blowhole.
Description: Only a true whale can harness the power of this armor.


The Meta Weapon

MRM shift
no bth lean
0-proc because we're too cool for proc weapons

Effect: You deal +15% damage, but you take +(15/1.4)% damage.

MC goes into compressing a weapon-based skill:*

The Meta Skill
3 hits of (weapon type) weapon-element damage. +5 bth lean.
Deals +50% damage.
Costs 300% sp of a standard skill.

*Sp cost? What's that?


Appearance: A shiny sword/spear/magical sword. The skill is an explosion emoji.
Description: Only someone who doesn't understand efficiency could possibly use this weapon.


The Meta Shield

Pays 3 MRM and MC to get +210 initiative
Pays remaining MRM to get a bonus (+5% for every 3 MRM) to weapon and skill damage (/2 for spells, *4/3 for magic weapons)

Note: You should have 0 MRM total.

Appearance: Invisible
Description: Who needs shields? Give me a damage boost!


The Meta Master Misc

+50 Str
+50 Int

Effect: +30% damage against paralyzed and controlled enemies (/2 for spells, *4/3 for magic weapons), -10% against everyone else.

Costs sp, a fairly high amount.

Appearance: A cute kitten pic.
Description: The monster will be one-shot anyways, no need to mind him. Look at this cute kitten pic instead.


The Meta Spell

3 hits of (no-drop element) damage at +10 bth lean.

Effect: The spell deals +100% damage. Monster's next attack gets +(100/1.4)% damage. This stacks.

Costs mp of a standard spell + hp of a standard spell-type skill.

Appearance: Big explosion emoji.
Description: This spell makes the monster stronger, but don't worry. It's not like it will ever attack or anything.


The Meta Pet #1

MC goes into using your Main Stat (str/dex/int) for stats instead of cha

Effect: Instead of attacking, this pet boosts your weapon attacks and spells if they deal more than 100% damage (due to damage boost, effect or skill usage). If they don't or if you lack the gold, you instead loose (Your Max HP/10).

Effect: Has a fairly high gold cost.

Appearance: A blue mini whale.
Description: You get to go all out and look cool for this little whale. But beware if it deems you too lame...

< Message edited by Primate Murder -- 2/11/2019 13:41:42 >
AQ  Post #: 80
10/8/2018 1:59:32   
Primate Murder
Member

The Dresden Series


Leather Duster

FO earth armor with secondaries to wind and lightning, weak to fire and ice
Strong Magic defence, average Melee, weak Ranged
Regular 2-hit attack

MC is skill compression*:

Soulgaze
Quickcast, gives +10 bth universal increase until the end of the battle (to both you and the monster) without usual modifiers for spells and magical weapons, and attempts to inflict fear on the monster**. The latter effect lasts three turns (27.78% chance not to act), and monster can resist (Int/Luck vs Int/Luck) with +0 bonus to save. This can only be cast once per battle.
Has no cost as 1/battle effect is worth 50% melee.

*Look into the soul of your foe and bare your own in return.
**Your foe is terrified by what it witnesses in the depths of your soul. (on success)
***You and your foe are filled with new understanding of each other. (on fail)


Appearance: A tall man in a black leather duster.
Description: Go out into the world and protect the weak with the power of wit and magic.


Blasting Rod

100-proc magic fire weapon (wand)
5% proc special-special

Effect1: Click on the rod to use Arcane Channeling*. This is quickcast, costs 50% sp of a standard skill and gives you +93.75% damage with all fire spells for one round.**

Effect2: When used with Leather Duster, it gets the FO armor lean, dealing *1.25 damage.

*Click on the rod to channel the arcane energies and power up your fire spells!
**Fuego!


Appearance: A wooden stick with ominously glowing runes.
Description: This wizard's tool is about as subtle as a loaded gun, allowing one to quickly and efficiently focus their will into a spell.


Shield Bracelet

Earth shield with wind secondary
MRM with focus on Magic defence

Effect: Click on the bracelet to activate Metaphysical Barrier (click again to deactivate). When activated, the shield will create a Chi Shield at the beginning of each turn, unless you already have a Chi Shield active.

