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RE: Primate Murder's Suggestion Thread

 
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7/9/2019 4:07:35   
CH4OT1C!
Member

I get where you've got the cost for Black crossbow, but autohit penalties usually assume that the player has min accuracy.
AQ  Post #: 176
7/9/2019 4:24:25   
Primate Murder
Member

It's a ranged weapon, so it already has an inbuild penalty if you have no Dex.
AQ DF  Post #: 177
7/16/2019 1:21:05   
Primate Murder
Member

Heavily inspired by the Heart of Cryohem monster from Dragonfable.


Ancient Runed Golem (Challenge)

Multi-element 5-monster mob
MRM slightly above average, has a focus on Magic
High Str and End, Dex secondary.

The Runed Golem has around 60% of the mob's total hp, the other four monsters are Ancient Runes, with about 10% total hp each.

- The Runed Golem deals a low amount of earth damage, and inflicts a long-lasting Prismatic Burn.* Takes 25% less damage per each rune present (so no damage when all four are).

- The Ancient Runes deal damage of a random element. Have equal chance of a high-damage attack and a paralysing attack.

- When the mob has enough sp and less than 4 Runes present, it uses a skill which brings the number of Runes back to 4. The skill is disabled once the Runed Golem dies.

- Has the Freedom status (because you can't Mesmerize or paralyze a hunk of stone - or floating runes, for that matter).

*The Golem summons an ancient Rune that assaults you with corrosive elemental magic!

Appearance: A large, crudely carved golem of black stone, with engraved shimmering runes. When entering the battle, the runes glow and manifest around the golem.
Description: Archeology is a dangerous business.

< Message edited by Primate Murder -- 7/16/2019 1:23:39 >
AQ DF  Post #: 178
8/2/2019 8:06:04   
Primate Murder
Member

Ever since Zhilo was pretty much confirmed to be the guy who stole Mayhem's power, I've been plagued with all these axe puns. I figured I should share the joy.


Axe-odus

Melee energy axe
+3 bth lean
no-proc, so *1.08 damage

Effect: Click on the head of the axe to activate the ASP skill. It's quickcast, usable once per turn, and costs 45% melee in sp. For one round, all your weapon attacks become automatic Lucky Strikes. Monster can resist the effect (Str/Luck vs Int/Luck) with +0 bonus to save.

Appearance: A greek battleaxe with a large head and a fairly short haft. Has an asp (serpent) etched into the head.
Description: A weapon left behind by the members of the Axe-celsior Guard who chose to leave the city, rather than partake in the conflict. By attuning yourself to the weapon, you can use ASP (Axe-tra Sensory Perception) to strike at the gaps in your foe's armor!
AQ DF  Post #: 179
8/2/2019 8:51:01   
Primate Murder
Member

Both a tribute to the recent film and an amalgation of ideas I had a while ago.


Jaw-elin

Ranged water spear
Toggles between 0-proc and 100-proc (so *1.08 or *1.1 damage depending on the form)
-3 bth lean

Effect (free): The player looses 9 MRM and deals +15% damage on all weapon attacks.

MC: All normal attacks deal +[SP% / 10]% damage. (so +10% damage at max sp and +0 at no sp)

Appearance: A large wooden spear tipped with a shark's jaw.
Description: A simple, but effective weapon used by the tribal Samoan warriors. Though crude and unwieldy, it packs quite a punch, and will deal even greater damage when you're brimming with spirit!
AQ DF  Post #: 180
8/11/2019 6:27:36   
Primate Murder
Member

Fallen Guardian Set
Wind set with abilities based on BoA.


Fallen Guardian

FO wind armor, has a light secondary
MRM average, has a slight focus on Melee
7 hit attack at -5 bth lean.

MC: Click on the chest to activate the Guardian Spirit Dragon skill.* This is a spell-type wind skill that does damage worth (WindResist*EleComp*20/1.4)% of monster's MaxHP, and costs sp of a standard skill.

*Summon the ghost of an ancient Guardian Dragon to lay waste to your foe!

Appearance: Background of scattered broken and half-burried blades. The attack is the player rushing at the monster and violently hacking at it. The skill animation is the player slashing in front of them, opening a rift, from which the ghost of a guardian dragon attacks. At the beginning of the battle the player shuffles in, notices the monster and screams in rage; when dying, the armor falls down while the spirit rises up. The armor looks like guardian armor, pierced by half a dozen blades, spears and arrows.
Description: The armor of a guardian fallen in some long forgotten war, but unable to find rest.


