Home  | Login  | Register  | Help  | Play 

RE: Primate Murder's Suggestion Thread

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest Suggestions >> RE: Primate Murder's Suggestion Thread
Page 5 of 7«<34567>»
Forum Login
Message << Older Topic   Newer Topic >>
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
50/50 chance to make either a 2 hit attack or a 4 hit attack (with tarsal claws).

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 7.5). 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.

MC goes into no downtrigger.

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 +0 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.

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 -- 2/11/2019 14:42:00 >
AQ  Post #: 101
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  Post #: 102
10/9/2018 6:01:36   
Primate Murder
Member

Gungnir

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

Effect: All your weapon attacks deal *0.85 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 -- 2/11/2019 14:42:27 >
AQ  Post #: 103
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 slight secondary to light
Focus on MRM
2 hit basic attack

Effect: 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) so +66% 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

Effect: 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 -- 2/11/2019 15:24:28 >
AQ  Post #: 104
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. Looses 50% damage for the effect.

Effect: All your spells have reduced cost (125 - 30*Cha/VStat)/125. So at Cha=VStat, your spells cost 76% mp of a standard spell.

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 -- 10/9/2018 6:30:18 >
AQ  Post #: 105
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 (6.315*3/0.85), so HitsConnected/HitsAttempted*22.29% 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. (numbers for control taken from Akriloth's Command).

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 37.15% 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 +9% 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 12.86% (9/(1.4*0.5)) of damage it dealt. Basically, a different way of doing Backlash. Also, this is considered Backlash for infliction purposes.

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.
AQ  Post #: 106
10/9/2018 7:28:29   
Primate Murder
Member

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. 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 bow attack that follows the element of your weapon and deals damage equal to 22.5% (25*0.9) of a standard melee attack.

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 your weapon-based attacks gain +17 bth. This includes 100-proc weapon attacks.
You loose 20% sp of a standard skill at the end of every turn.

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


Defence Nodes

Click on one of the nodes to activate the toggle. When toggled, it reduces the damage you take from (armor element) by 50%.
Has an sp upkeep of a standard resist-type misc.

For Cloaked Warborn, the sp upkeep is doubled to compensate for double element protection.

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

A Str drive with an sp upkeep.

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 equal to (20*0.9*0.85) or 15.3% of a standard melee attack at the end of each turn. This costs 20% sp of a standard skill.

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 equal to (20*0.9*0.85*1.5) or 22.95% of a standard melee attack at the end of each turn. This costs 20% sp of a standard skill.

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 -- 10/9/2018 9:14:45 >
AQ  Post #: 107
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  Post #: 108
10/10/2018 4:13:06   
Primate Murder
Member

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


Portable Ammunition Launcher

100-proc 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 skill.

*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 skill.

*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 rate and inflict Daze (EarthResist*47.6% 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 skill.

*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 energy element damage, and deals additional damage worth (50*1.125) or 56.25% of damage dealt to monster's sp.
Costs sp of a standard skill.

*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 Choke (45/(.7*1.4*0.85)), so -(DarkResist*54)% damage for one round. Monster can resist (Dex/Luck vs Cha/Luck) with -20 penalty to save.
Costs sp of a standard skill.

*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 a devastating neural-stimulation beam that ravages the nervous system of your target, disrupting their concentration!


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 heal you for 45% of damage dealt.
Costs sp of a standard skill.

*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 single-use pulse emitters, capable of consuming the molecular energies of your foe and transferring them to you!


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% melee) that unleashes its power after 4 rounds. Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.
Costs sp of a standard skill.

*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 builds up for 4 rounds before crushing the monster.


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, as well as dealing +15% damage and taking +(15/1.4)% damage. They also inflict EleVuln (45/(1.4*0.5)), so the monster takes +64% damage for one round. Monster can resist the latter effect (Dex/Luck vs End/Luck) with +0 bonus to save.
Costs sp of a standard skill.

*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! It's not very safe to use, though...


< Message edited by Primate Murder -- 2/11/2019 15:27:33 >
AQ  Post #: 109
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

No particular preferences in elements, very high Magic defense

2 hit basic attack with melee and ranged converted to magic (with that 25% penalty); deals 33% extra damage for an mp cost (similar to Shadow Templar). This is treated as a spell.

If you lack the necessary mp, you automatically spend the turn to Draw Mana (75% mp of a standard spell). This is treated as a spell and gets the benefit of Blood Magicks.

Requirements: 200 int, lvl 10 wizard, lvl 10 scholar

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 25%.

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.

Note: You can also choose Harm element once you unlock level 9.

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 of a standard skill each time you cast a spell.

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

You get initiative bonus equal to your Intellect/2.

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 60% sp of a standard skill.

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 around 98% mp of a standard spell.

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

You gain a bonus to all your inflictions and saves equal to YourInt/40.

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, once per turn. Spend sp of a standard skill to regain (100/125 * 1.5/1.125) so basically a spell's worth of mp.

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 mind 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 a little mp every turn. If you lack the mp necessary, you experience a crippling headache - loose YourInt*10 hp (so 3k w/o other int boosts).

Level 10: Gravitational Singularity - Active
The Ultimate Nuke.

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

Spacetime Compression - spend 50% mp of a standard spell and gain 15 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 40) and deals *(1 + Charges/20) damage of a standard spell. Costs mp of a standard spell.

< Message edited by Primate Murder -- 12/14/2018 13:32:17 >
AQ  Post #: 110
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  Post #: 111
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. While Haunted, monster also has a 10% chance of being Frozen ((IceResist/100)% rounds) each turn.

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 -- 10/10/2018 7:06:31 >
AQ  Post #: 112
10/11/2018 1:28:22   
Primate Murder
Member

I've noticed a lot of support for Dracomancer revamp on Discord, so... here's my take on it.


Dracomancer

FO fire armor with wind and energy secondaries
MRM has a slight weakness to Ranged
2 hit basic attack at +3 bth lean

Appearance: Scale armor of iron and bronze. Has a togglable dragon helm, and when the Dracomancer attacks his shadow has great draconic wings.
Description: Don the armor of dracomancers and study the wisdom of ancient dragons to unlock abilities such as Dragon's Heart, Dragon Breath and the ultimate Half-Dragon Transformation!


Level 0: Blood of the Dragon - Passive
Your draconic blood burns through your veins, thrumming with the excitement of battle.

The player is inflicted with (armor element) burn that has the power of 1 and lasts until the end of the battle.

Gain +2% damage with all weapon attacks, specials and spells every turn (*4/3 for magical weapon and /2 for spells). Caps at 20% and resets at the end of the battle.


Level 1: Dragon's Heart - Active
Call upon the inherent nobility of a dragon to strike with increased accuracy and maybe restore some mp!

Effect: If your End is equal to or above 0.5*VStat, you restore mp worth 100% melee. Regardless of whether the effect took place or not, you then make the following attack:

1 hit of (weapon-element) damage at +10 bth lean. Looses 50% damage to pay for the effect. This is treated as a weapon-based skill.

Costs hp of a standard skill.


Level 2: Dragon's Claw - Active
Turn your arm into a vicious dragon claw, capable of ripping apart your enemy's armor!

1 hit of (weapon element) damage at +5 bth lean. It deals 79% damage of a standard skill and inflicts DefLoss (-6 MRM) until the end of the battle. Monster can resist (MainStat/Luck vs End/Luck) with -20 penalty to save.

This is treated as a weapon-based skill and costs mp.


Level 3: Dragon Scales - Toggle
Garb yourself in the impenetrable scales of a true wyrm!

+15 MRM boost.

Costs 25% mp of a standard spell.