Appearance: A silver bracelet with five shield charms dangling on it.
Description: A magical focus designed to handle the pressure while the wizard casts his spells.


Pentacle Pendant

+50 Int

Reduces incoming Magic damage to 55%
Boosts all magical damage by 20% with appropriate modifiers for spells and magic weapons

Effect: At the end of a fight you have a (RoundsEquipped/TotalRounds*100)% chance to gain (MonsterPower)# of magical charges. A magical charge is equivalent to 80% mp of a standard spell. This only works if the mob is ItemLvl-10 or higher.
When equipped, you can click the misc to use up a charge to replenish your mp. This doesn't take a turn. You can do this up to four times per battle.

Appearance: A silver pentacle pendant.
Description: A pentacle represents the forces of magic bound within human control; power balanced by restraint.


FSB (armor, shield and weapon) is sweet and simple: All player's fire spells deal +9.375% damage.

< Message edited by Primate Murder -- 2/11/2019 13:45:41 >
AQ  Post #: 81
10/8/2018 4:24:49   
Primate Murder
Member

The Slasher Set
Layered status-infliction darkness set with an earth secondary.


Serial Killer

Neutral (not FO or FD) darkness armor with an earth secondary.
Weak to fire and light
Strong melee defense, low Ranged and Magic
Vicious 3-hit slash attack

MC goes into effect:

At the end of a fight you have a (RoundsEquipped/TotalRounds*100)% chance to heal hp worth 100% melee.* This only works if the mob is ArmorLvl-10 or higher.
*You take a moment to enjoy the sight of your work.

Appearance: A tall and slender man in a tattered black cloak. Moves low to the ground, knife held in reverse grip. Basic attack is a fast dash forward and three quick vicious slashes.
Description: Killing is not a necessity it's a hobby.


Bloody Knife

Melee darkness dagger,
+3 bth lean
0-proc, but instead of *1.08 damage inflicts a stacking bleed (Power: 0.04*HitsConnected, Dex/Luck vs End/Luck with +0 to save)

MC: Whenever the monster is bleeding (from Bloody Knife or another source), it is inflicted with Torment (renamed poison). Poison has power 1 and lasts until the monster saves from bleed.

Appearance: A crude dagger-sized knife that is dripping blood.
Description: You don't want to get stabbed with this knife. Who knows who it's been in.


Barbed Wire

Earth/dark simultaneous resistance shield
Strong Melee defense, weak Ranged and Magic

MC goes into skill compression:

Barbed Bind
2 ranged hits of earth and darkness damage, multiplied by elecomp and looses 70% damage for the effect.
Effect: If at least one hit of the skill connects, it attempts to Bind (renamed Offbalanced) the monster. Monster can resist (Dex/Luck vs Str/Luck) with -20 penalty to save. If it fails, the monster becomes Bound (-90*HitsConnected*DarkResist Dex, 2 rounds). Bound monster bleeds (Power:0.5*elecomp, stacks with each other and other sources) while under the effects of the Barbed Binding.
Costs sp of a standard skill.
Note: While the monster is bound, you loose 6 MRM (because you threw your shield around the monster).

Appearance: Barbed wire loosely spooled around your arm.
Description: A tool more suited for torture than combat.

FSB: Fearful Presence

< Message edited by Primate Murder -- 2/11/2019 13:52:26 >
AQ  Post #: 82
10/8/2018 4:50:09   
Primate Murder
Member

Adept of Blood
Fire set utilizing bleed.

Adept's Robe

Neutral fire armor with water secondary
MRM with a strong focus on Magic
2 hit attack

Bloodletting Effect: Click on the arm to inflict yourself with Bleed* (Power 0.5). While you're inflicted with Bleed, you get +100% damage with all attacks. This gets the appropriate spell and magic weapon modifiers.

*You can feel the power burn through your veins.

Appearance: Red robes with arcs of blood flying around the player. Attack is two slashes with blood whips.
Description: Adept of an ancient cult that uses their own blood to empower attacks.


Ritual Dagger

Magical/Melee fire dagger
+3 bth lean
20% proc, 5 hits with a +5 bth lean
Special deals no damage, instead inflicting bleed (MainStat/Luck vs End/Luck with +0 to save, power: 0.3 per hit). The bleed stacks with each other and other sources.