Shattered Awe

Wind weapon, toggles between a melee sword, a ranged spear and a magic staff
-3 bth lean

20% proc, has three specials:
- 'Health Vampire', deals 1.5x damage of a standard special, but the player looses hp worth 75% melee.
- 'Mana Vampire', (only activates if the player has enough mp) deals 1.5x damage of a standard special, but the player looses mp worth 75% melee.
- 'Soul Vampire' (only activates if the player has enough sp) deals 1.5x damage of a standard special, but the player looses sp worth 75% melee.

MC: Click on the blade to activate the Summon the Boatman skill.* The skill has the standard sp cost; an 80% chance of using attack 1, and 10% chance of using either attack 2 or 3.
- Attack 1. Deals damage of a standard weapon skill.
- Attack 2. PWD.
- Attack 3. PWD against the player.**

*Attempt to summon the Boatman at your own peril!
**YOU DARE!


Appearance: Based on the weapons of Awe. Sword - filled with cracks, dull and with a large part missing, looking more like a scimitar. Spear - gnarled and slightly curved, with a serrated blade where a part has broken off. Staff - dirty and twisted, with a large crack running through the orb.
Description: This legendary artifact, wielded by a guardian slain a long time ago, can grant massive power. An enterprising user can even attempt to subjugate death using this awe inspiring magical blade!


FSB: Guardian Spirit Dragon and Summon the Boatman skills deal +10% damage.
AQ DF  Post #: 181
8/17/2019 4:15:15   
Primate Murder
Member

The Warden Set
Energy set with a focus on dodging and shutting down the monster.


Si Vis Pacem

Energy shield
High MRM, slightly weak to Melee.

Effect (passive): While the shield is equipped, the monster is inflicted with Sealing of Sight, which gives it -10 bth lean; no save. (renamed Agony's Blood effect)

Effect (MC): Click on the shield* to gain 50% chance of automatically dodging any attack for one round. Quickcast, usable once per turn and costs 59.5% melee in sp.

Concentrate on the Void energy inside the chains to blink away from the attacks of your foe!

Appearance: Chains wrapped around the armor's forearm.
Description: These chains signify both your desire for peace and the lengths you would go to in order to maintain it.


Delenda Est

Energy melee/magic sword
+5 bth lean
20% proc, but instead of extra damage, both the player and the monster are inflicted with Bound Together (loose hp worth 12.5% of the damage they deal) for the rest of the battle; no save. The effect stacks upto 4 times, and becomes a standard 20-proc special afterwards.

Effect (active): Click on the hilt* of the sword to inflict the monster with Shackled; no save. While the monster is Shackled, it takes and deals *0.8 damage from and with all attacks. (renamed FD lean)

Effect (MC): If the monster has less than 10% of its MaxHP, you can click on the blade** to activate the Banishment skill.*** It costs 40% melee in sp, and deals 5 hits, with each hit equal to the monster's current HP.****

*Shackle your foe with ethereal chains of Void energy, limiting its range of motion.
**Wield the eerie energies of Delenda Est to Banish the monster back to the Void from which it came!
***(MonsterName) is too strong to Banish!
****(MonsterName) no longer has the strength to resist the pull of the Starless Cells!


Appearance: A slender katana of dark-blue steel with veins of purple, similar to the color of the Void; has chains wrapped around the guard. The special shows the blade disintegrate into Void particles, with chains flowing across the screen. Banishment creates a purple-blue pentagram above, into which the monster is sucked.
Description: A razor-sharp blade composed of strange void energies, this katana can create a sympathetic link between you and your foe, hurting one when the other is harmed.


Warden of the Starless Cells

FO energy armor, has a darkness secondary
MRM high, with a slight weakness to Melee
3-hit attack at +5 bth lean.

Effect (passive): The player has 20/1.4% chance to automatically dodge any attack (stacks with Si Vis Pacem's skill). Costs 20% melee in hp.

MC: Click on the arm to toggle between inflicting hp,* mp** and sp*** Disease equal to 25%, 37.5% and 28.125% of damage dealt respectively. No save.

*Seal the restorative ability of (MonsterName) to prevent them from healing!
**Bind the mind of (MonsterName) to prevent them from regaining mp!
***Bind the spirit of (MonsterName) to prevent them from regenerating sp!