Level 4: Elemental Shift - Toggle
Draw upon the resistances of a different set of dragons.

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
Call forth an entire brood of young dragons to lay waste to your enemies! If you're charismatic enough, one of them might even stay and aid you in battle.

8 hits of magic damage (one hit of each element). Deals *132/109 (1.21) damage to pay for multi-element and uses Cha in place of Int for stats. This is treated as a guest attack, so your guest doesn't attack this turn.

Costs sp of a standard spell.

Bonus: To compensate for loosing 60% via guest damage, you have a 50% + (YourCha/VStat)*50% chance to choose one of the 8 dragons to keep as a temp guest! (has 80% chance of an 80% damage 'claw' attack and 20% damage of 180% damage 'dragon breath' attack)


Level 6: Dragon Kin - Passive
As a dracomancer, you're sworn to aid and protect the peaceful dragons of Lore – and in return they would aid and protect you.

Pets and guests with the 'Dragon' tag get the damage bonus of your 'Blood of the Dragon' skill.


Level 7: Dragon Breath - Active
Roar at your foe, unleashing a scouring blast of fire or frost!

3 hits of armor element damage (so fire in base form and ice in ele-shift form), gains elecomp. Deals +50% damage. This is treated as a spell-type skill.

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


Level 8: Lingering Breath - Passive
The power of the dragon still lingers around you for a few moments after you blast your foe.

After you use fire element Dragon Breath, you deal +25% damage with all fire attacks for one round.

After you use ice element Dragon Breath, you deal +25% damage with all ice attacks for one round.


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 damage penalty due to 90% chance of activation. Treated as a spell.

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

Costs mp of a standard spell.

Bonus: To compensate for using a fourth stat, all your weapon attacks have a 3% + (YourCha/VStat)*1.5% chance of activating Great Dragon (without the mp cost) in place of a standard attack.


Level 10: Half Dragon Transformation! - Toggle
Focus all your skills and magical powers to give yourself massive power as a part-dragon hybrid! Increases in power with every battle won.

Toggle to Transform into a powerful hybrid.

If you have the listed mp and hp, all attacks deal increased damage. Starts at 1.5x damage and gains another 2.5% damage with each battle won. Caps at 2.5x damage and resets to 0 once you log out.

Cost: 50% mp of a standard spell + 50% hp of a standard skill.

< Message edited by Primate Murder -- 4/21/2019 2:52:23 >
AQ  Post #: 113
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
2 hit basic attack

Appearance: The current one is not bad. Maybe a bit taller?
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 (100*MonsterPower) units of Prana. This only works if the mob is ItemLvl-10 or higher.

You loose 10 units of Prana 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 guests. You do not need to keep the Blade equipped to use the guest. Each necromancer guest has an additional upkeep of 20 Prana each turn, which makes your undead guest deal +33% 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.

You take -(10/1.4)% damage from undead.


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 Prana each round for multi-element compression.


Level 4: Soul Mark - Active
Stimulate the soul of your enemy to reap greater rewards upon its demise.

Inflict the Soul Mark on the monster. Monster can resist (Int/Luck vs End/Luck) with +0 bonus to save. If it fails, it is Marked and regenerates hp equal to 5% melee at the end of each round. When the monster dies, you gain twice the units of Prana that you would have gotten otherwise.

Cost: 5% mp of a standard spell. This doesn't take a turn.


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

Loose 10% of your hp and heal mp worth (hp lost * 1.5).


Level 6: Katabasis - Active
You take a quick trip to the Underworld to replenish your Prana supplies. This takes a turn.

You gain 200 units of Prana.

Costs hp of a standard skill.


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 guests summoned by Raise Undead, as well as the Death Hound pet gain celerity. This also affects Undead Army guest, Undead Archer pet and any other pets and guests with the 'Undead' tag. Monster can resist (Cha/Luck vs Cha/Luck) with -20 penalty to save.

Costs 50% hp of a standard skill and 20 Prana 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.

If your attack reduced the monster to below 10% of their MaxHP, but didn't kill them, the monster makes a save (Int/Luck vs End/Luck) with a penalty to save equal to (10 - %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 (140*0.8) or 112 Prana. You are reduced to 1 hp and can continue the battle. This only works if you have enough Prana.



< Message edited by Primate Murder -- 3/20/2019 15:42:40 >
AQ  Post #: 114
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

FO earth armor (See Bestial Skin)
MRM average (See Bestial Skin)
2 hit basic attack, uses Cha in place of Luck for stats

Appearance: Similar, but with more feathers, and bark patterns on armor
Description: This totemic armor allows you to unlock your inner beast. Buy this armor if you wish to go on the Beastmaster Quests and unlock skills such as Beast Claw, Internal Beast, and Ultimate Understanding!


Level 0: Pack Tactics - Passive
Your companions are an extension of your very self. Distract your foe while they flank to attack the back – and your beasts will return the favor.

All your weapon attacks and specials inflict DefLoss (-HitsConnected MRM) for one round. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.

All your pet attacks inflict DefLoss (-HitsConnected MRM) for one round. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.

All your guest attacks inflict DefLoss (-HitsConnected MRM) for one round. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.


Level 1: Beast Claw - Active
Call upon your knowledge of the beasts and monsters of the land to strike at your foe's weak spots!

Before the attack, make a save (Cha/Luck vs Cha/Luck) with +0 bonus to save. If you succeed, your attack ele-seeks among the standard 8 elements.

1 hit of melee (weapon element) damage. This deals 75% damage of a standard skill and damages the monster's sp for (33*1.125)% of damage done.

Costs sp of a standard weapon-based skill.


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

Gain +40 initiative if your pet is out and active at the beginning of the combat.
Gain +60 initiative if your guest is out and active at the beginning of the combat; gain another +60 initiative if you have both guests out.

This stacks to a max of +160 initiative.


Level 3: Call Forth Beast - Active
Call upon the beasts of the wild to aid you in battle! New beasts become available as you level up.

Call a basic sp-costing guest. When using the skill, you pay a one-time sp cost of a standard skill to compensate for omni-compression.

Level 3: Bat
Level 4: Dragon
Level 5: Frog
Level 6: Hawk
Level 7: Shark
Level 8: Snake
Level 9: Tiger
Level 10: Wolf


Level 4: Beastial Skin - Active
Embrace the power of the beast to adapt to your enemies' strengths!

Your armor element and resistances shift to monster's element. If the element is Harm, Void or can't be determined (basically a question sign), the skill defaults to earth.

Your armor gains +10 to monster's highest defence and looses 5 in other two. If monster has two equal defences, you loose 10 in the third category and gain +5 in these two. If all of monster's defences are equal, you defences are unaffected.

This doesn't take a turn.

Costs sp of a standard skill to compensate for multi-element compression.


Level 5: Wild Force - Toggle
Draw on the primal and wild side of your beasts for increased damage!

Your pets and guests deal +50% damage. This costs 50% sp of a standard skill each turn; 80% if both guests are out.


Level 6: Savage Tactics - Toggle
Work with your beasts to hound the monster from all sides, leaving it vulnerable to your attacks!

Pay 30% sp of a standard skill each round to gain the following benefits:

All your weapon attacks and specials inflict EleVuln +(HitsConnected*7)% damage for one round. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.

All your pet attacks inflict EleVuln +(HitsConnected*7)% damage for one round. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.

All your guest attacks inflict EleVuln +(HitsConnected*7)% damage for one round. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.


Level 7: Internal Beast - Toggle
Unleash your inner beast to boost your strength and charisma!

Combined Str and Cha drive. Costs sp.


Level 8: Avenging Strike - Passive
Your companion would not idly stand by when you're so heinously attacked!