Effect: Click on the dagger to Extract Blood. This is a fire skill that removes bleed from the enemy for damage. This is treated as a player attack and calculates damage the same way Terror Eater does.

Appearance: A dagger with a wavy blade and a reddish tint resembling rust. Special creates bleeding wounds on the enemy.
Description: This blade was used to inflict a thousand tiny cuts - then extract all the blood from them with a single thought.


Bleeding Shield

Fire shield with a secondary to water
MRM focuses on Magic

Effect: All your bleed effects deal +25% damage to both you and the monster. This also gives a +12.5% damage boost to Bloodletting and Extract Blood.

Appearance: A rectangular wooden shield with red 'wounds' that drip blood.
Description: This shield seems to be... bleeding?


Summon BloodHound

Summons an hp-costing guest.

2 hits of fire at +3 bth lean

Effect: Click to toggle between Normal and Blood-seeking modes.

In Bloodseeking mode, the Bloodhound has 2x the upkeep cost, but attempts to inflict Bleed (power 0.3*HitsConnected). Monster can resist (Cha/Luck vs End/Luck) with +0 bonus to save.

Appearance: Player cuts his arm and from the blood drops a large blood-red dog-like monstrocity forms.
Description: Create a temporary companion from your own blood. With a little extra blood it even could rip your foe bleeding wounds of their own!


FSB (Robe, dagger, shield): Bleeding Potency (+20)

< Message edited by Primate Murder -- 2/11/2019 13:56:54 >
AQ  Post #: 83
10/8/2018 5:21:11   
Primate Murder
Member

MindRipper Set
Energy set that steals Int.


MindGobbler

Neutral energy armor with water and dark secondaries
MRM focuses on Magic
3 hit attack with +5 bth lean

Effect: At the end of a fight you have a (RoundsEquipped/TotalRounds*100)% chance to gain (MonsterPower)# of Mind Charges. This only works if the mob is ItemLvl-10 or higher.

Skill: You can click on the chest to consume one Mind Charge. This gives you +30 int for the remainder of the battle. You can use up to 4 Mind Charges per battle.

Appearance: Dark robes and a tentacle head (inspired by MindFlayers/Illithids of D&D)
Description: Draw on the psionic power hidden within the dark areas of your mind by eating the brains of others. Totally not like a zombie.


MindRipper

Magical energy staff
20% proc, attempts to inflict Illusions (renamed Asleep).

Effect (+MC): All normal player attacks and weapon specials deal -10% damage. In return, MindRipper attempts to steal 7.5*(HitsConnected/HitsAttempted) Int from the monster and transfer them to the player. Monster can resist (Int/Luck vs Int/Luck) with +0 bonus to save.

Appearance: A twisted wooden staff with a crystal at the top.
Description: Wielded by MindGobblers, this magical staff takes bites of your enemy's mind with every strike!


MindThief

Energy shield with focus on MRM (primarily Magic)

MC: When you block an attack, the monster gets MindRobbed (transfers 16.7 int from monster to you until the end of the battle). The monster can resist this (Int/Luck vs Int/Luck) with +0 bonus to save.

Appearance: A small round purple shield.
Description: With this shield you can proudly proclaim yourself to be a Phantom Thief of Minds.

FSB: At the beginning of each round you have a 5% chance to gain +100 Int for one turn.

< Message edited by Primate Murder -- 2/11/2019 14:03:17 >
AQ  Post #: 84
10/8/2018 5:51:19   
Primate Murder
Member

Frozen Soul Set
An Ice set with Freeze infliction.


Frostborne

FO Ice armor with water and wind secondaries
average MRM
2 hit basic attack with -3 bth lean

Effect: Click on the chest to activate Frostbite. All of your weapon attacks and spells have a HitsConnected*25% chance to Freeze your enemy*. Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save**. This costs 40% sp of a standard skill each turn.

*Winter Is Coming!
**The cold never bothered (MonsterName) anyway.


Appearance: Bulky blue and black armor with winds howling around.
Description: Born in the harsh Northlands, you bring your winter with you!


