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RE: Primate Murder's Suggestion Thread

 
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1/13/2019 12:59:59   
l0rdn00b
Member
 

Kind of late but I really like the terrain suggestions.

I think it could be cool to take some cues from Pokemon as well!

Buffs/Nerfs to damage depending on the terrain:
Example: Volcano/Fire terrain: Fire does X% more damage, Ice does X% less damage etc. Applies to monster and player!

Weapons/Spells/Skills doing more damage depending on the terrain:
Solar beam on a sunny day?

Pets/Guests/Skills/Spells that can change the terrain!
Against certain bosses where fights take place on disadvantageous terrain, it may be important to bring one of these to the fight.

Post #: 151
1/14/2019 15:58:23   
Primate Murder
Member

Void Templar
Mecha class armor.

FO earth armor with darkness and energy secondaries.
Below average MRM with a focus on Melee.
3 hit attack at +5 bth lean.

Appearance: A tall slender mecha covered by a black cloak. Has a gun mounted on one shoulder and a utility belt with pouches and grenades.
Description: Dare you don this armor that dropped out of an unknown portal? Its AI promises to teach you how to use the armor's great power, but what are its true motives?


Level 0: Void Attunement - Active
Draw upon the interdimensional fabric of the Void to imbue your wapon with unnatural energies!

Pay sp of a standard skill to gain Imbue (Void) for two rounds and deal *0.9 damage. While the status is active, all your weapon attacks deal Void damage.

Doesn't cost a turn, but can't be cast if the status is already active.


Level 1: Optic Camouflage - Toggle
Over the course of its travels, Void Templar has learned how to become one with its surroundings - granting you incredible stealth capabilities!

At the beginning of the battle, pay sp of a standard skill to gain +210 Initiative. If you lack sp, the toggle turns off.

You can also click again to turn off the toggle manually.


Level 2: Thermal Grenades - Active
Press the timer and throw this grenade at your foe! It will bombard them with radioactive particles, leaving your monster Shocked and vulnerable to temperature changes!

Pay 90% sp of a standard skill to inflict Thermal Shock on the monster for one round. Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save.

Quickcast, but can only be used once per turn.


Level 3: Dark Energy Generator - Toggle
Use this futuristic machine to gain enormous amounts of energy every turn! Just make sure not to run out of fuel.

At the beginning of every turn, you loose an hp potion and gain sp of a standard skill.

If you lack an hp potion, the toggle turns off.


Level 4: Manifest Warp Lance - Active
Use a void portal to summon an ultimate weapon of the future - a lance that warps the very space around it to thrust with unmatched power!

Gain and equip a temporary weapon - Warp Lance. It's a ranged earth weapon that pays sp of a standard skill and 80% mp of a standard spell at the beginning of every turn to gain +200% damage with all Warp Lance attacks.

If you lack the sp or mp to sustain it, the weapon automatically unequips itself.


Level 5: Manifest UltraGun - Active
Summon a plasma turret that is so efficient that it requires no energy input at all! You'll need to pay it some attention to keep it in working order, though.

Summons a standard earth guest. It doesn't cost sp or mp, but the player takes +(25/1.4)% damage from enemy attacks while Plasma Turret is active.


Level 6: Rapid Repairs - Active
Call upon the power of the Void to make some quick repairs to your armor. They are more effective than is normal, but tend to fall apart quickly.

A healing skill that uses Int for stats. Heals *1.5 hp, but you loose 24% of hp healed for the next 5 turns (120% damage total).

Costs sp of a standard skill.


Level 7: Ion Cannon - Active
Unleash a powerful EMP blast to take out your foe's electronics!

Deal (200*0.9*0.85*1.125) or 86% damage of a standard skill to the monster's sp.


Level 8: Power Overload - Toggle
Put your Dark Energy Generator into overdrive, giving you the power to move twice as fast as before!

At the beginning of every turn, loose an mp potion and gain celerity. Monster can resist (Dex/Luck vs End/Luck) with -20 penalty to save.

if you lack an mp potion, the toggle automatically turns off.