Appearance: A slender figure resembling both the Huntress and Soulweavers from Dragonfable. Attack is blinking forward for a slash, blinking behind the monster for a stab, then another blink-slash from the front.
Description: The Starless Cells are a timeless prison located in the deepest reaches of the Void, where criminals who are too dangerous, too powerful, too immortal are kept locked away. As a Warden, it is your duty to watch over the prisoners and, if need be, track down any escapees.


Warden's Cloak

Gives max bonus to Ranged and Magic defences
Gives (max damage bonus)/1.4% chance to automatically dodge any attack.

MC: Passive, breaks you free from the following statuses: daze, fear, freeze, hypersalinate, paralyse, petrify, sleep, thermal shock. This costs SP, except for the first time per battle, which is free. (copy of the werepyre passive)

Appearance: A dark blue and purple camouflage designed to meld with the Void.
Description: This cloak marks you as a Warden of the Starless Court, allowing you blend in with your surroundings and slip through the Void to escape any bindings. When used with full Warden regalia, it can even protect you from the harmful effects of the Void!


FSB (armor+shield+weapon+misc): The player takes -50% damage from Harm and -25% from Void attacks.

< Message edited by Primate Murder -- 8/19/2019 1:57:19 >
AQ DF  Post #: 182
8/17/2019 4:29:26   
Primate Murder
Member

I wanted to keep true to the original theme, making it a phenomenon rather than a spell, hence the 'type other' attack.


Powerword Red Fog (revamp)

8 hits of alternating fire and wind element at +10 bth lean (try dodging fog). Deals 1.5x damage of a standard spell, with 33% chance of each hit targeting the player and 67% chance of targeting the monster. Has no other cost.

This is treated as a type 'Other' attack, similar to Guardian Dragon or Ally Assist.

Appearance: A thick red fog.
Description: Some places in the world hold their own magic, which can be called forth using the words of power. Be wary, though - the Fog does not discriminate between anybody caught within its area of effect!
AQ DF  Post #: 183
9/7/2019 1:48:12   
Primate Murder
Member

Call Xerxes

Calls an sp-costing ice guest.

Effect (free): Xerxes deals +100% damage, but the player has 43.75% chance of being Paralysed for one turn.* The player can resist (Cha/Luck vs VStat) with +0 bonus to save.

Effect (MC): When the monster has hp<50%, Xerxes has 20% chance to gain celerity.** Monster can resist (Cha/Luck vs End/Luck) with +0 bonus to save.

*Don't get in my way!
**Oh? You're not dead yet?


Appearance: Xerxes.
Description: The avatar of destruction was bored enough that he agreed to tag along on your adventures. His power is overwhelming - but he has a tendency to forget that he's not fighting by himself!

< Message edited by Primate Murder -- 1/11/2020 0:10:29 >
AQ DF  Post #: 184
9/7/2019 2:07:26   
Primate Murder
Member

Dragonhunter Bow

Ranged earth bow
100-proc, so *1.1 damage
2 hits at +10 bth lean.

MC:
- When fighting non-wind Drakel/Dragonkin, the player has 10% chance to gain celerity at the end of each turn.
- When fighting wind element Drakel/Dragonkin, or a non-wind Dragon, the player has 15% chance to gain celerity at the end of each turn.
- When fighting a wind Dragon, the player has 30% chance to gain celerity.

Either way, the celerity only affects the player (not pet/guest), and can be resisted by the monster (Dex/Luck vs Int/Luck) with +0 bonus to save.

Appearance: A huge wooden bow as long as the player is tall.
Description: This heavy-duty bow was wielded by dragonhunters of old, requiring immense strength and skill. Its arrows can pierce even the toughest dragonhide and can be shot from a long way off, allowing the archer to relocate and shoot again while the dragon figures out where the shot came from.

< Message edited by Primate Murder -- 9/7/2019 2:27:12 >
AQ DF  Post #: 185
9/7/2019 2:26:26   
Primate Murder
Member

Dragonguard's Serendipity

Magic energy wand
4 hits at +5 bth lean
20% special, but instead of extra damage, you gain +37.5% LS rate on your next spell.

MC:
- When fighting non-water Drakel/Dragonkin, the player gains +9.375% LS rate on all energy spells.
- When fighting water element Drakel/Dragonkin, or a non-water Dragon, the player gains +14% LS rate on all energy spells.
- When fighting a water element Dragon, the player gains +28.125% LS rate on all energy spells.