Coldbringer

Melee Ice Axe, -3 bth lean
0-proc, so *1.08 damage

MC goes into compressing a weapon-based skill:

Bringing the Cold
1 hit of Ice damage at +5 bth lean. Deals 16% damage of a standard skill and inflicts Hypothermia (renamed Freeze) for two turns. Monster can resist this (Str/Luck vs End/Luck) with +0 bonus to save.
Costs sp of a standard skill.

Appearance: A double sided axe with a bluish tint.
Description: Bringing the party to you.


Quinzhee

Ice shield with wind secondary
Focuses on MRM, particularly Melee

Effect: When you block a hit, you have a (5/(0.15*0.8)) so HitsBlocked/HitsAttempted*41.67% chance to Freeze the monster. Monster can resist (Str/Luck vs End/Luck) with +0 bonus to save.

Appearance: A shield of snow.
Description: Use this snow shelter from the Frigid Northlands to freeze any monster that hits its chilly surface!


FSB: Freeze potency (+20)

< Message edited by Primate Murder -- 2/11/2019 14:07:16 >
AQ  Post #: 85
10/8/2018 8:15:20   
Primate Murder
Member

Mage Slayer Set
Energy set designed against mana-users.


Mage Slayer

FO energy armor with fire and ice secondaries
MRM focuses heavily on Magic
2 hit basic attack with +3 bth lean

Trigger: +10% damage against monsters with >0 Int.
Downtrigger: -5% damage against all others.

Effect: sp-costing toggle. Has a Mana Trap-like effect that damages the monster when it uses its mp.

Appearance: Based on Witch Hunter.
Description: Turn your enemy's magic against them!


Mana Destabilizer

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

Trigger: +10% damage against monsters with >0 Int.
Downtrigger: -5% damage against all others.

Effect: sp-costing toggle (worth 25% melee). Deals additional damage to monster's mp worth (25*1.5) so 37.5% of damage dealt.

Appearance: A long slender sword with a purplish glow. Gives off purple flashes when destabilizes mana, and looses the glow when there's no mp remaining.
Description: Destabilize the delicate balance of your foe's arcane energies!


Magus Trapper

Energy shield with fire and ice secondaries.
MRM focuses on magic

Trigger: If the monster has Int >0, inflict Mana Burn (rounds: 1, power: HitsConnected) which damages mp instead of hp.

Appearance: A wooden buckler with metal spikes resembling jaws. Has a subtle purple-ish glow.
Description: Bait the enemy, then burn them for their arrogance.


Call Mana Hunter

Calls an sp-costing guest.

Trigger: +10% damage against monsters with >0 Int.
Downtrigger: -5% damage against all others.

Effect: Toggles between hp-damage and mp-damage modes.

Appearance: Little winged creature of crimson and violet, cross between a lizard and a bird.
Description: Summon a Mana Hunter to fight for you. This little critter can drain your enemy's mana!

< Message edited by Primate Murder -- 2/11/2019 14:10:14 >
AQ  Post #: 86
10/8/2018 8:24:12   
Primate Murder
Member

Packmaster Set


Lycanthrope

FD earth armor with water and wind secondaries
MRM focuses on Melee
2 hit basic attack with -3 bth lean

MC goes into secondary armor compression. Click in the wolf pelt to change (this doesn't take a turn, but costs 25% sp of a standard skill per turn for the effect).

Transformation
Armor becomes FO with a 3-hit claw attack.
Pets and guests deal +25% damage.
Appearance: A large wolf (not a humanoid one).

Appearance: A more feral-looking version of the basic werewolf form with a wolf pelt cloak.
Description: This werewolf is more akin to a wolf becoming a man than a man becoming a wolf.


The Howling Staff

Ranged/Magic earth staff
0-proc, so *1.08 damage

Effect is the same as Foam Finger's, but stronger due to the trigger (only works on those with a Wolf or Dog tag). This stacks with Transformation's bonus.

Appearance: A hollow wooden staff with holes at the top.
Description: This staff howls like a true wolf when wielded, inspiring your canine allies to greater viciousness and savagery.


Spirit Bells

Earth shield with water and wind secondaries
MRM is somewhat lowered to pay for resists, but has a focus on Ranged

Effect: Click on the bells to call two Spirit Wolves, a guest with a standard sp-upkeep.