Level 9: Freezing Ray - Active
Just as the name says, this ray cannon drastically slows the movement of your foe's molecules, leeching them of all warmth!

Pay 90% sp of a standard skill to inflict Freeze on the monster for one round. Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save.

Quickcast, but can only be used once per turn.


Level 10: Newton's Field - Toggle
Newton's Third Law states: "For every action, there is an equal and opposite reaction." In other words - every time the monster hurts you, it is hurt just as much!

Pay sp of a standard skill at the beginning of each round to gain the Backlash status. When you take damage, monster makes a save (End/Luck vs End/Luck) with -20 penalty to save. If it fails, the mosnter takes damage equal to the damage it dealt.

If you lack the sp necessary, the toggle automatically turns off.

< Message edited by Primate Murder -- 2/25/2019 3:36:05 >
AQ  Post #: 152
1/25/2019 4:58:50   
Primate Murder
Member

Summon Laplace's Demon

Summons an mp-costing dark guest.

Effect: The guest deals 26.5% damage of a standard guest, but inflicts the Predetermined* status on the monster for 1 turn. Predetermined monster is incapable of dodging - all attacks against it automatically hit. Monster can resist (Cha/Luck vs Cha/Luck) with -20 penalty to save. (calc: 60 - 30*1.4*0.7*1.2/0.8)

*The Demon calculates (MonsterName)'s future position!

Appearance: A small flying imp surrounded by green flames.
Description: Summon an otherworldly intelligence capable of observing the location and momentum of every atom in the universe. Its demonic insight ensures that your attacks never miss!

< Message edited by Primate Murder -- 1/25/2019 13:25:53 >
AQ  Post #: 153
2/13/2019 7:09:53   
Primate Murder
Member

Well, since challenge Wolfwing doesn't seem to be coming out, I figure I might as well create my own version.


Wolfwing (Challenge)

Dark/earth monster with weakness to fire and light.
Attacks randomly with earth or darkness.

Stats: 50% End, 25% Str and Int.
Has very high hp. Something like maxed out PWD (32k*5 = 160k).

Guardian of the Blood Moon. Passive. Has level-approporiate Regeneration.

Lord of Twilight. Passive. When Wolfwing attacks, he heals HP based on the damage dealt.

Master of the Night. Passive. If the player is a vampire or a werewolf, Wolfwing attempts to inflict Panic each turn. If the player is a werepyre, Wolfwing attempts to Control them each turn.

A Gift and a Curse. Active. If Wolfwing has enough mp and the player is not a werepyre, Wolfwing attempts to inflict them with his curse, changing their subrace to werepyre.

Appearance: Wolfwing in his werepyre form.
Description: Lord of all Werepyres.
AQ  Post #: 154
2/14/2019 11:23:14   
Primate Murder
Member

Purify

1 hit of light damage at +10 bth lean. MC goes into a trigger: when used against Undead, the spell deals +50% damage and removes the 'undead' tag.

Costs mp of a standard spell.

Appearance: A flash of light.
Description: Cleanse the taint of undeath from your foe!
AQ  Post #: 155
2/18/2019 2:51:26   
Primate Murder
Member

Inspired by Fresh Astracenae from the latest GGBs.


'Command' type weapons

I suggest another weapon type (in addition to melee/ranged/magic) that uses Cha as MainStat instead of Str, Dex or Int. It will, of course, take the same damage penalty as magic weapons to compensate for the fact that Cha grants you an extra 20% damage via pets.

Thematically, they are living weapons, such as an darkness axe inhabited by an undead spirit that needs to be persuaded to help or an earth whip from a still living vine.

Preferably, they would be 100-procs that sacrifice damage for effect, or not 100-procs, but with an effect toggle akin to the Khainsword.
AQ  Post #: 156
3/12/2019 11:32:56   
Primate Murder
Member

After Martial Artist and Knight, I've decided to do a branching class of my own, and this one is meant to fill the only niche left untouched by the neko subrace - that of FD beastmages.


Shaman's Coat
Shaman class armor.