Appearance: An ornate wand topped with a dragonsbane orb. The attack summons a series of lightning strikes down on the enemy.
Description: This relic of the past dragon wars remains unceasingly vigilant, blessing all spells flung at draconic foes with good fortune.

< Message edited by Primate Murder -- 4/19/2020 4:56:48 >
AQ DF  Post #: 186
9/7/2019 3:32:58   
Primate Murder
Member

Thermostabiliser

Compression ice/fire shield (MC)
Average MRM, looses 3 for the effect.

Effect: The player takes -50% damage from all Burns and Prismatic Burns.

Appearance: A quicksilver disk with a thermometer in the middle.
Description: A magical shield that can protect you from temperature-based attacks and leech off the heat from your wounds, soothing any burns you might suffer.

< Message edited by Primate Murder -- 4/25/2020 6:40:50 >
AQ DF  Post #: 187
9/7/2019 3:42:03   
Primate Murder
Member

Lucky Shield

Earth shield with a focus on MRM.

MC: The player is inflicted with Lucky whenever you block a hit (+214.44*[hits blocked]/[hits attempted] Luck, 1 round). Monster can resist (VStat/Luck vs Cha/Luck) with +0 bonus to save.

Appearance: A green shield in the form of the four-leaf clover.
Description: Left behind by the retreating leprechaun army, this shield grants extra luck to those bold and agile enough to seize it!
AQ DF  Post #: 188
10/2/2019 5:31:01   
Primate Murder
Member

Bard of Medrovia

FD ice armor
MRM average, with a slight focus on melee
2 hit attack at -5 bth lean.

3 skills:

- Inspire Pet. Toggle. The player takes *1 damage instead of *0.8, and the pet gains celerity. Monster can resist (Cha/Luck vs Cha/Luck) with +10 bonus to save, or -20 penalty if the pet has a dragon tag.

- Inspire Guest. Toggle. The guest gains celerity (paying upkeep for both turns). Monster can resist (Cha/Luck vs Cha/Luck) with +10 bonus to save, or -20 penalty if the guest has a dragon tag.

- Fiddle Hero. 3-hit spell-type ice skill, using Cha as MainStat and gaining elecomp bonus to damage. Deals 95% damage normally, but deals 107.5% damage instead if your pet or guest has a dragon tag, and 115% damage if both do.

Appearance: Slightly buffer then the usual BoW armors, with a blue fur cloak of a style resembling Cyrus'. The handle of the fiddle is decorated with a carved dragon's head.
Description: Proof that the fiddle is mightier than the sword! This bard hails from the northern reaches of the Dragonspine mountains, bringing with them stories and songs about draconic heroes!

< Message edited by Primate Murder -- 10/13/2019 4:22:53 >
AQ DF  Post #: 189
10/2/2019 5:43:48   
Primate Murder
Member

Based on DF Sepulchure's reaction to seeing his dragon.


Sepulchure's Gift

Effect: For the next 5 rounds, your pet's attacks are locked to Darkness and inflict dark element Burn (power: 4, duration: 1 round). Monster can resist (Cha/Luck vs End/Luck) with +0 bonus to save.

Costs mp of a standard spell.

Appearance: A dark crimson flash, coloring your pet into shades of black and grey.
Description: A truly evil spell for those who cannot tolerate small, digustingly cute cuddly creatures.
AQ DF  Post #: 190
10/2/2019 6:59:48   
Primate Murder
Member

Inspired by the artifacts from DF. As AQ doesn't have any up-to-date classes, I've made one for a subrace.


Blood of the Nosferatu

Str drive
Dex drive
+20% damage bonus to weapon attacks.
Modifies the last 5 skills of the Vamp subrace armor:

- Level 6: Blood Wraith. Active. Heals the player for 75% hp of a standard healing spell, using Str+End for stats. Afterwards, the player deals +50% damage for one round (/0.75 for magical weapons; /2 for spells). Costs sp of a standard skill. Decription: Temporarily transform into a spectre of blood and death, regenerating damage and lending your strikes the power of undeath.

- Level 7: Monster in the Dark. Passive. The player gains +105 Initiative. Description: You remain unseen and unheard, becoming one with the shadows around you until it is time to feast.