When you block a hit, your guest gains celerity (just for itself), +5% damage and +4.25 bth for one round. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.


Level 9: Beast Mastery - Active
Call forth two beasts to help you at once!

Calls two guests from the list. They both attack and deal 1.1x damage to compensate for having different elements.

You have to pay the sp upkeep of both guests, but the one-time summoning cost remains the same.


Level 10: Ultimate Understanding - Toggle
Your knowledge of the beasts and their habits allows you to max out the potential of your pet!

Pay 16% sp of a standard skill to give your pet increased LS rate each turn. The bonus is equal to +45*(1 + Cha/VStat)%.


< Message edited by Primate Murder -- 3/2/2019 8:34:04 >
AQ  Post #: 115
10/11/2018 8:52:33   
Primate Murder
Member

We have class armors, so I looked at Father Time and thought - why don't I make a class shield?


Clock of the Chronomaner

Ice element class shield

Appearance: A round shield akin to a greek aspis. The face resembles a sundial.
Description: Train yourself in chronomancy and control the fabric of time itself using this ageless shield!


Level 0: Chronometer - Passive
Keep track of time - it pays to always have some in reserve.

You gain one Chronocharge on each Lucky Strike. You keep chronocharges if you switch shields or start a new battle, but loose all of them when you log out.

Chronocharges are used to power up the shield's chonomantic abilities. You can only use Chronocharges if you have celerity.


Level 1: Paradox - Active
Alter a few decisions in your past, and decide to train your mind instead of your body.

When you use this skill, all your Str is transferred into Int. The effect lasts until the end of the battle.

Costs 1 Chronocharge (and thus can only be used during celerity).


Level 2: Temporal Flux - Active
Delay any damage you take until a later point in time.

You take no damage for two rounds. All the damage is saved and harms you on the third turn with a 50% interest.

Quickcast skill, can't be cast if Temporal Flux is already active. Costs a little sp.


Level 3: Deja Vu - Active
Spend a Chronocharge to draw on the memories of a future attack. Now you know exactly where to strike.

All your weapon attacks, specials and spells auto-hit for one round. Quickcast. This costs one Chronocharge (and thus can only be used during celerity).


Level 4: Chronostasis - Active
Weave a complicated web of temporal streams to isolate your foe from the river of time. Costs a turn.

Inflict Stasis on the monster. Monster can resist (VStat/Luck vs Int/Luck) with -20 penalty to save. If it fails, it's inflicted with Stasis - paralyzed until it takes any damage from any source.

Costs a Chronocharge (and thus can only be used during celerity).


Level 5: Summon Aeon - Active
Summon this timeless hourglass to turn back the time of your foe.

Summons an mp-costing guest that looks like an hourglass. Sacrifices damage to inflict LevelLoss effect, akin to Granny.


Level 6: Precognition - Passive
You blink. Then you draw your weapons, prepared for a confrontation that is to come.

You have 50% chance to gain +210 initiative.


Level 7: Borrow Time - Active
Gather a moment from your future to use right now.

Quickcast, can only be used once per round.

All your weapon attacks, specials and spells deal 2x damage for one turn (with the appropriate modifiers for magical weapons and spells). After the end of this turn, you're paralyzed for one turn.

Costs a little sp.


Level 8: Flow of Time - Passive
'Time is a game played beautifully by children.' - Heraclitus.

Whenever you're inflicted with a status that has duration (not one that ends on save), reduce that duration by an extra 1 each round. This does not affect statuses that only last one turn.

Whenever you inflict a status that has duration (not one that ends on save), increase that duration by 1.


Level 9: Accelerated Aging - Toggle
Hasten your foe's travel to an early grave.

Inflict Fragile (-10 End, 9999 turns) at the end of every turn. Monster can resist (VStat/Luck vs End/Luck) with -20 penalty to save.

Costs 30% sp of a standard skill each turn.


Level 10: Groundhog Day - Passive
You dislike the way this story ended. Draw up an alternate timeline to wipe the slate blank and start all over again.

When your hp is reduced to 0, you start over. Your and monster's hp, mp and sp return to the state they were at the beginning of the battle.

Doing so causes you to loose all Chronocharges.

< Message edited by Primate Murder -- 3/5/2019 14:28:29 >
AQ  Post #: 116
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.

Note2: Alchemist active skill effects do not stack (except Alkahest and Alchemist's Fire), though duration does where it's applicable.

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!

At the end of your attack, throw a vial at the enemy, dealing (weapon element) damage equal to 50% 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.

Inflict stacking DefLoss (-3 MRM until the end of the battle) on the monster. Monster 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 0.5) and EleVuln (+5/1.4% 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 Lich Bones - Active
Infuse your foe with a corrupted aura of Undeath!

Tags the monster as Undead. 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.

Heal hp equal to 10% melee 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 one round. Both effects can be resisted with a single save (VStat/Luck vs End/Luck) with -10 penalty to save.

Costs 3 mp potions.


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

Removes all hostile status conditions you're inflicted with.

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 per turn. 90% of the time you get the effects of both skills. 10% of the time it explodes, dealing 50% 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 -- 2/12/2019 1:29:09 >
AQ  Post #: 117
10/11/2018 11:41:31   
Primate Murder
Member

I've been thinking about this for a while. Trying something new here. Instead of skills and maxed out damage, human subrace armor is a return to the basics, emphasizing effects, versatility and survival. Usable by any build.

To compensate for the fact that human subrace requires no quests, as well as due to being thematically appropriate, this armor requires you to level up different classes. You gain the scaled no-drop armor when you reach level 10 in fighter, rogue, mage and scholar classes, but can only use the level 0 ability. You gain one level of armor every time you level one of the tier 2 classes to 5, as there are conveniently 10 of those classes.


Traveler's Garb
Human subrace armor.

Neutral armor (not FO/FD); element follows your Clan (or neutral if clanless)
MRM are average
3 hit basic attack

Requirements: level 10 fighter, scholar, rogue and mage; as well as level 5 Beastmaster, Berserker, Dracomancer, Dragonslayer, Knight, Martial Artist, Ninja, Pirate, Wizard and Shadowslayer/Nighthunter.

Appearance: A chainmail underneath a worn cloak with a togglable hood (uses no-drop colors). There's also a quiver of arrows on the back, a double scabbard with a sword and a magical rod on the belt, and a set of potions on a harness diagonally crossing the chest. Attack is a strike with a fireball, followed by a weapon slash, followed by a crossbow bolt from the shield arm as you retreat.
Description: You've been there and done that. This armor is only usable by players that have properly unlocked it by traveling across all of Lore.


Level 0: Mastery of the Craft - Active
You have mastered the craft of battle. Once per battle you can call upon one of the aspects that you've mastered. Doesn't take a turn.

You have one Mastery at the beginning of every battle. Regardless of whether you use it or not, or if you gain more Masteries, you reset to one Mastery at the beginning of every new battle. You can use your Mastery to gain one of the following effects:

Aspect of Power - your next attack deals +50% damage. (/2 for spells, *4/3 for magical weapons).

Aspect of Salvation - cure yourself of one hostile status condition. If you're affected by several, cure the strongest one.

Aspect of Knowledge - gain +20 potency with all effect inflictions for two rounds.


Level 1: Skilled Fighter - Toggle
Draw upon the skill of a thousand battles and combat styles of a dozen martial schools to attack with increased damage!

Deal +50% damage with all weapon attacks and skills.

Note: This also affects 100-proc weapons.

Note2: You cannot have both this and Arcane Potency active at the same time.

Costs 50% sp of a standard skill.


Level 2: Shield Optimization - Toggle/Passive
Draw upon your knowledge of the enemy for increased defense against it's attacks.