FD earth with water and wind secondaries
MRM average, slightly weak to magic
2 hit standard attack

Appearance: A garb of hides and beast pelts, decorated with feathers and skulls. Has a togglable mask resembling the head of a crow.
Description: With the Ley Lines destroyed, the attention of those seeking power has turned to the realm of the spiritual. But the spirits are not limited to humans or demi-humans, and their power does not belong to paladins and necromancers alone. Draw upon the primal power of the spirits of nature, of beasts and plants and storms, and become one with the world around you!


Level 0: Spiritual Guidance - Toggle
You no longer have to rely on luck - spirits shall guide the attacks of your companions.

Your guests use Int in place of Luck for status inflictions.


Level 1: Ancestral Knowledge - Passive
Draw upon the memories of your ancestors to strike with unerring aim!

+4.25 bth to all normal player attacks, specials, and spells.


Level 2: Trusted Summoner - Passive
Your knowledge of the spirits lets you summon them at reduced cost!

The upkeep of all your guests is reduced by (5/22) or 22.7%.

Note: This also includes shaman's combination attacks with guests.


Level 3: The One Between - Passive
As a shaman, you live with one foot in the realm of the spirits. As a result, your soul is always open to renewal and rejuvenation.

Lowers Heal Resistance by 10%.


Level 4: Spiritual Assault - Passive
Your companions step into the spirit realm and phase through the monster's defences, striking where it hurts the most.

Your guests have a 10% chance to deal (50/0.6) or 83% bonus damage with an attack.


Level 5: Totem - Active
Summon a totem to enhance your spiritual powers! (New abilities unlock when you choose your Path)

Equip a temporary Totem pet. It deals no damage, but enhances the effectiveness of your spiritual passives (shaman abilities 1-4) by *(2 + Cha/VStat).

When you reach lvl 6 and choose your Path, the Totem gains a toggle between original form and a Path-specific form.

Serpent Totem: All your poison statuses deal *(2 + Cha/VStat) damage.

Storm Totem: All your guest attacks inflict an additional (4 + 4*Cha/VStat) Tempest Charges.

Gnarled Bough Totem: Inflicts Offbalanced (-120 Dex, 2 turns) on the monster at the beginning of every turn. Monster can resist (Cha/Int vs Dex/Luck) with +0 bonus to save.


Shaman of the Great Serpent

FD water armor with earth and wind secondaries
MRM average, with a slight focus on Ranged
3 hit attack at +5 bth lean

Appearance: Dark leathers with a greenish tint, with a large ghostly serpent coiling around the player.
Description: Since ancient times, snakes have been symbols of poison and medicine, of death and rebirth. Follow the Path of the Great Serpent and draw upon the abilities of powerful snake spirits such as Jormungandr and Quetzalcoatl!


Level 6: Summon Jormungandr - Active
Summon a legendary sea serpent with venom so potent it can slay even a god!

Choose one of the following options:

Summon Jormungandr - summon a water guest that deals 50% damage and inflicts Poison.

Eitr Venom - Pay mp upkeep of a standard guest and perform a normal attack (usable with 100-procs). If it connects, the monster is poisoned (Power: 12, element follows weapon) for one round. Monster can resist (Cha/Int vs End/Luck) with +0 bonus to save. Note: Only usable if Jormungandr guest is out, and the guest doesn't attack this turn.


Level 7: Spirit Venom - Passive
Your poison doesn't just attack the body - it assaults the very spirit of your opponent.

+20 Poison Potency.


Level 8: Skin Shedding - Active
Shed your skin like a snake, shrugging off physical ailments.

Quickcast skill. Pay sp to cure all burns and bleeds that you're inflicted with.


Level 9: Neurotoxin - Passive
Snake venoms often contain neurotoxins that attack the nervous system. If such a poison reaches vital organs, death is assured.

Every time the monster takes damage from a poison status, the damage has a (PoisonPower/4)% chance of being equal to the monster's current hp (insta-death).


Level 10: Summon Quetzalcoatl - Active
Summon a mythical feathered serpent that can heal you - or swallow your enemy whole!

Choose one of the following options:

Summon Quetzalcoatl - summon a wind guest that deals 50% damage and heals you for damage dealt.