- Level 8: Inhuman Strength. Toggle. Hp-costing Str drive. Description: As an undead, you don't have to worry about pulling a muscle or straining a ligament. Draw upon the full power of the human body to gain increased Strength!

- Level 9: Blade of the Night. Active. Quickcast, 1/turn. For one round, your weapon attacks are changed to Darkness, and you gain Hypercritical (100% chance of LS). The monster can resist the later effect (MainStat/Luck vs Dex/Luck) with -10 penalty to save. Description: Vampires are immortal, barring any mistakes. That old age allows you to bring your swordsmanship to another level, imbuing your blade with the power of the night itself!

- Level 10: Evolve. Toggle. Pays hp instead of mp (everything else stays the same).

MC: Vampire armor level 2 Passive: Drink doubles in power.

Costs sp.

Appearance: A small vial of blood.
Description: In your veins runs the blood of your ancestors, feral and wild and powerful. You have little use for magic and wisdom and subtlety, relying instead on your claws and instincts to rip apart your foe and feast upon their lifeblood.

< Message edited by Primate Murder -- 10/15/2019 3:00:22 >
AQ DF  Post #: 191
10/15/2019 6:50:11   
Primate Murder
Member

Darkovian Classes are offense-oriented, so I figured the ultimate Darkovian class should focus primarily on all forms of damage, while retaining a distinct identity.


Dracopyre Transformation
Basic subrace armor.

FO armor with a fire secondary; dark for Dracopyre of the Night and earth for Graceful
MRM focuses strongly on Melee, being somewhat weak to Ranged and Magic
2 hit attack at -3 bth lean.

Appearance: I'll borrow Zenn's idea of a swanky suit when untransformed, with a dress for the female faces. And when Unleashed, brushing up the classics to modern standards should work just fine.
Description: Vampirism, lycanthropy, rage of a thousand dragons - you have absorbed every curse Darkovia has to offer, and in return gained an offensive might that could not be matched by lesser beings.


Level 0: Fervor - Passive
Each new enemy is a chance to test your new strength, be it to protect the innocent or to subjugate them. Alas, few are worthy, and you may quickly find yourself growing bored...

Deal (75 + (Curses)*5)% damage on all armor attacks. Start with 14 Curses and loose one each turn* to a minimum of one. Resets at the end of the battle.

*You find yourself growing bored with your current opponent. All attacks deal x damage.


Level 1: Corruption - Toggle
Distilled so much, dracopyric blood is not enough to change your foe, but still wreaks them with the pain and agony of the transformation.

At the end of your turn, your opponent is inflicted with Poison (weapon element; lasts one round; Power: 2.5 * HitsConnected). Monster can resist (MainStat/Luck vs End/Luck) with +10 bonus to save, or -20 penalty if the monster is inflicted with Burn.

Costs 25% melee in sp each turn.


Level 2: Wrath of the Slain - Passive
You were not the one who killed a thousand dragons to steal their power, but their fury and burning wrath still resonate through your blood, harming you and anybody around you who is too weak to resist.

At the end of each turn, you loose 15% melee in hp. All your Burns and Poisons deal double damage.


Level 3: Resurgence - Active
Unleash a portion of your curse to regain some interest in the current battle.

Quickcast, usable once per battle. Regain 4 Curses.


Level 4: Overwhelming Power - Active
Flare your aura to show your opponent the difference between the two of you. Those without resolve will find themselves utterly crushed.

Quickcast, usable once per turn. Your opponent is inflicted with Fragile (-50 End) for one round. Monster can resist (Cha/Luck vs Cha/Luck) with +10 bonus to save, or -20 penalty if they're inflicted with Burn or Poison.

Costs 50% melee in mp.


Level 5: Those Who Lead - Passive
Dracopyres are the natural leaders of Darkovia. They're strong, resilient, charismatic - and this allows them to inspire others to follow them into battle with equal fervor.

Your pets and guests get the benefits (and the drawbacks) of Fervor and Unleashed skills.


Level 6: Drain - Active
Drain the blood from your foes to refilling your hp and mp reserves!

Perform a normal attack. Afterwards, the monster makes a save (MainStat/Luck vs End/Luck) with +10 bonus to save, or -20 penalty if they're inflicted with Burn or Poison. If the monster fails, you regenerate hp equal to damage dealt, and mp equal to 1.5x damage dealt.

Costs sp of a standard skill.