Gain +9 boost to either Melee, Ranged or Magic defence (switchable via toggle). Monster can resist (MainStat/Luck vs Int/Luck) with +0 bonus to save.

Passive skill.


Level 3: Mage's Warding - Toggle
Draw upon your mastery of magic to decrease the damage you take!

Gain an Elemental Shield: -(50/1.4)% damage from all elements.

Costs 50% mp of a standard spell.


Level 4: The Power of Friendship - Passive
A heartwarming display of camaraderie.

Gain an extra Mastery every time you use Ally Assist.


Level 5: Center Mass / Headshot - Toggle/Passive
Hit the Center Mass of your foe for certain damage. / Boom, Headshot!

Toggle is used to switch between the Headshot mode and Center Mass mode; one is always active.

In Headshot mode all Base damage of your weapon attacks and spells is converted into Random. You also gain -5 bth lean.

In Center Mass mode all Random damage of your weapon attacks and spells is converted into Base. You also gain +5 bth lean.


Level 6: Comes with Experience - Passive
With enough experience, you can scrounge some profit even from the worst of losses.

When you miss with a weapon attack or skill, deal (5/0.15*0.85) or 28.33% damage of that attack to the monster.

When you miss with a spell, you have a HitsMissed/HitsAttempted chance to regain (5/0.15/1.25*1.5) or 40% of mp spent on that spell.


Level 7: I've Got an Eye for This - Toggle/Passive
Attack the weakest link in your enemy's defences.

Lock your weapon type to Melee, Ranged or Magic (via toggle); one is always active.

You deal *0.75 damage in magic mode.


Level 8: Arcane Potency - Toggle
Draw upon your understanding of the arcane to empower your weapons and spells.

Power Cascade: If you're wielding a staff or a magical 100-proc (such as a wand or a tome), then you deal +50% damage on consecutive spells (basically, casting a spell makes you deal +50% damage with spells for one turn).

Sorcerous Infusion: If you're wielding any magical weapon that isn't a staff or 100-proc (and this includes type-shifted weapons from the 'Eye for This' skill), then you deal +(50/0.75) or +67% damage with all weapon attacks and skills when your mp is below StandartSpellCost (less than 653 at lvl 150, for example).

Note: You cannot have both this and Skilled Fighter active at the same time.

Costs (50*1.25) or 62.5% sp of a standard skill.


Level 9: Element Lock - Active
Strike at the enemy's weakest resistance.

Choose Fire, Water, Wind, Ice, Earth, Energy Light, Darkness or Harm. All your weapon attacks and spells are locked to that element until you use it again or until the end of the battle. Doesn't use a turn.

Costs 40% sp of a standard skill.


Level 10: Resource Usage - Active
An experienced traveler can use every resource at his disposal with maximum efficiency.

Quickcast, can be used once per turn. You drink a health or a mana potion.

Costs sp of a standard skill.

< Message edited by Primate Murder -- 4/21/2019 2:57:55 >
AQ  Post #: 118
10/11/2018 11:58:41   
Primate Murder
Member

Between the mage/warrior balance debate and the recent Chessmaster chapters I got inspired to try out another all-new class. This one specializes in maxing out pet and guest damage to the point where they can compete with the FO mages and warriors. As a matter of fact, with the lvl 5, lvl 7 and lvl 10 skills, it could fully be called a Bloody Beastbooster build! The element is ice, because a true chessmaster must be ruthless, cold and calculating (also for synergy with Pies and Foam Finger).


Master of Chess
PO ice class armor.

Has secondaries to energy and darkness, because a chessmaster must be dynamic and able to adapt to the situation; his moves swift, yet coated in mystery.
MRM has a slight focus on Magic
Has an equal chance of a 1-hit, 2-hit or 3-hit attack.

PO lean: Pest offensive. You deal 1x damage and receive 1.25x damage. Your pets and guests deal 1.25x damage.

Appearance: A figure cloaked in shadow with only eyes visible. Has a chessboard in front. Attack is a chess figure moving - and a corresponding Numbered Beast attacking. Says 'Checkmate' when the battle is over.
Description: All the world's a stage, but only a few are truly players. As for the rest, their 'to be or not to be' is decided by the one moving the pieces.


Level 0: f2-f4 - Passive
Send your pawns ahead to secure the center and seize the advantage from the start.

Gain +210 initiative. If you win initiative, all your weapon attacks and spells deal -100% damage against the monster during the first round. This doesn't affect pet and guest attacks.


Level 1: Fianchetto - Passive
Flank your foe, disrupting their forward advance.

Gain an Element Shield (ice, -(50/1.4)% damage) during the first round of combat (activated before the monster's attack).


Level 2: Pawn Promotion - Active
Move your pawn behind the enemy lines, drastically increasing the effectiveness of your offensive.

A quickcast Cha-boosting spell. Costs sp and lasts 3 turns. Basically, a Cha clone of Buffalot.


Level 3: En Passant - Passive
Move your forces to strike your opponent just as he thought himself safe.

If your guest misses with an attack, it has a (5/0.15) or HitsMissed/2*33% chance to gain celerity. Monster can resist this (Cha/Luck vs Int/Luck) with +0 bonus to save.


Level 4: Castling - Active
Protect your weak points and shift your heavy-hitters into an advantageous position at the same time.

Gain an Element Shield (all elements, -(50/1.4)% damage) for one round.

Your guest gains +100% damage and +12.75 bth for two rounds.

This costs sp of a standard skill and takes a turn.


Level 5: Doubled Pawns - Toggle
A true player can turn seemingly useless pieces into a dangerous weapon.

Your pets and guests become ele-locked to ice. They receive EleComp to damage.

Toggle again to undo the ele-lock.


Level 6: Counterplay - Passive
Playing on the defensive means loosing the tempo. Always plan offense.

Each time you're hit, your pet has a (5/0.85/0.4/0.7)*Hits/2 or Hits*10.5% chance to gain celerity. Monster can resist (Cha/Luck vs Cha/Luck) with -20 penalty to save.


Level 7: King Walk - Toggle
Sometimes your minions just aren't enough and you have to go out yourself, manipulating and outmaneuvering the opposition like a true mastermind.

All weapon-based attacks and spells deal 0 damage. The player also takes +(20/1.4)% damage from all elements.

All player attacks paralyze the monster. Monster can resist with a save at a +0 bonus (inflict with Cha/Luck, resist with End/Luck).

All pet and guest attacks deal + (30 + 30*Cha/VStat) % damage.


Level 8: Battery - Passive
Plan out a series of attacks striking at exactly the same point for maximum effect.

Gain +10 potency with all effects that affect the monster.

In other words, if the monster is paralyzed gain +10 to paralysis infliction, if the monster has DefLoss gain +10 to DefLoss infliction, etc. This is a skill designed for stacking effects.


Level 9: Check - Toggle
Threaten that which your opponent treasures most. He'll be forced to either shift his forces weakening the defence, or move out leaving himself vulnerable.

All your weapon-based attacks and spells will randomly inflict either DefLoss (-12 MRM) or EleVuln (+14.29% damage) on the monster for 2 rounds. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.

This costs 20% sp of a standard skill.


Level 10: Gambit - Toggle
Sacrifice a minor figure to secure an overwhelming advantage over your foe.

All your pet and guest attacks deal 2x damage.

This has equal chance of costing 50%, 100% or 150% hp of a standard skill. (since your foe can respond to your gambit in different ways)

< Message edited by Primate Murder -- 4/21/2019 3:01:16 >
AQ  Post #: 119
10/11/2018 12:11:28   
Primate Murder
Member

This revamp of the berserker class is rather simple - every ability is designed to increase your damage in some manner!