Serpent Swallow - Pay mp upkeep of a standard guest and perform a normal attack (usable with 100-procs). Afterwards, the monster is Swallowed. While Swallowed, the monster is paralyzed until succeeding on a save (similar to Sleep), and takes -(50/1.4)% damage from weapon, spell, pet and guest attacks (DoTs are unaffected). Infliction happens automatically, but monster can shrug it off at the beginning of the turn (Cha/Int vs Str/Luck) with -14 penalty to save. Note: Only usable if Quetzalcoatl guest is out, and the guest doesn't attack this turn.


Shaman of the Primordial Storm

FD wind with water and energy secondaries; others are fairly bad in order to increase MRM and EleComp
Fairly high MRM with a slight weakness to Ranged
2 hit attack at +3 bth lean

Appearance: Loose dark-blue robes. The player is constantly surrounded by strong winds, torrential downpour and the occasional flash of lightning.
Description: It is only from chaos that order can arise. Follow the Path of the Primordial Storm to enhance your spells with the spirits of thunder and lightning, or give speed to your guests with tempestuous winds!


Level 6: Summon Thunderhawk - Active
Summon a vicious bird of prey that circles above your enemy, waiting for the right moment, or can strike with blinding speed to gouge out the monster's eyes!

Choose one of the following options:

Summon Thunderhawk - summons an mp costing wind guest. The guest doesn't attack naturally, only making an attack when you block a hit. The attack deals damage worth (Blocks/Attempts)/0.15% of a standard guest.

Go for the Eyes! - Pay mp upkeep of a standard guest and perform a normal attack (usable with 100-procs). If it connects, the monster is blinded (-12 bth) until the end of the battle. Monster can resist (Cha/Int vs End/Luck) with +0 bonus to save. Note: Only usable if Thunderhawk guest is out, and the guest doesn't attack this turn. Note2: The monster gains a Tempest Charge.


Level 7: The Rising Storm - Passive
Surround your guest with dozens of minor storm spirits that jump at your foe in preparation for the coming tempest!

Whenever your guest attacks the monster (hit or miss), the monster gains a Tempest Charge (not subject to save). When you cast an energy spell, it deals bonus damage worth (#ofTempestCharges * 9.375 * EleComp)%. Doing so dispells all Tempest Charges.


Level 8: StormSpeed - Passive
Wild and tempestuous wind spirits flow through your spells, granting inhuman speed to your allies!

Whenever you cast a spell, your guest has a (50/0.6) or 83% chance to gain celerity. Monster can resist (Cha/Int vs Cha/Luck) with +0 bonus to save.


Level 9: Summon Spirit Roc - Active
Summon a spirit bird so massive, it creates thunderclaps with each beat of its wings!

Choose one of the following options:

Summon Spirit Roc - summon an mp costing energy guest that deals 50% damage and Dazes the monster.

Thunder Clap - Pay mp upkeep of a standard guest and perform a normal attack (usable with 100-procs). If it connects, the monster is Dazed (100% chance of inaction for one turn). Monster can resist (Cha/Int vs End/Luck) with +7 bonus to save. Note: Only usable if Spirit Roc guest is out, and the guest doesn't attack this turn. Note2: The monster gains a Tempest Charge.


Level 10: Take Flight - Active
Call upon the spirits of the wind and storm to raise you high into the air, out of your foe's reach.

Pay 25% melee in sp and gain +60 MRM for one round. This takes a turn.


Shaman of the World Tree

FD earth with good overall resists; weak to fire and lightning
Average MRM with a slight weakness to magic
2 hit attack at -3 bth lean

Appearance: A green cloak, resembling moss, over brown hides. There are ghostly trees in the background and the attack leaves behind a trail of autumn leaves. If the Gnarled Bough Totem is active, the ground is also covered in roots and shrubs.
Description: Rather than worshipping one of the many calamities that befall your people, you chose to pay respects to the oldest protector of all. Follow the Path of the World Tree, receiving the resilience and renewal powers of the nature itself!


Level 6: Summon Blood-drinking Vines - Active
Summon these spiritual vines to entangle your enemy! You can even feed them the blood of your foes to receive a little healing in return.