Spirit Wolves
Attack is two Magic hits, one water and one wind. Deals *1.1 damage to compensate for this. Both hits are at +5 bth lean.
Appearance: Semi-transparent large blue and violet wolves.

Appearance: A pair of bells made from bleached bone, hanging on a thread in the off-hand.
Description: These bells call on spirits to protect you from hunters and can even be used to Call a pair of Spirit Wolves to fight alongside you!

< Message edited by Primate Murder -- 2/11/2019 14:12:25 >
AQ  Post #: 87
10/8/2018 11:14:22   
Primate Murder
Member

Hexlord Set
Status infliction darkness set capable of transforming into an offensive fire set.


Hexer

FD darkness armor with fire secondary
MRM focuses on Magic, looses 3 MRM to pay for Warlock's effect
1 hit basic attack with +5 bth lean, See Effect (primary).
MC pays for compression.

Effect (primary): all your weapon attacks (including 100-proc ones) loose 50% damage and randomly inflict one of the following statuses (so each status is worth 40% melee). Monster can resist (Int/Luck vs Cha/Luck) with +0 bonus to save.
Afraid - 11% chance of not acting for six rounds.
Blind - looses 12 bth for four rounds.
Defence Loss - MRM -12 for four rounds.
Disease (hp) - equal to DamageDealt*4.
Disease (sp) - equal to DamageDealt*4*1.125.
Choked - looses 16.8% damage for four rounds.
Unlucky - looses 64 Luck for four rounds.
Offbalanced - looses 60 Dex for four rounds.
Weakness - looses 60 Str for four rounds.
Warts and Boils - looses 64 Cha for four rounds.
The Cold - looses 6 bth and blocking for four rounds.
Burn - Power 2 for four rounds.
Poison - Power 2 for four rounds.
Bleed - Power 0.4.
Fragile - looses 10 End for four rounds.

Effect (secondary): Click on your chest to turn into Warlock form (this disables the primary effect). Click again to change back.

Warlock
Armor becomes fire element FO with a 2-hit attack.
You deal additional damage equal to (Number of Statuses on monster)*5%.

Appearance: Black and brown cloak atop leather armor in Hexer form. Blood-red armor covered by a black cloak in Warlock form.
Description: Hex your foes to heck and back, then rain demonic wrath down upon them!


Hexing Rod

100-proc darkness magic weapon, +5 bth lean
Looses 5% damage for compression
MC pays for Haxe damage bonus

Effect (Primary): deals -10% damage (on top of the above penalty) to give you Status Infliction Potency (+10 on all infliction saves). This effect is disabled in Haxe form.

Effect (Secondary): Click on the Rod to transform it into Haxe, a fire element 10%-proc magic axe with -5 bth lean. It deals additional damage equal to (Number of Statuses on monster)*5%. This stacks with Hexer's Warlock form damage boost.

Appearance: A black metal rod with ominously glowing red runes in basic form. In Haxe form - large double-headed axe covered in soot with ominously glowing red runes on the edge.
Description: This weapon of fire and darkness allows you to curse your foes with blackest magics or to smash them with all the fury of heck.


Hexagram

Darkness/Fire simultaneous resistance shield with a focus on MRM

Effect: Inflict Hex of Primal Bloodlust on the monster when you block an attack. Monster can resist (Int/Luck vs Cha/Luck) with +0 to save. If it fails, the monster becomes Hexed (renamed Berserk, -25 bth lean until lands a blow and deals damage).

Appearance: Six-pointed star form, black with miniature red runes crisscrossing it.
Description: Hex your foe with the unquenchable bloodlust of a demon!
AQ  Post #: 88
10/8/2018 15:01:16   
Primate Murder
Member

The Great Cloning Set


Alter Ego

Wind FO armor with light/dark secondaries
Water and earth neutral, weakness to fire, ice and energy
MRM average
2 hits (each when Split)

Effect: Click on the armor's chest to Split yourself. Click again to Reconnect to your other half. This doesn't take a turn.