Rampaging Berserker Hides

FO earth armor with a secondary to ice
MRM has a high focus on Melee
2-hit attack at -5 bth lean with high base, low random. (hits like a truck)

Appearance: A bit more wild than the original, with less steel armor and more hides. Some tribal tatoos would not be remiss either.
Description: Rampage through the ranks of your foes! Those who wear these hides and train as a Berserker learn to tap into the power of the rage and fury within. The more you get hurt, the angrier you get and the stronger you become!


Level 0: Berserker Lean - Passive
Those who walk the path of berserker are less concerned with their safety and more with hitting their enemy as hard as they can.

Deal +15% damage on all weapon attacks and specials. Take +(15/1.4)% damage from monster attacks.


Level 1: An Eye for an Eye - Passive
It is, perhaps, the most well-known maxim of the berserkers.

The player looses 3 MRM.

Each time you're hit, deal +(6.3*Hits)% damage during your next turn. This affects all weapon attacks and specials.


Level 2: Rampage - Passive
By observing berserkers in their natural habitat, one may note how a successful attack only further enrages a berserker instead of pacifying them.

The player looses 3 MRM.

Any weapon/special attack deals +(10/0.85*20/19), so about +12.4% damage if the prior hit connected.


Level 3: Reactive Rage - Passive
Berserkers aren't known for their situational awareness, but are left alone nonetheless due to entirely disproportional response to aggression.

The player gains Initiative Penalty (-210).

During the first round of the battle, the player gets a bonus to damage equal to +(200/1.4)% of the damage the monster dealt to the player.


Level 4: Frenzied Offense - Passive
It is not unheard of for berserkers to cast off their shields in the middle of combat to grab the weapon with both hands and increase the power of their blows.

When the player doesn't have a shield equipped, he/she gets an elecomp bonus to damage as though the attack is of earth element.


Level 5: Burst of Rage - Passive
The berserker's true power comes from a bottomless well deep within themselves. Occasionally one may witness a proof of this, as a berserker goes beyond their natural boundaries.

All weapon attacks and specials have a 5% chance to gain +100% damage.


Level 6: Sustained Rage - Active
Theoretically, berserkers could meditate to have access that infinite well all the time. Unfortunately, it remains a theory as researchers have yet to find a berserker willing to stay still long enough.

All weapon attacks and specials deal +25% damage for 4 turns. This doesn't take a turn.

Costs sp of a standard skill.


Level 7: Enduring Fury - Toggle
All berserkers train their body using a demanding regiment that allows them to put 150% effort into anything they do.

Reverse End drive. Loose 25 Endurance and gain +50% damage with all weapon attacks and specials.


Level 8: Constant Vigilance! - Passive
It is not an exaggeration to say that berserkers are capable of killing in their sleep.

Whenever the player misses a turn (due to being paralyzed/dazed/controlled/asleep/etc), they loose sp of a standard skill and deal 0.85*100% melee damage of (weapon element) to the monster.


Level 9: Adrenalin - Toggle
Berserkers exist in a constant state of fight-or-flight, with the flight option disabled.

Double the damage bonus from 'An Eye for an Eye' and 'Rampage' skills.

This costs 20% hp of a standard skill each turn.


Level 10: Blood for Blood - Toggle
Wreak bloody retribution upon your foe for every drop of your blood that it spilled!

All weapon attacks deal (1 + 2*(1 - CurrentHP/MaxHP))x damage. 100% damage at 100% health and 300% at 0% health.

This has a combined hp and sp cost of a standard skill.

< Message edited by Primate Murder -- 3/2/2019 8:24:37 >
AQ  Post #: 120
10/11/2018 16:32:07   
Primate Murder
Member

I've been scrolling through classes that could do with a high-level revamp and Martial Artist drew my attention.

As with the original, I'm doing a White Gi armor with the generic 5 skills, and four specialized armors with the other 5.


White Gi
Martial Artist class armor.

FO earth armor with generic resists.
High MRM with a focus on Melee.
3 hit attack with +3 bth lean.

Appearance: The same (maybe a bit taller?).
Description: Hone your body, mind and soul with the Crouching Frogzard Style, a basic style that favors versatility.


Level 0: Unarmed Combat - Passive
A martial artist doesn't need a weapon. He is a weapon.

All weapon attacks and specials deal +7.5% damage when using fist-type weapons.


Level 1: Flurry of Blows - Toggle
Control the flow of combat, getting through your foe's guard and knocking them around.

All weapon attacks and specials inflict DefLoss (-6 MRM) and EleVuln (20/1.4/0.5), so +28.6% damage for one round. Monster can resist (Str/Luck vs Str/Luck) with +0 bonus to save.

This costs 25% sp of a standard skill.


Level 2: Leaping Strike - Active
Imitate the leaping attack of a zard, striking with all your power.

A melee 2-hit weapon-based skill, uses weapon element and bth lean.

The skill has no sp cost, but inflicts a stacking Fatigue (renamed ele-vuln) on the player (+10/1.4% damage taken until the end of the battle).


Level 3: Counterattack - Passive
Dodge your opponent's blow and use the lapse in his defences to land a strike of your own!

If you blocked at least one attack, then do a hit of damage at the end of monster's turn worth HitsBlocked/2 * 33% melee. This is considered a weapon-based attack, it follows the element of your weapon and applies all weapon-based effects. It can be dodged.


Level 4: Iron Fist - Toggle
Channel the energies of chi through your hands, imbuing them with supernatural strength.

All weapon attacks and specials deal *1.5 damage. This costs 25% sp of a standard skill and 20% (25/1.25) mp of a standard spell.

Note: This skill can only be used with fist-type weapons.


Level 5: Crushing Blow - Active
Execute a powerful low kick to break you opponent's knee cap.

This is a weapon based skill. 1 hit of (weapon-element) damage at -5 bth lean, deals 30% damage of a standard skill and inflicts Offbalanced (-30 Dex for the rest of the battle). Monster can resist (Str/Luck vs End/Luck) with -20 penalty to save.

Costs sp of a standard skill.


Serpent Fang Gi

FO wind armor.
Very high MRM with a slight focus on Ranged.
3 hit attack with +5 bth lean.

Appearance: The same.
Description: Slythering Sneak Style focuses on understanding your opponent's fighting style and countering it. It's been noted that their incredible clarity of perception leaves these Slythering practitioners quite charismatic.


Level 6: Improved Counterattack - Passive
To attack first is to tip your hand. You're content to wait for hotheaded fools to come to you.

The player looses 210 Initiative.

Counterattack skill now deals 3x damage of the basic Counterattack.


Level 7: Perceptive Sneak - Passive
A true master of Slythering Sneak Style has no need of luck - their observational prowess more than makes up for it.

All weapon attacks and specials use Cha in place of Luck for stat bonuses.


Level 8: Insightful Sneak - Toggle
Focus all your skill on comprehending the timing and placement of your opponent's strikes in order to anticipate their next attack.

The monster makes a save at the end of each turn (Cha/Luck vs Cha/Luck) with +0 bonus to save. If it fails, the player gains +3 blocking until the end of the battle (stacking with each failed save).

This costs 50% sp of a standard skill.


Level 9: Seek Weakness - Active
Focus all your skill on understanding the way your opponent blocks and dodges your blows to seek out its weak spot.

10 (weapon-element) hits at +10 bth lean. This is treated as a weapon-based skill and deals 30% damage. Afterwards, the monster makes a save (Cha/Luck vs Cha/Luck) with -20 penalty to save. If it fails, you gain +(0.85*HitsConnected) bth on all weapon attacks and specials until the end of the battle.