Choose one of the following options:

Summon Blood-drinking Vines - summon an mp costing earth guest that deals 50% damage and Entangles the monster.

The Circle of Life - If the monster is entangled, you can pay mp upkeep of a standard guest and perform a normal attack (usable with 100-procs). Afterwards, you heal hp equal to (30 + 30*Cha/VStat)*0.85 of damage dealt. Doesn't have the always-useful penalty, because the monster needs to be entangled. Note: Only usable if Blood-drinking Vines guest is out, and the guest doesn't attack this turn.


Level 7: Nature Finds a Way - Passive
Like water and wind wear down solid stone through but a single crack, your spirits can seek out any weakness in your foes defences!

At the beginning of your every turn, monster makes a save (Cha/Int vs End/Luck) with +0 bonus to save. If it fails, its MRM is set to the lowest of its defences for one round.


Level 8: Spirit Berry - Active
Infuse several berries with primal power so that they may provide a much needed pick-me-up when you're in a pinch.

Choose one of the following options:

Berry Infusion - pay 25% melee in sp and gain one Spirit Berry. This costs a turn.

Consume Berry - Quickcast, only usable once per turn. Heal hp worth 100% melee. This costs one Berry.


Level 9: Wellspring of Renewal - Active
Summon a mystic spring from beneath the roots of the Great Tree to replenish everybody's mana reserves.

Summons an mp-costing guest. Rather than deal damage, the guest heals monster's mana for (30 + 30*Cha/VStat)% melee. Afterwards, the player regains mp worth 2x of what the monster did.

Warning: If the monster's mp bar is full, the guest will heal the monster's hp instead!


Level 10: Verdant Transformation - Active
Assume the form of an ancient Oak Tree. While it is hardly suited for attacking your enemies, the sturdy trunk will shield you from swords and arrows of your foes.

Pay 25% melee in sp and gain earth element EleShield worth (100/1.4)% damage reduction. This costs a turn.



< Message edited by Primate Murder -- 3/25/2019 15:11:19 >
AQ  Post #: 157
3/22/2019 4:39:51   
Primate Murder
Member

The Lost Pot
LS boosting misc with a compressed spell.

Effect: Luck boost.

Effect2: 3x boosted LS rate.

Effect3: Click on the pot to cast the Aurum Sacrifice spell. The spell deals 7 hits of random element damage with *132/109 damage as compensation. It also deals +50% bonus damage for a gold cost. Costs mp of a standard spell and gold worth 100% melee (55,150 at lvl 150 using Nezujimbo for numbers).

Has an sp upkeep.

Appearance: A leprechaun's pot of gold with eerily glowing red eyes. The spell summons seven trapped leprechaun spirits to attack the monster.
Description: You have found O'Meany's pot of gold! ...at least you think that's what it is. This sentient pot will not yield any of its gold, but you can appease it with sacrifices of precious metal to strike down your foes!

< Message edited by Primate Murder -- 3/23/2019 3:14:16 >
AQ  Post #: 158
3/23/2019 4:07:54   
Primate Murder
Member

Abjuration Ward

Energy shield.
Has a slight focus on Magic defense.

Effect: Whenever you cast a spell, you gain an energy EleShield -(25/1.4)% damage for one turn.

Appearance: A triangular shield with glowing runes.
Description: This arcane shield reacts to your magic, manifesting a shielding glyph to protect you from harm!

< Message edited by Primate Murder -- 3/23/2019 4:09:03 >
AQ  Post #: 159
3/31/2019 9:54:37   
Primate Murder
Member

Duelist's Dagger

Wind shield.
MRM has a focus on Melee.

Effect: The shield has three modes; you can switch between the modes by clicking on the Dagger. In basic mode, you gain +3 MRM. In Parrying Mode, you pay 25% melee in sp and gain +15 MRM. In Dual Wielding Mode, you pay 25% melee in sp and make an extra hit against the monster at the end of your turn. The hit is considered a bow attack, deals 25% melee damage and has +5 bth lean.