While Split, you loose half of your hp and gain a second hp bar with hp equal to amount lost. All hits that land on you randomly damage one of your hp bars. If hp in either bar reaches 0, you die. Any effects that affect you affect both parts of you. Any damage from burn, bleed or poison causes damage to both hp bars. (Basically, you split yourself in two and if either half dies - so do you).

While Split, you also literally have two bodies with each dealing 75% total damage of weapon attacks and specials (to compensate for basically having hp). You apply all effects from your weapon and misc. You can't cast spells in this form.*

When you Reconnect, you loose the second hp bar and regain hp equal to (hp remaining in second hp bar). You regain the ability to cast spells.

*You find yourself unable to remember the other half of the spell...

Appearance: Flowing grey cloak with chainmail underneath. When Split, the player literally splits into two versions of player - one wearing a white cloak, the other black.
Description: It's not the same as Dissociative Identity Disorder...


Hard Light Shield

Wind shield with a light secondary

Effect: Click on the shield to create 4 Hardlight Clones. This costs 40% sp of a regular skill, doesn't take a turn (but can only be cast twice per round) and can stack. Each clone gives +3 MRM. Each time you block a hit, one Hardlight Clone is automatically dispelled.

Appearance: A small rectangle on your arm that expands into a glowing semi-transparent rectangle (randomly blue, green, red or purple).
Description: This shield is no illusion.


Minion Maker

Ranged/Magic wind spear
20% proc, but instead of extra damage creates 10 Minions

Effect: On all weapon attacks and specials inflicts one Minion on the monster; this can stack. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save. If it fails, the monster looses hp equal to (NumberOfMinions*5% of damage the player dealt this round) each turn until it successfully saves. (not much different from the basic 5% damage bonus)

Appearance: A combination of Tombogiri and a pencil.
Description: Who doesn't want to have an army of disposable minions?
AQ  Post #: 89
10/8/2018 15:08:31   
Primate Murder
Member

Bio Set
Water weapon and shield affecting End.


BioBreaker

Melee water sword with +3 bth lean
0-proc, but instead of extra damage enhances the effect

Effect: On all weapon attacks and specials, the monster looses 5 End until the end of the battle. Monster can resist (Str/Luck vs End/Luck) with +0 bonus to save.

Appearance: A sword pulsing with blue-green light.
Description: This blade makes sure to squeeze a little extra life from your foe with every blow.


BioBooster

Water shield with average resistances
MC: hp-costing Endurance Drive

Appearance: A circular shield that pulses with blue-green light.
Description: This shield pulses with unnatural vitality. When wielding it, you can tap into that vitality for as long as your body can withstand the strain.
AQ  Post #: 90
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

Effect: All your weapon attacks and specials inflict Twitching (renamed Offbalanced; -39 Dex for two rounds) on the monster. Monster can resist (Dex/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 (33.3*#ofCharges*0.85)% 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 -- 2/11/2019 14:14:46 >
AQ  Post #: 91
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. At the end of your guest's turn, if it attacked and dealt damage, you gain +6 MRM for one round.

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

Effect: 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 and the effect lasts for one round after the sword is unequipped to deal with potential abuse.

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 -- 2/11/2019 14:16:43 >
AQ  Post #: 92
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 (-50.4% 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: 2, rounds: 5) 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*10)%. So a 0.5 Power Burn would deal 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 Defence Loss (-24*elecomp MRM 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?

< Message edited by Primate Murder -- 2/11/2019 14:26:32 >
AQ  Post #: 93
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
Looses a little in resistances to enhance the effect

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 (33% chance of not acting for one turn). The first time per battle is free, every subsequent Hard Counter costs sp.

*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 (-6*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 (10% chance of not acting for one round per each hit of the hammer) - Monster resists (Str/Luck vs End/Luck) with -10 penalty to save
Bleed (0.1 power per each hit of the axe) - Monster resists (Dex/Luck vs End/Luck) with -10 penalty to save.

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

< Message edited by Primate Murder -- 2/11/2019 14:29:17 >
AQ  Post #: 94
10/9/2018 3:10:32   
Primate Murder
Member

Contagion Set
Darkness/Water set that pays for debuffing the monster by affecting the player. Has a necromancer trigger.