Level 7: Path of Damnation - Passive
As a dracopyre, the curses are in your blood - literally. While this means you're quite succeptible to being cursed, it also means that you can curse others with increased ease and elegance.

Both the player and the monster gain Status Potency (+10). Basically, every status on the field (by player, monster, pet or guest) has increased chances of being inflicted.


Level 8: Arrogance - Passive
Madness of a lycanthrope, combined with the pride of a dragon and the immortality of a vampire, ensure that you fight with little care for personal safety. After all, what's the worst that can happen?

The player takes +(15/1.4)% damage from enemy attacks, and the monster makes a save for each hit done by the player. The save is player's MainStat/Luck vs End/Luck, and the monster gains +10 bonus to save, or -20 penalty if it's inflicted with Burn or Poison. If the monster fails, each hit does +40% damage.


Level 9: Dragon's Breath - Active
Open the battle by searing your foe's flesh with the flames of a thousand dragons, making them 'feel the burn' for a long time to come.

Spell-type fire skill, 1 hit at +10 bth lean with elecomp bonus to damage. Costs double the sp of a standard skill and deals damage of a standard attack (50% skill damage). If the attack hit, the monster's inflicted with fire Burn (Power: 4*elecomp) that lasts for 10 rounds. Monster can resist (MainStat/Luck vs End/Luck) with +10 bonus to save, or -20 penalty if it has MaxHP.


Level 10: Unleash the Curse - Toggle
Supress your humanity and give free reign to the curses hidden in your blood, granting monstrous strength to you and your followers!

Double the damage gained from your Curses, both for the Fervor and Those Who Lead passives.

Costs (ChargesRemaining)*5% melee in hp + (ChargesRemaining)*5% melee in mp.

< Message edited by Primate Murder -- 1/15/2020 11:43:01 >
AQ DF  Post #: 192
10/20/2019 13:37:19   
Primate Murder
Member

MageKnight
Energy set for warriors with Int.


Runic Wardarmor

Energy shield with a secondary to light.
MRM slightly lowered to max out resists.

MC: Click to spend 35% melee in mp to reduce the damage you receive from monster attacks by 25%. If the monster doesn't attack, then you keep the damage reduction until it does attack. This can be stacked twice for a max of -50% damage. Basically, an energy copy of Radiant Aegis. (calc: 25*1.4)

Appearance: Invisible, but when you block a hit, shows a blue runic sphere surrounding the player.
Description: A mobile wardstone that protects you from the attacks of your enemies. When infused with arcane energy, the protection becomes even stronger, reducing damage from enemy assault up to 50%!


Runesaber

Energy melee sword
+5 bth lean
No special, so *1.08 damage.

Effect (passive): By paying 15% melee in mp, all normal player attacks deal +15% damage. If you lack mp necessary, the sword unequips and you re-equip your no-drop weapon.

MC: Click on the blade to do a double damage attack. This is treated as a weapon-based melee skill, does 6 hits of damage, first one dealing 50% skill damage and the other 5 dealing 10% each. Costs 100% melee in mp (80% mp of a standard spell).

Appearance: A black metal hilt with a swirling blue stone in the pommel. When equipped, a dark-blue blade resembling a bastard sword materializes. When not enough mp, the blade vanishes. The skill summons a giant glowing sword that falls on the monster and dicharges electric energy as it vanishes.
Description: An elegant weapon from a more civilized age, this runic rod can shape the wielder's mana into a solid construct. When imbued with enough energy, the Runesaber can summon an even larger version of the blade to destroy your foe!


MageKnight

Energy armor with a light secondary
MRM slightly lowered to enhance the resists
2-hit attack at +5 bth lean.

Effect (passive): At the end of your turn, you pay mp worth 15% melee and the monster makes a save (MainStat/Luck vs Int/Luck) with +0 bonus to save.** If it fails, the monster is inflicted with Runic Blight* for one turn, dealing -(15/1.4)% damage and taking +(15/1.4)% damage. If you lack mp necessary, the effect is disabled.