Appearance: A delicate dagger with a silver filigree.
Description: This slim dagger, wielded by duelists in the off-hand, can be used to parry the attacks of your foes or strike at them for extra damage!
AQ  Post #: 160
4/1/2019 7:01:25   
Primate Murder
Member

In honor of Sham and his, er, genius plan, I give you the spell of a true Loco worshipper:


Loco's Blessing

Costs sp of a standard skill.

Effect: Quickcast. For the next two rounds, your attacks use random element, but deal *132/109 damage to compensate.

Appearance: Loco's face in the background.
Description: Call upon Loco to give you his blessing! Not the smartest thing to do, mind you...
AQ  Post #: 161
4/1/2019 7:20:22   
Primate Murder
Member

Assassin's Off-hand Crossbow

Darkness shield.
MRM has a focus on Ranged.

Effect: You take +(15/1.4)% damage from all enemy attacks. When you block a hit, make a bow attack against the enemy worth Blocks/Attempts*100% melee.

Appearance: A short, stubby crossbow.
Description: This small crossbow, easily concealed by a cloak or robe, is a favored tool of assassins, allowing them to take advantage of a foe's blunder to stick a crossbow bolt in their gut!
AQ  Post #: 162
4/1/2019 7:31:21   
Primate Murder
Member

Cosmic Radiation

3 hits of light damage, autohit. Does not have an autohit penalty, but afterwards the monster has a (60/1.4)% chance to become Supercharged, dealing +50% damage for two turns.

Costs mp of a standard spell.

Appearance: Waves of multicolored light.
Description: Assault your foe with waves of unblockable radiation! Just make sure they don't get any superpowers...
AQ  Post #: 163
4/8/2019 11:10:47   
Primate Murder
Member

I've been planning on making an assassin revamp for a while now, but Ch4ot1c already made a suggestion with most of the stuff I wanted to do. As such, I've decided to revert to the origin of the assassin myth - guerilla warfare, poison and certain-kill attacks.


Whispering Raiment
Assassin class armor.

FD wind with secondaries to earth and darkness.
MRM is fairly high with a focus on Melee.
2 hit attack at +5 bth lean.

Appearance: The original is just fine, though I would suggest a togglable cloak where one can hide all kinds of weapons.
Description: The armor of those who chose the way of the Assassin. Unafraid to draw upon dishonorable and dirty tactics, these warriors of shadow take down their enemies by any means necessary!


Level 0: Stealth - Toggle
Fade into shadows, leaving your foe with noone to strike at. This replaces your standard attack.

Whenever you press the Attack button, you don't make an attack. Instead, the monster makes a Dex/Luck vs Dex/Luck save with -20 penalty. If it fails, you automatically block all attacks for one turn. This has no cost except your turn.


Level 1: A Shot from the Dark - Passive
As an assassin, you're most comfortable in the shadow and most vulnerable in the light.

If you fail on a Stealth save, you take 2x damage for one round (calc: 33/0.3).

If you succeed, make an attack worth 47.62% melee (calc: 33/0.7). This is treated as a 100-proc weapon attack following the element of your weapon (ranged or magic depending on your stats). It uses any effects that apply to a weapon attack (such as Death by a Thousand Cuts) and any modifiers that affect Crossbow or Dagger attacks (such as Ranger's Scope); it does not apply any effects from your weapon.


Level 2: Death by a Thousand Cuts - Passive
Your experience allows you to strike at the veins and arteries of your foes, leaving them bleeding from even the slightest of cuts.

All your weapon attacks inflict Bleed (Power 0.05). Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.


Level 3: Stealth Casting - Toggle
It takes great skill to strike with magic without revealing your location. Fortunately, you happen to be one of the few that possess such a skill.

Pay sp of a standard skill whenever you cast a spell. Afterwards, make a Stealth save.


Level 4: Smell the Blood - Passive
Open bleeding wounds make it much easier to inflict further injury upon your foe or even slip in a little poison.

Gain +20 Bleed and Poison Potency when the monster is Bleeding.


Level 5: Hire Freelancers - Active
As an assassin, you're quite familiar with using hired help. Whether it's a greedy mercenary that can be used as a patsy, an aspiring assassin from a faraway land or even a religious fanatic who's eager to die for a righteous cause, you can make use of them all.