Epidemic

Darkness shield with water secondary
MRM focuses on Melee

Effect: Click on the shield to toggle Rampant Plague.
Player is inflicted with EleVuln (takes (+25/1.4)% damage from all elements, 1 round) and the monster makes a save at the end of each round (VStat/Luck vs End/Luck) with +0 bonus to save. If it fails, it becomes Enfeebled (-30 Str, Dex and End, -10 to all saving throws) for one round.

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): You bring your own stench of death and decomposition, poisoning the air. At the beginning of every turn you're poisoned (Power 2, 2 Rounds) and the monster makes two saves (VStat/Luck vs End/Luck) with +0 bonus. Failing one randomly inflicts the monster with either Offbalanced (-60 Dex for one turn) or Weakness (-60 Str for one turn). Failing both saves inflicts both conditions.

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

Necrotic Pact - Inflicts Bleed (Power 0.83) 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.

Trigger: Gain +10 to Necrotic Cleansing saves if your Class Title is Necromancer.
Downtrigger: Gain -10 to Necrotic Cleansing saves otherwise.

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 -- 2/11/2019 14:32:41 >
AQ  Post #: 95
10/9/2018 3:35:54   
Primate Murder
Member

Saw on Discord Sleepy Qrow Khaiin suggesting an orc revamp in form of a year long war with no estates. He meant it as a joke, but it got me thinking.

So here's what I'm suggesting - a revamp of the orc monsters and a war with 4x the normal waves. It is meant to be a background month-long war, a sustained effort for prolonged periods of time rather than a short burst and burn out. It will allow all those people that like seeing big numbers get their 5 or even 6 digit kill numbers.

The war would also feature a separate bar every week, where the orcs gather their armies in numbers too large to fight normally. This is where estate wins go - the players need to match the output of the orcs with their estates. If the players exceed the orc output, they can use their estates for wins on the normal war bar. If the players fail to match the orc output, the remaining orc armies spill out to regular warring - up to an extra 100k orcs every week.

Here's an example of potential war rewards:


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 effect1
2 hit basic attack

Effect1: Raging Vitality. When you are hit, gain (Monster's HitsConnected)*2.5/0.85 End for one round, 'healing' hp for one round and loosing them when the effect's over. This stacks with each other and Raging Vitality from other sources.

Note: for balance reasons, the bonus end does not activate if your hp is reduced to 0 (to avoid being immortal due to healing fatal damage).

Effect2: Battle Rage. Deals bonus damage equal to (bonus End gained from Raging Vitality)%. So if monster hits you with 2 blows, you gain 5.88 End from RV and deal 5.88% extra damage for one round. This stacks with Battle Rage bonus from other sources.

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. When you're hit, gain (Monster's HitsConnected)*2.5/0.85 End for one round, 'healing' hp and loosing them once the effect ends. This stacks with each other and Raging Vitality from other sources.

Note: for balance reasons, the bonus end does not activate if your hp is reduced to 0 (to avoid being immortal due to healing fatal damage).

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


RageCrusher

Melee earth mace at -3 bth lean
0-proc, but doesn't get +9% damage (goes into the effect)

Effect: Battle Rage. Deals bonus damage equal to (bonus End gained from Raging Vitality)%. This stacks with Battle Rage bonus from other sources.

Effect: Raging Vitality. When you're hit, gain (Monster's HitsConnected)*2.25/0.85 End for one round, 'healing' hp and loosing them once the effect ends. This stacks with each other and Raging Vitality from other sources.

Note: for balance reasons, the bonus end does not activate if your hp is reduced to 0 (to avoid being immortal due to healing fatal damage).

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!
AQ  Post #: 96
10/9/2018 3:42:19   
Primate Murder
Member

Manic Shielder Set


Manic Safeguard

Water shield
MRM is slightly weak to Magic
Looses 3 MRM to strengthen the effect

Effect: Click on the shield to toggle on a Mana Shield. This will automatically renew every turn until you toggle it off.

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


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 -- 2/11/2019 14:36:59 >
AQ  Post #: 97
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 boosts the effect

Effect: All your attacks inflict a stacking Choke on the monster until the end of the battle. Monster can resist (Int/Luck vs End/Luck) with +0 bonus to save. If it fails, it looses 4.7% damage. Caps at (2*14/.5/1.4/0.85) so 47% damage loss and resets at the end of the battle.