Costs sp of a standard skill.


Level 10: Poison Fang - Active
Lash out like a striking sneak, leaving poisoned wounds.

2 hit (weapon element) melee attack at +5 bth lean. This is treated as a weapon-based skill and deals 25% damage of one. If the second hit connects, the monster makes a save (Str/Luck vs End/Luck) with +0 bonus to save.

If it succeeds on the save, it's inflicted with (weapon element) Poison (rounds: 10, power: 1.25, or power: 1.875 if Iron Fist is toggled).

If it fails the save, it's inflicted with (weapon element) Poison (rounds: 10, power: 2.5, or power: 3.75 if Iron Fist is toggled).

Costs sp of a standard skill.


Swift Talon Gi

FO energy armor with an ice secondary.
Slightly above average MRM.
7 hit attack at -3 bth lean.

Appearance: The same.
Description: Gogg Claw is an aggressive style, emphasizing first strike tactics and a relentless onslaught of blows. These martial artists may rely on luck, but that doesn't make them any less deadly.


Level 6: Surprise Strike - Passive
Strike first and strike hard, since your surprise attack leaves the monster rather angry.

The player gains +(105 + 105*YourLuck/VStat) initiative.

Afterwards, the monster has a (1/1.4) chance to gain celerity.


Level 7: Lady Luck - Toggle
Luck favors the bold - and none are more bold than the practitioners of Gogg Claw Style.

A Luck drive. Costs sp.


Level 8: Rapid Strike - Passive
The Gogg's power over its prey lies in its ability to ambush them and overwhelm them before they can fight back.

The player has a (100/1.4/0.7) or 100% chance to gain celerity for one turn and 2% chance to gain celerity for two turns during the first round of battle. Monster can resist (Str/Luck vs Cha/Luck) with -20 penalty to save.


Level 9: Storm of Strikes - Active
Unleash a storm of punches and kicks with a chance to gain celerity!

7 hits of (weapon element) damage at +3 bth lean. This is treated as a weapon-based skill and deals 75% damage. Afterwards, the player has a (50/140/0.4) or 89.3% chance to gain celerity. Monster can resist (Str/Luck vs Cha/Luck) with +10 bonus to save.

Costs sp of a standard skill.


Level 10: Hundred Claw Strike - Active
Rely on luck, not skill, to attack in a blinding blur of motion like the Gogg, again and again... and again... and again...

A weapon-based skill, follows the type and element of your weapon. Deals a random number of blows with each hit dealing 20% melee damage.

1/6 chance of 5 hits.
1/6 chance of 7 hits.
1/6 chance of 9 hits.
1/6 chance of 11 hits.
1/6 chance of 13 hits.
1/6 chance of 15 hits.

Effect: All hits are automatic Lucky Strikes, but the player has a 90% chance of being paralyzed for the next round.

Costs sp of a standard skill.


Mountain Cudgel Gi

FO earth armor.
Average MRM.
2 hit attack at -5 bth lean.

Appearance: The same.
Description: Fist of the Troll Club Style favors hard, brutal attacks at the bones and joints of your opponent. Practitioners of this style have to endure harsh and rigorous training, but their power and skill are undeniable.


Level 6: Mountain Cudgel - Passive
You have trained with your trusty club until it becomes an extension of your very body.

You can now treat clubs as fist-type weapons for the purposes of Martial Artist skills.

Additionally, all your weapon attacks and specials gain an extra +5% damage (in addition to the Unarmed Combat skill) when using a club, but loose 4.25 bth.


Level 7: Fist of Fury - Active
Deliver a punishing blow to the solar plexus of your opponent. The larger they are, the harder they fall.

1 hit at -5 bth lean. This is a weapon-type skill that uses your weapon element and deals (50 + 100*MonsterEnd/VStat)% damage of a standard skill.

Costs sp of a standard skill.


Level 8: Way of the Klonk - Active
Trolls are wiser than they appear. They acknowledge the value of a good meditation - and the power it grants their strikes.

Heal (100*0.9*0.85) or 76.5% melee hp, using End for stats. You gain +100% damage with all weapon attacks and specials during your next turn.

Costs sp of a standard skill.


Level 9: Rib Punch - Toggle
Break the lower ribs of your opponent, causing them to feel excruciating pain any time they block a hit.

Monster takes damage at the end of its turn based on the number of hits it blocked. (25/.15*0.85) or HitsBlocked/HitsAttempted*141.67% melee.

This makes you land an extra hit at the end of your turn that deals 0 damage, and costs 25% sp of a standard skill.


Level 10: Spinal Cord Strike - Active
Deliver a precise strike to the base of your opponent's spine, instantly incapacitating them.

1 hit at -5 bth lean. This is a weapon-type skill that uses your weapon element and deals 10% damage of a standard skill. If the strike connected, the monster makes a save (Str/Luck vs End/Luck) with +0 bonus to save. If it fails, the monster is paralyzed for three turns.

Costs sp of a standard skill.

Note: If Iron Fist is toggled, Spinal Strike has a 50% chance of paralyzing the monster for double the duration (6 turns total).


Ancient Spirit Gi

FO fire armor.
Average MRM.
3 hit attack at +3 bth lean.

Appearance: The same.
Description: Practitioners of the Dragon's Breath style believe in harmony between body, mind and soul, integrating all that they are into a seamless whole. Their intelligent and tactical approach to combat allows these martial artists to fight against foes significantly stronger than themselves.


Level 6: Chi Barrier - Toggle
Circulate Chi throughout your body, releasing it from each pressure point to coat your body and protect it from harm.

The player gains an Element Shield (-50% damage taken from all elements).

This costs 35% sp of a standard skill and 28% (35/1.25) mp of a standard spell.


Level 7: Mental Bastion - Passive
Hone your mental awareness to the point where you can immediately detect and expel foreign impulses from your mind.

Gives +10 resistance to mental status effects, such as berserk, control, fear, panic, sleep or the cold.


Level 8: Dragon's Tail - Toggle
Fake out your opponent, distracting them with a false punch and taking advantage of the blind spot.

Deliver an extra punch before your attack that deals 0 damage, but attempts to distract the monster. Monster can resist (Dex/Luck vs Cha/Luck) with -20 penalty to save.

If it fails, you gain +(4*4.25/0.7) or +24.29 bth to all weapon attacks and specials for one round.

This costs 10% sp of a standard skill and 8% (10/1.25) mp of a standard spell each turn.


Level 9: Chi Overload - Active
Deliver a series of precise strikes to your opponent's pressure points, crushing their spirit with your overwhelming Chi.

Inflicts Fragile (-33 End, until the end of the battle) on the monster. The monster can resist (Int/Luck vs End/Luck) with a save at a -20 penalty.

Costs 50% sp of a standard skill and (50/1.25 = 40%) mp of a standard spell.


Level 10: Dragon's Breath - Active
This ultimate expression of the Dragon's Breath Style can freeze your opponent before burning it to ashes with a torrent of fiery kicks, or renew your mind as you flow through the familiar motions of the kata.

Inflicts Freeze on the monster. Monster can resist (Str/Luck vs End/Luck) with +0 bonus to save.

If the monster succeeds on the save, you heal mp worth 88% (115*0.85*0.9) melee, or 132% if Iron Fist is active.

If it fails, you then make a 6-hit attack at +3 bth lean. This is a spell-type skill that deals 57.5% damage of a standard skill, uses fire element and gains elecomp to damage. It also gains an extra 25% damage if Iron Fist is active.

Either way, the skill costs 50% sp of a standard skill and (50/1.25 = 40%) mp of a standard spell.