Calls one of the three following guests:

Patsy. Make your mark lower their guard as they believe they found the assassin! Calls an sp-costing wind guest that inflicts DefLoss (-13 MRM for two rounds) for a gold cost (30% melee). Monster can resist (Cha/Luck vs Int/Luck) with -20 penalty to save.

Hitokiri. Hire this aspiring assassin to poison your foe with envenomed needles! Calls an sp-costing wind guest that inflicts Poison (Power: 3 for two rounds) for a gold cost (30% melee). Monster can resist (Cha/Luck vs End/Luck) with +0 bonus to save.

Fida'i. Pay the Grandmaster of Assassins to send a self-sacrificing agent after your foe! Calls an sp-costing wind guest. The guest only attacks once, dealing 150% + (AssumedRemainingDuration*0.2/1.3*100)% damage of a standard guest for a gold cost (30% melee), and afterwards it is dismissed. You cannot use 'Hire Freelancers' again during this battle.


Level 6: Expert Poisoner - Active
Oftentimes, the difference between a cure and a poison is in the dosage.

Quickcast, only usable once per turn. All your weapon attacks inflict Poison (Power 10; 2 turns; element follows the last hit of your attack) for one round - basically, poison imbue. Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.

Costs 1 hp potion.


Level 7: The Great Equalizer - Toggle
As an ultimate assassin, you can kill even monsters that are immune to conventional weapons.

All weapon attacks deal Harm damage for 10% sp cost of a skill.


Level 8: Adaptive Assassination - Active
Each mark is similar to another, yet slightly different. Adjust your approach to kill the target with maximum efficiency.

Once per battle, you can use one of the following quickcast skills:

Mageslayer. For one round, all your weapon attacks also damage monster's mp for 75% of damage dealt.

Forest Bandit. +100% damage with all weapon attacks for one round if you win initiative. Note: This can only be used during the first round of the battle.

Sniper's Eye. For one round, all your ranged weapon attacks autohit and have a 4.5x Lucky Strike rate.


Level 9: Assassin's Mark - Passive
Study your target, see what they guard, how they react. Find what makes them tick - and how you can use it to kill them.

Inflict an Assassin's Mark on the monster at the beginning of each turn. It does not have any effect on its own, but increases your Assassination's chances of insta-kill by 1% for each Mark on the monster.


Level 10: Assassination - Active
When you take away all the fluff, an Assassin is someone who kills. Use this skill for a chance to instantly kill your foe - but remember, you won't get a second chance at this.

1 hit weapon-based skill at +10 bth lean. Has a 70% chance to deal damage of a standard weapon attack and a 30% chance of dealing damage equal to the monster's current hp (insta-kill).

Costs sp of a standard skill; only usable once per battle.

< Message edited by Primate Murder -- 4/11/2019 9:03:27 >
AQ  Post #: 164
4/11/2019 12:03:33   
Primate Murder
Member

DragonSlayer
Dragonslayer class armor.

FO fire, earth secondary, weak to other elements.
High MRM with a slight focus on Melee.
1 hit attack at +3 bth lean, with high Base damage (because it's pretty hard to miss a big honking dragon).

Appearance: Based on the original, but with more scales, helmet (togglable) becomes a real dragon skull and the cape (also togglable) becomes dragon's wings.
Description: As you don this armor of alchemically-treated dragonscale, you can almost feel its hunger for dragons' souls. Slay the great wyrms and seize their ancient might for yourself!


Level 0: Mantle of the Dragonslayer - Passive
The world first realised the true danger of dragons after Akriloth's invasion. Draw upon the stereotype of brave warriors standing up to dragonfire to protect yourself against all dragon elements!

All dragons only deal fire damage to you.


Level 1: Scale Rot - Active
Use this anti-dragon spell to disintegrate their scales, leaving unprotected the soft flesh underneath!

1 hit spell-type skill with +10 bth lean. Deals 50% damage of a standard spell and the monster looses EleComp*(20/1.4) MRM until the end of the battle. Monster can resist (MainStat/Luck vs End/Luck) with -20 penalty to save.