MC: Once per battle,**** you can click on the bracer to use Runeblast.*** It's a ranged energy spell that deals 10 hits at +10 bth lean, costs 100% melee in mp and gains elecomp bonus to damage. It also gains extra damage based on the number of set pieces you have equipped: +25% damage with armor alone, +50% with armor and weapon/shield, and +75% with all three. (1/battle compensation + FSB)

*The monster is enveloped in arcane energy, lowering the power of its strikes and increasing the damage it takes from your attacks!
**(MonsterName) uses its arcane knowledge to deflect the waves of arcane energy.
***Use the Runestone imbedded into your bracer to unleash a powerful blast of arcane energy! The spell grows even stronger when fortified with runes from Runesaber and Runic Wardarmor.
****Your Runestone needs time to recharge its arcane energy!


Appearance: Based on Sir Leon. Dark leather overlaid with armor plates, blue mana stones, and a togglable cape. Also has a Runestone imbedded in the right arm bracer.
Description: Armor of a MageKnight, one of the few that remain in these times. MageKnights complement thair martial skill with magical energies and employ a variety of arcane tools to both attack and defend.
AQ DF  Post #: 193
11/27/2019 10:12:25   
Primate Murder
Member

Phantasmal Puppeteer

FO wind armor with a focus on MRM
3 hit basic attack with +5 bth lean.

MC: Click to toggle on Phantasmal Marionette, which costs the sp upkeeep of a standard guest each turn. While toggled, you gain the following effects:

- your normal attack changes to a single hit with +10 bth lean,

- your attacks are locked to wind and gain elecomp bonus to damage,

- you deal *2 damage with all weapon attacks and specials, using Cha as MainStat,

- your pet and guest do not act.

Appearance: An old-style puppeteer, with a black suit and a togglable tophat. Basic attack summons three possessed wooden puppets. Toggle summons a ghost of a beautiful woman in a red dress, controlled via barely perceptible spiritual strings from the puppet master's fingers. Death animation has the puppeteer being torn apart by his puppets.
Description: You might have slight control issues...

< Message edited by Primate Murder -- 11/27/2019 10:18:42 >
AQ DF  Post #: 194
11/27/2019 10:47:13   
Primate Murder
Member

Neko Ranger's Bow

Ranged earth bow
no extra special, so *1.1 damage
1 hit at -3 bth lean.

MC: Click on the bow to activate Full Draw. This skips your turn, and you use the skill attack (301% melee damage) next turn. Costs 40 Neko Charges.

Effect (subrace): Like all other neko weapons, the Bow passively gains Neko charges each turn.

Appearance: A wooden longbow with no particular adornments.
Description: The weapon of neko rangers, the main archery force of the neko military.
AQ DF  Post #: 195
11/27/2019 11:01:11   
Primate Murder
Member

Neko Scout's Bow

Ranged earth bow
20% special, but instead of dealing extra damage gives +50% damage to your pets and guests for one round
3 hits at +3 bth lean.

MC: Click on the bow to perform a Scouting Shot. This costs 14 Neko Charges and makes all your pet and guest attacks autohit for one round.

Effect (subrace): Like all other neko weapons, the Bow passively gains Neko charges each turn.

Appearance: A short wooden bow with no particular adornments.
Description: The main weapon of the neko vanguard, designed to scout out the enemy forces.

< Message edited by Primate Murder -- 4/26/2020 3:20:31 >
AQ DF  Post #: 196
1/10/2020 19:15:55   
Question Mark?
Member

I love your ideas! ^_^ I really appreciate the love you show to beastmaster, status effect, and other support type builds. I can only hope necromancer class ends up being as fantastic as your suggestion. <3
AQ DF MQ AQW  Post #: 197
1/13/2020 7:30:42   
Primate Murder
Member

Thank you for your support!

And here's a new set, based on my favorite part of the year's Frostval quests.


Shock Trooper
Energy warrior set with blow-deflecting enchantments, high damage offensive and retaliation tactics.

Mettle

Energy shield with a focus on MRM
Ranged > Melee > Magic defenses.

Effect (passive): Monster gains the Charging status (renamed berserk).

MC: Hold the Line toggle. You are inflicted with the Phalanx* effect:

- You gain double the sp at the beginning of the turn (50% melee total).

- You gain +18 MRM.

- You gain a damage boost +(100 * HitsBlocked/HitsAttempted)% for one round whenever you block a hit, with usual modifiers for magical weapons and spells.

- Monster makes a 50/50 save at the end of each turn, using Str/Luck vs player's Str/Luck. If it succeeds, it gains celerity for one round.

*You form a cohesive formation with your allies, regaining your spirit, increasing defenses and punishing failed monster strikes at the expense of ceding the offensive to the enemy!