< Message edited by Primate Murder -- 4/21/2019 3:04:27 >
AQ  Post #: 121
10/11/2018 17:00:20   
Primate Murder
Member

So I've noticed we have a Dragonslayer class, a Shadowslayer class (which specializes on killing not-shadows, funnily enough) and even a paladin class which is designed to slaughter undead. Yet, despite having Demomorphosis, Lohkaista Shard and a wide variety of anti-demon weaponry, we still lack a Demonslayer class! Hence I hurried to correct this glaring injustice. So, without further ado:


Demonslayer

FO fire/dark armor.
MRM has a slight focus on Magic.
2 hit attack at -3 bth lean.

Appearance: Knight-like armor of silver and steel, designed for both agility and heavy-duty protection. Enters the battlefield by cutting down a running demon.
Description: Don the armor and swear the oath of demon-slayers. Yours is a path of duty and sacrifice, fighting until your last breath to protect humanity from the burning legions of the Wicked King.


Level 0: Slaying Potency - Passive
By slaying countless demons, you have learned what weaknesses they share and the all best ways to enfeeble them.

If your class title is Demonslayer, you gain +10 to all infliction saves against demons.


Level 1: Oath of Enmity - Passive
Slaying demons is tiring work, but oh so satisfying, allowing you to strike harder and harder with every blow.

When fighting against demons, gain +2% damage every turn. Caps at +20% damage and resets at the end of the battle.


Level 2: Demon Smiting - Passive
Gain a chance to imbue your attack with righteous anger, striking with increased damage against demonkind!

You have a 10% chance to land a Smiting Blow with all weapon attacks and specials when fighting a demon, dealing +100% damage.


Level 3: Restoration - Passive
Restore your fighting spirit, healing your mind and soul whenever you smite a demon.

Whenever you land a Smiting Blow, the skill checks your mana. If PlayerMP > 60% MaxMP, you heal sp worth 112.5% melee. Otherwise, you heal mp worth 150% melee.


Level 4: Killing Intent - Active
As part of your training, you've slain a Daemon Prince and imbued your armaments with his overwhelming presence. Tap into that power to bring lesser demons to their knees.

A quickcast skill inflicting Choke. Monster can resist (Cha/Luck vs Cha/Luck) with -20 penalty to save. If it fails, it deals -50/(1.4*0.5), so - (MobLightResist*71.43) % damage for one turn.

If your opponent is a demon, they also loose 12 MRM for the Choke's Duration. If your opponent is not, you loose 6 MRM for the Choke's duration.

Costs 70% sp of a standard skill, can only be cast once per turn.


Level 5: Silver Frost Aura - Toggle
Draw upon the realm of ice and cold to manifest a freezing whirlwind, particularly hostile to any demonic foe.

At the end of your turn, monster is inflicted with Ice element Burn (power: 6.25 (5*1.25), rounds: 1). Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save.

Demons take 50% extra damage from the Burn. All other monsters take 25% less damage from the Burn.

Costs 25% sp of a standard skill every turn.


Level 6: Frostbind - Toggle
The storm howls as it grows ever stronger, accumulating hoarfrost on your enemy and entombing them in a prison of ice and snow.

If the monster is inflicted with ice-element burn, you have a 50% chance to Freeze them for one round. Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save.

If your opponent is a demon, you have a 10% chance to double the Freeze's duration. If monster is not a demon, you have a 5% chance to autofail Freeze infliction.

Costs 25% sp of a standard skill every turn.


Level 7: Netherwalk - Active
Sidestep into the Inbetween, the void connecting the dimensions, allowing your foe's attack to simply pass through you.

You take 0 damage from monster attacks for one round.

This costs 40% sp of a standard skill and your turn.


Level 8: Demon Shattering Strike - Active
Unleash an attack so powerful that it shatters the very soul of your foe, then consume the shards to heal yourself.

2 hits of (weapon element) at +10 bth lean. Deals 30% damage of a standard skill and inflicts 'Shattered' on the monster for 5 rounds. Monster can resist (MainStat/Luck vs End/Luck) with -20 penalty to save. If it fails, you heal hp worth (10*HitsConnected)% of the damage you deal to the monster for the duration of the effect.

If your enemy is a demon, the % rises to 20*HitsConnected. If not, the % lowers to 5*HitsConnected.

This is a weapon-based skill and has a full sp cost of one.


Level 9: Everfight - Passive
The battle never ends.

If a demon dies while Shattered, you heal hp worth (200*0.9*0.85) or 153% melee.


Level 10: Relentless - Active
Remain undaunted even when confronted with hordes of demons. After all, each demon is simply another source of power, a Heckspark waiting to be harvested.

You gain a Heckspark each time you kill a demon.

Relentless is a quickcast skill that consumes a Heckspark and gives +200% damage to your next attack (*4/3 for magical weapons and /2 for spells).

You can only use Relentless once per turn.

< Message edited by Primate Murder -- 2/12/2019 1:44:50 >
AQ  Post #: 122
10/12/2018 1:49:41   
Primate Murder
Member

Well, it's been a while and the paladin class revamp still isn't here. On the plus side, that gives me a chance to create my own version of the Paladin revamp and who knows - the staff might even incorporate some of it into the eventual update!


Sacred Armor
Paladin class armor.

FO light.
Has a very close darkness secondary and good resists all across the board.
MRM are fairly low to compensate for good resists, and have a further weakness to Ranged.
2 hit attack at -3 bth lean.

Appearance: The staff probably have their own idea on this. Mostly, I'm imagining plate armor with gold filigree, a crest on the breastplate and a togglable cloak/helm.
Description: Armor of the virtuous paladin! Enter a covenant with the spirits and draw upon their power to learn powerful skills such as Bless Weapon, Holy Wrath, Lay on Hands and even Death Rejection!


Level 0: Covenant - Toggle
Go through a metaphorical journey of self-discovery and connect to the souls of the people you saved. Click to switch between the Covenant of Protection and the Covenant of Retribution; this costs a turn.

The Covenant you enter grants different boons to many of your paladin powers. As the souls of the dead often have very different ideas on what they wish from you in return for their aid, you can switch between the groups of spirits that you draw power from.

Covenant of Protection. You've struck a compact with the souls that you saved from armies of undead, monsters and other threats. They have charged you with the mission to defend the innocent and protect all that is good in the world.

Covenant of Retribution. You've made a pact with the souls that have been trapped by necromancers until you put a stop to their unwilling carnage. They have charged you with the mission to hunt down and slay those that would mis-use the powers of necromancy.

Regardless of the covenant, if your class title is Paladin, you have a (RoundsEquipped/TotalRounds*100)% chance to gain YourGoodAlignment/.2 Faith points (to a max of 30) at the end of every battle.


Level 1: Bless Weapon - Active
Call upon the spirits to guide your weapon, increasing its power and accuracy!

1 hit of light, autohits. This is a weapon-based skill, and deals full damage of one.

Costs slightly reduced sp (due to elecomp) and 6 Faith.


Level 2: Turn Undead - Active
Your shield shines with the power of Light, giving tortured souls imprisoned within an undead shell a chance to fight against the necromancer's control!

A quickcast spell that can only be used against Undead. Uses 12 Faith and inflicts Paralyzed (1 round). Monster can resist (End/Luck vs Cha/Luck) with -20 penalty to save.

Turn Undead can only be successfully cast once per turn.


Level 3: Light's Favor - Passive
The Lady of Light has just enough rapport with Fate and Destiny to tilt the scales in your favor.

Monster's Lucky Strike damage is reduced by (100/1.4)% if the monster is Undead.