- Against dragons, it seeks between fire and harm.

- Against draken/dragonkin, it seeks between fire and earth.

- Against anything else, it uses fire and deals -5% damage.

Costs sp of a standard skill.


Level 2: Close Quarters Combat - Passive
The dragon is a massive beast. In order to use its strongest attacks, it needs space to move, to attack, to breathe. Get up close and personal to deny your foe just that, leaving them struggling and unable to attack with their full might!

Against dragons, all your weapon attacks inflict Disease (sp) worth 80% of damage dealt. Monster can resist (MainStat/Luck vs Dex/Luck) with -20 penalty to save. (calc: 10*10*1.125/1.4).


Level 3: Slayer of Dragons - Passive
Your Dragonslayer training has taught you how to strike true and deep against dragons and their kin!

You deal +15% damage against all dragons, +5% damage aginst draken and dragonkin, and -5% damage against everything else. Magic weapons gain *4/3 and spells get /2 of the boost.


Level 4: Poison Dragon - Toggle
Coat your weapon with a homemade dragonbane poison!

All your weapon attacks inflict Poison (Power: 2, element follows your last hit) until the end of the battle. Monster can resist (MainStat/Luck vs End/Luck). Dragons get -20 penalty to save, drakel and dragonkin get -10 penalty, everything else gets +10 bonus.

Costs sp of a standard skill every turn.


Level 5: Call Draykwing - Active
Call a loyal fire drayk to fight by your side! He must have void dragon blood as his breath can deal nonelemental damage to Dragons!

Calls an sp-costing fire guest. Against dragons, he has an 80% chance of dealing Void element damage; against Drakel/dragon, the chance is 70%, and against everything else the Drayk deals -5% damage. (calc: 130/200 + 0.15).


Level 6: Dragon's Blood - Toggle
Your armor resonates with the power of dragon's blood flowing through your foe's veins. Tapping into this power has a price, but can provide you with a powerful source of regeneration to remain standing where lesser warriors would fall.

You are inflicted with Fragile (lasts until you turn off the toggle), and heal hp worth 95% melee at the end of each turn. The amount healed increases to 105% melee against drakel/dragonkin, and to 115% against dragons.


Level 7: Cripple Dragon - Active
Strike at the joints and nerve centers of your enemy, inflicting debilitating pain and crippling injuries!

Weapon-based skill with 5 hits, follows the element of your weapon. Deals 50% damage of a standard spell and the monster is Crippled (-30 Str and Dex) until the end of the battle. Monster can resist (Dex/Luck vs End/Luck) with +10 bonus to save. If the monster is drakel/dragonkin, they get a penalty (-10) instead of a bonus. If the monster is a dragon, the penalty is doubled (-20).

Costs sp of a standard skill.


Level 8: Dragonhunter - Passive
Trust your experience and allow your instincts to guide your strikes, slipping past the protective scales and into the soft flesh of the wyrm.

Gain +12.75 bth against dragons, +4.25 bth against drakel/dragonkin, and loose 4.25 bth against anything else. Magic weapons gain *4/3 and spells get /2 of the boost.


Level 9: Finishing Blow - Active
The difference between a Dragonslayer and a Dragonfighter is that Slayers know how to deliver that final blow with extreme prejudice.

2-hit weapon based skill, follows your weapon element.

- Against dragons, deals damage worth (50/1.4)% of the monster's missing hp.

- Against Drakel/dragonkin, deals damage worth (45/1.4)% of the monster's missing hp.

- Against anything else, deals damage worth (35/1.4)% of the monster's missing hp.

Costs sp of a standard skill.


Level 10: Burning Dragonslayer - Active
Draw upon the power of Kian of the Eternal Flame to strike with the power of a Dragon's Heart!

1-hit spell type fire skill, gains EleComp to damage. Against Dragons, the skill seeks between Fire, Harm and Void damage. Against Dragonkin/Drakel, it seeks between Fire and Harm damage. Against anything else, it deals -5% damage.

Costs sp of a standard skill.

< Message edited by Primate Murder -- 4/12/2019 6:52:49 >
AQ  Post #: 165
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