Appearance: A heater shield with a crest of storm clouds swirling around the Thunder Mountain.
Description: A shield from the ancient kingdom atop the Thunder Mountain. The hidden message reminds you that only by showing great courage in the face of danger will you have the resilience to maintain a steady, inexorable advance.


Vigor

Energy melee sword
No special, so *1.08 damage
+3 bth lean.

Effect (passive): You gain the Feint and Flank status. If you block at least one hit, you gain +(100 * HitsBlocked/HitsAttempted)% damage bonus for one round, with usual modifiers for magical weapons and spells. If the monster blocks at least one hit, it gains +(100/1.4 * HitsBlocked/HitsAttempted)% damage bonus for one round instead.

MC: No More Games toggle. You gain the No More Games* effect:

- You make a 50/50 save at the end of each turn to gain celerity (Str/Luck vs Str/Luck).

- Weapon's bth lean changes from +3 to -3.

- You have a 20% chance of taking +75/1.4% damage from enemy attacks.

- You pay 35% melee sp each turn.

*You charge the enemy forces, taking a great personal risk for a chance to destroy the enemy forces!

Appearance: Based on the Frost Trooper's sword, but brushed up to modern standards and colored a stormy grey. Attacks with it leave a brief stormy afterimage.
Description: A weapon from the ancient kingdom atop the Thunder Mountain. The inscription on the blade claims only those with the spirit and boldness to charge into the ranks of their enemies may wield this sword!


Shock Trooper

Energy armor with ice and wind secondaries
High MRM with a slight weakness to magic
2 hits - first at +3 bth lean, second at -3 bth lean

Effect (passive): You gain On the Move status. All weapon attacks, specials, spells, pet, guest and monster attacks loose 10 bth. (reverse Goggernaut Helm)

MC: Click on the helm to toggle on the Champion* status effect:

- All your weapon attacks deal +50*(1 + HitsBlocked)% damage, with /0.75 modifier for magical weapons.

- You gain +15 MRM.

- Monster gains the Desperation status effect, getting a bonus to Str or Int (whichever is its main damage stat) worth 15% melee. (Should be ~42 bonus stats, based on BBB.)

- You pay 75% melee sp each turn.

FSB: Maintain the Offensive skill. Quickcast, 1/turn, costs 50% melee sp. Monster does not make a save against the Shock and Awe status this round.

*Remove your helm, revealing yourself to be a true champion rather than a rank and file mook! Be warned though upon realizing how outmatched it is, your foe may pull upon untapped reserves, striking with all the desperation of a cornered rat!

Appearance: Uses Frost Trooper as base, brushed up to modern standards and colored a stormy grey. Removes the helm on Champion toggle, replaces it when the toggle is turned off. The first hit of the attack throws a lightning bolt from the weapon, the second is rushing forward and stabbing the monster.
Description: Armor of the elite forces of the ancient kingdom atop the Thunder Mountain. As swift as the storm and as willful as lightning, the storm troopers possessed the bravery to rush first into the breach and the skill to hold it until reinforcements arrived. Their mettle and vigor allowed them to employ blitzkrieg tactics that left their foes unable to attack or defend.


FSB: At the beginning of battle, inflict Shock and Awe on your opponent that lasts until a save (MainStat/Luck vs Cha/Luck) with +10 bonus if it won the initiative and -20 if it didn't. While under the effect, monster is Blind (-15 bth) and EleVulned (takes +25/1.4% damage).
AQ DF  Post #: 198
1/15/2020 3:41:00   
Primate Murder
Member

Swinging O'Teeny

Melee earth flail
20% proc
-5 bth lean.

Effect (+MC): You randomly pay 0-30% melee hp and gain double LS rate and damage.

Appearance: Holding O'Teeny by his leg and swinging him around. On proc, you accidentally let him fly, he hits the monster and bounces back at you. May or may not be accompanied by various amounts of threats, swearing and screaming.
Description: An improvised weapon for those in a hurry! O'Teeny will kick, scratch and bite, but with a good swing, you may shake out some of that famous leprechaun luck!
AQ DF  Post #: 199
2/3/2020 0:38:52   
Zennistrad
Member

I really like the Shock Trooper set, but the shield strikes me as being slightly overpowered. I'm interested in seeing how you got the calculations for that one, at the least.
AQ  Post #: 200
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