Level 4: Sigil - Active
Sigils are an ancient method of inflicting your will upon the world, abandoned in favor of the spells due to the Sigils' high energy requirements. With the power of spirits flowing through you, however, you can trace these ancient signs to invoke a time of peace or mark your enemy as damned!

The Sigil's effects depend on your Covenant. If you have the Covenant of Protection, cast the Sigil of Sanctuary. If you have the Covenant of Retribution, cast Sigil of Damnation.

Sigil of Sanctuary. For one round the monster's attacks deal 0 damage to you, but heal both you and the monster for the amount equivalent to the damage it would have dealt. The effect has no save and can't be countered.

Sigil of Damnation. Monster is inflicted with Damnation until the end of the battle. It can resist (End/Luck vs Cha/Luck) with -20 penalty to save. If it fails, the monster takes (200/(20*0.15*0.7)) so 95.24% melee damage whenever you miss it with an attack.

Both Sigils are treated as spells and have the full mp cost of one. The monster can't be subject to more than one Sigil at a time.


Level 5: Lay on Hands - Active
Use your Faith to channel the Light directly through you, healing your wounds and injuries.

Healing spell. It consumes all of your Faith and heals you for additional MonsterLightResist * 5% melee per each point of Faith.

Saving Grace: If you're using the Covenant of Protection, you also gain +20 to all saves against hostile effects for one round.


Level 6: Clad in Faith and Steel - Passive
To be a paladin is to be a beacon of inextinguishable hope. Yours is the responsibility to stand unflinching before the enemy's charge, trusting your armor and conviction to shield you from harm.

The first time a monster's attack reduces you below 50% hp, gain Element Shield (-25/1.4% damage from all elements for 4 rounds).

Darkest Before Dawn: If you're using the Covenant of Retribution, gain +25% damage (*4/3 for magical weapons and /2 for spells) for 4 rounds.


Level 7: Hold Your Ground - Toggle
There comes a time in the life of every paladin when they can't retreat anymore, when protecting the innocent requires you to stand firm and fight. Whether you're buying time for the villagers to escape from an undead horde, or guarding the exit to prevent an evil necromancer from escaping, falling back is no longer an option.

Note: The ability can only be toggled if you're fighting undead.

Fortitude: If you're using the Covenant of Protection, you can no longer dodge or flee, but take -(30/1.4)% damage from all monster attacks. This stacks with Clad in Faith and Steel.

Righteousness: If you're using the Covenant of Retribution, you can no longer dodge or flee, but deal +30% damage (*4/3 for magical weapons and /2 for spells) with all attacks.


Level 8: Holy Wrath - Active
Channel all of your pain to strike with the Light's wrath!

1 hit of light damage at +10 bth lean, gains elecomp to damage. Deals damage equal to (241.67/1.4) so 172.62% of the damage monster dealt to you last round.

Costs 4/3 hp of a standard spell-type skill, being an 'overcharged' spell.


Level 9: Virtue - Passive
Your actions are just, and in accord with your covenant the spirits bless your efforts.

Healing Hands – If using Covenant of Protection, Lay on Hands heals an extra 10%.

Retribution of the Just – If using Covenant of Retribution, Holy Wrath deals an extra 10% damage.


Level 10: Death Rejection - Passive
Death comes to all, but it is not your time yet. There's still much left to do.

Once per battle, when an attack would reduce you to 0 hp, you loose 8 Faith and take 0 damage from that attack.

If you lack the Faith necessary, you still die.

< Message edited by Primate Murder -- 4/17/2019 14:55:28 >
AQ  Post #: 123
10/12/2018 10:43:24   
Primate Murder
Member

Harvester

FO earth, with darkness secondary.
Particularly weak to fire.
MRM focuses on Ranged.
2 hit attack at -3 bth lean.

Appearance: A cross between Scarred Crow and Angel of Souls.
Description: “What can the harvest hope for, if not for the care of the Reaper Man?” ― Terry Pratchett.


Level 0: Farmer's Tool - Passive
A scythe is primarily a tool designed to harvest grain, not a combat weapon. Those who use it rely more on luck than any kind of skill.

All your weapon attacks with a scythe have a 1.75x LS rate.


Level 1: Reap - Toggle
It's time to gather the harvest.

2 hits of (weapon element) with a high random lean. Costs sp of a standard weapon-based skill each round.

Note: You have to wield a scythe to use this skill.


Level 2: Unpredictable Scythe - Passive
Scythe's strange angles and unexpectedly powerful blows leave your opponent perpetually uncertain of where the next strike is going to come from.

Whenever you hit the monster with a scythe, you randomly gain either +7.5 bth (6.375/0.85) or +8.8% damage (7.5/0.85) with all scythe attacks for one round.


Level 3: Relentless Reaping - Passive
On occasion, you can substitute pure effort for skill.

'Reap' has a 7.5% chance of costing 0 sp.


Level 4: Low Move - Passive
Sweep your scythe at your foe's feet, forcing them to abort their attack early.

When wielding a scythe, all your attacks inflict Clumsiness (renamed Blind). Monster can resist (Dex/Luck vs Dex/Luck) with +0 bonus to save. If it fails, the monster looses 4.5*HitsConnected bth for one round.


Level 5: Sinister Scythe - Passive
A weaponized scythe invites macabre thoughts on the inevitability of death. Invoke the Reaper's image to increase your chances of landing a lucky strike!

'Reap' has an increased LS rate (1.5x), stacking with 'Farmer's Tool' to a total of 26.25%.


Level 6: Reaper's Remembrance - Passive
Echoes of your fortuitous strike guide the path of your scythe for a few extra moments.

Whenever you land a lucky strike with 'Reap', you gain +37.5% damage with all scythe attacks for one round.


Level 7: Reverse Slash - Passive
Unlike with most weapons, the scythe's cutting edge is located on the inside, not outside. The fact occasionally slips your foe's mind, allowing you to strike at their unprotected back.

When wielding a scythe, your attacks have a 15% chance to deal +50% damage.


Level 8: Pierce - Passive
The scythe can leverage incredible power due to its length. When fortunate enough to hit with the scythe's point, you can inflict immense damage on your enemy!

When wielding a scythe, all your lucky strikes deal 1.75x damage.


Level 9: Dash and Retreat - Passive
The scythe's unorthodox construction forces you to get close to the enemy to hook them in - then move back to avoid their blows and increase the power of your own. Training in such a strenuous and taxing style is not without rewards, though.

When wielding a scythe, all your weapon attacks have a HitsConnected*5.4% chance of gaining celerity. Monster can resist (Dex/Luck vs Dex/Luck) with +0 bonus to save.


Level 10: Harvest - Passive
It's time to harvest what your hard work has sown. The more you sow, the more you reap; and the harder you hit the greater your rewards are!

When wielding a scythe, all your weapon attacks heal sp worth 8.4375% of damage dealt.

< Message edited by Primate Murder -- 12/14/2018 13:50:30 >
AQ  Post #: 124
10/12/2018 14:26:43   
Primate Murder
Member

Hellflame Crown
A burn-booster misc.

Effect1: You gain +20 Burn potency.

Effect2: You deal 2x damage (worth 20% melee) with all burn statuses.

Appearance: A crown from flickering red and black flames.
Description: Don the crown of a demon lord, commanding your enemies to succumb to your burning wrath!
AQ  Post #: 125
Page:   <<   < prev  3 4 [5] 6 7   next >   >>
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest Suggestions >> RE: Primate Murder's Suggestion Thread
Page 5 of 7«<34567>»
Jump to:



Advertisement




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




Forum Content Copyright © 2018 Artix Entertainment, LLC.

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


Forum Software © ASPPlayground.NET Advanced Edition