Appearance: A dirk.
Description: As the tide wanes, so does the power of your foes.


Flowing Tide

Water shield with a focus on MRM

Effect: 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 -- 2/11/2019 14:36:15 >
AQ  Post #: 98
10/9/2018 5:01:33   
Primate Murder
Member

Gorgon Set

Meduser

FO wind armor
MRM average
2 hit basic attack with +3 bth lean
MC goes into compressing a spell-type skill.

Gorgon Glare
2 hits of wind element damage at +3 bth lean. Deals around 50% damage of a standard skill to make the monster petrified. Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save. If the monster is already petrified, the skill does full damage with +10% trigger damage.
This counts as a spell and gets the appropriate elecomp to damage.
Costs sp of a standard skill.

Appearance: Uses Meduso as base, but with weapon, shield, chainmail and togglable cape that uses the colors of your customized no-drops.
Description: Deep in the bowels of Castle Wolvania you find scrolls detailing the transformation of Ordred into the feared Meduso.


Fossilized Dragon's Scales

Wind shield with a secondary to earth.

Effect: +20 Petrification Potency

Appearance: An uneven triangle of gray stone with a distinct scale pattern.
Description: This Wind Dragon was captured and locked in an underground vault to protect a wizard's treasure, locked away until it fossilized. The scales still hold the yearning of the dragon to see the sky once more and the despair of slowly being turned to stone.


Stonecrusher

Wind ranged halberd (counts as both spear and axe)
+3 bth lean
0-proc, so *1.08 damage

Trigger (+MC): +15% damage against petrified foes
Trigger: +10% damage against golems
Downtrigger: -4.25 bth against anyone else

Appearance: An old, somewhat chipped, yet delicate-seeming halberd with a wickedly-curved heavy blade of whitish metal.
Description: In ancient times this polearm was used to battle golem hordes of invading wizards. It still works quite well against all sorts of statues, animated or not.

FSB: The trigger damage against petrified enemies is doubled.

< Message edited by Primate Murder -- 2/11/2019 14:38:12 >
AQ  Post #: 99
10/9/2018 5:24:15   
Primate Murder
Member

Ill Fortune Set
Darkness set that punishes the enemy and rewards you for failing.


Shield of Ill Fortune

Darkness shield
MRM has a slight focus on Magic
Looses 3 MRM for the second effect

Effect: It can inflict Unlucky on the monster when you block an attack (-214.44*[hits blocked]/[hits attempted] Luck, 1 round). The monster can resist with a save at a +0 bonus (Luck/Cha vs Luck/Cha).

Effect: When the monster fails on a save (against Unlucky or any other effect), it takes harm damage equal to 8.5% melee (10% due to trigger and *0.85 because autohit).

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 +9% damage attempts to inflict Unlucky on the monster. Monster can resist (Luck/Dex vs Luck/Dex) with +0 bonus to save. If it fails, the monster takes -(29*HitsConnected) Luck for one turn.

Trigger: If monster is Unlucky, deal +10% damage.
Downtrigger: Otherwise, deal -5% damage.

Effect: If the monster is Unlucky, every time you miss with an attack, you 'consume' the Unlucky status and have a chance to make the missed attack an auto-hit. The chance is equal to (LuckLost*DarkResist*0.15). If the chance is above 100%, your autohit attack has a (DarkResist*RemainingLuckLoss/20) chance to be a Lucky Strike.

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
MRM is average, slightly weak to Magic
2 hit basic attack at +3 bth lean

Takes -10 penalty to all saves against monster-inflicted effects to pay for the second effect.

Effect (Passive): Master of Ill Fortune. If you fail on a save (against any effect inflicted by monster), your next attack gets a bonus to damage. The bonus is equal to (YourLuck - MonsterLuck)/10%.

Effect (Passive): Unlucky Presence. Inflict Unlucky on the monster at the beginning of your every turn - and before the initiative bonus is counted. Monster can resist (Luck/Dex vs Luck/Dex) with +0 bonus to save. If it fails, the monster takes -64 Luck for one turn.

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 -- 10/9/2018 5:26:11 >
AQ  Post #: 100
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