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2/3/2020 1:28:22   
Primate Murder
Member

Glad you like it!

As for the calculations, they're fairly simple: The berserk infliction is free, since it only shifts some things around, without adding anyting. 50/50 monster celerity is worth 70% melee. I use 25% of those for sp regen; 15% for the damage boost (15/0.15); and put the rest into MRM (30*0.85/1.4).

Now, for the actual suggestion:


Heir to the Night

Effect: A passive spell. Clicking on it does not activate anything, but if it's located in your active inventory (the first 8 slots), all your Melee and Magic weapon attacks and specials use INT/16 + STR/16 for damage and STR*3/40 + INT*3/40 + LUK/40 for accuracy. Magic attacks also get +1/3 damage (LS damage not affected) to bring them up to Melee standard. This doesn't affect Ranged attacks and doesn't affects attacks that already have their stat damages changed by another source.

Effect (subrace): If you're using a werepyre armor, the spell gives +10% damage to weapon attacks and specials instead.

Appearance: none.
Description: Draw upon your werepyric ancestry, combining vampires' magical mastery and werewolves' physical dominance to strike down your foes!

< Message edited by Primate Murder -- 2/3/2020 22:49:40 >
AQ DF  Post #: 201
2/15/2020 13:28:48   
Primate Murder
Member

Adept of the Deeps Set
A sacrifice-based water set for mages.

The Book of Dagon

Water shield with a darkness secondary
MRM mostly focuses on Magic defense
Pays 3 MRM for the second spell (you're trying to protect the book).

MC: Click on the cover of the book* to cast Revelations of Father Dagon. Quickcast (because talking is free action), usable once per turn. Pay around 55% melee sp to inflict Giggling Madness (-100 Cha) for 3 rounds. Monster can resist (Int/Luck vs Int/Luck) with +0 bonus to save.

Click on the pages** to cast Shadow Over Sea. A harm spell that deals 35.5% damage and attempts to randomly inflict Control on the monster for 1, 2 or 3 turns. Monster can resist (Int/Luck vs Int/Luck) with +10 bonus, or -20 penalty if it has Cha below 0. Costs mp of a standard spell.

*Share the knowledge found in the Book of Dagon with your opponent!
**Summon the deep sea to draw your opponent into a fathomless nightmare!


Appearance: A large tome with faded pages and an image of Dagon on the cover.
Description: The unholy book of ancient things. Many have been drawn into madness trying to decipher it.


The Staff of Kathool

Water staff, click on the handle to toggle between 0-proc and 100-proc
No special, so deals either *1.08 or *1.1 damage depending on the mode
0-proc has a -3 bth lean; 100-proc has 4 hits at +3 bth lean.

Effect (passive): Pay 45 Luck to deal +28.125% damage with all water spells.

MC: Click on the head of the staff to summon Spawn of the Stars guest. It has an mp upkeep and boosts the Staff's damage by an equivalent amount (around +22%, then /0.75 since magic weapon). Spawn of the Stars doesn't have a regualr guest attack, but at the end of its turn both player and monster loose hp worth 2% of their MaxHP. Damage is doubled if the target has Cha below 0.

Appearance: A gnarled staff of coral and wood. From the top third up, tentacles start to grow, clinging to the staff like vines until they form a figure resembling an eye at the top of it. 100-proc animation summons up a well of dark water, and the monster is attacked by tentacles hiding in it. The guest resembles an asymmetric portal glowing with eldritch light.
Description: A relic from an ancient cult worshiping the Deep Ones. This twisted staff will enhance the power of any spell calling upon the Abyss and can summon an eldritch monstrosity from beyond the stars to drive the sane into madness!


Adept of the Deeps

FD water armor with a darkness secondary and a light tertiary
MRM focuses mainly on Magic
3 hit attack at -5 bth lean.

Effect: Pay 50 Cha to gain +20 Mental Potency. (calc: 250 Cha gives +50% melee via pet+guest, so 10% melee = 50 Cha)

MC goes into the following two skills:

Whispers of Madness.* An sp-costing skill that does no damage, changes monster's next attack to random element and removes any damage-reducing debuffs from it (such as stuns, choke, blind, etc).

Nameless Things.** Requires Whispers of Madness to have been cast during this battle. Mp-costing spell that follows the element of your weapon. Deals *2 *132/109 damage of a standard spell and is unaffected by any damage reducing statuses like blind, choke, panic or cold. (calc: 2 turns + 2 skill costs = 400% melee, and 132/109 compensates for random element monster attack)

*Grant your opponent the forbidden knowledge of the Great Old One!
**...then exact the heavy price for it.


Appearance: Black and deep sea green hooded robes with the symbol of an eye on the chest. Keeps dripping water. Whispers of Madness has no animation, but Nameless Things summons hideous underwater monsters to assault your foe.
Description: Don the robes of a cultist of the Deeps and wield the power of the Great Old Ones to drive your foes into madness!


FSB: Nameless Things spell deals +20% damage against monsters with Cha below 0.
*That is not dead which can eternal lie. And with strange aeons even death may die.

< Message edited by Primate Murder -- 2/15/2020 13:36:19 >
AQ DF  Post #: 202
2/23/2020 4:31:43   
Primate Murder
Member

After reworking my knight suggestion, I found that I still had a few ideas left over. Hence, the followng two sets.


The Fallen Phoenix Set
Offensive fire set, featuring burns and elelock effects.

Phoenix Daemon

FO fire armor
MRM focuses on Ranged, then Melee and Magic
3 hit attack at +3 bth lean, changes to 1 hit attack at -3 bth lean when elelocked.

Effect: Click on the armor's chest to lock the armor's attacks to fire and gain elecomp bonus to damage.

MC: Qc skill. Usable once per turn and costs 100% melee sp. It has different effects based on whether or not you're elelocked:

- Phoenix Fury (elelocked). You gain 2 round Elemental Empowerment (fire), dealing *1.25 damage with all fire attacks (/2 for spells, *4/3 for magical weapons), and inflict EleVuln on the monster (2 rounds, fire, +50/1.4% damage). Monster can resist the EleVuln (MainStat/Luck vs End/Luck) with +0 bonus to save. If you already have EleEmp, the skill's cost is halved and it only inflicts elevuln.

- Phoenix Fall (unlocked). You gain 2 round Phoenix Rush status (gain celerity against burning foes) and inflict the monster with weapon element Burn (power: 5, duration: 2). Monster can resist celerity (Dex/Luck vs Dex/Luck) and Burn (MainStat/Luck vs End/Luck) with separate 50/50 saves. If you already have Phoenix Rush, the skill's cost is halved and it only inflicts Burn.

Appearance: Based off the Demonic/Devilish armor, but instead of black plate, uses armor similar to the Greek hoplites. Bronze cuirass over red cloth, bronze greaves and a togglable helmet. Unlocked mode has the player holding the shield in front and stabbing the enemy from behind it; elelocked mode leaps into the air on burning wings and skewers the monster from above.
Description: Light infantry of the demonic realm, relying on mobility and overwhelming firepower to take down their enemies.


Soaring Phoenix

Fire shield
MRM focuses on Ranged, then Melee and Magic.

MC: All Burn statuses deal +50% damage against monsters inflicted with EleVuln.

Effect (passive): You take +(15/1.4)% damage from monster attacks. At the beginning of your turn, you have a 30% chance to gain celerity for one round. Monster can resist the effect (Dex/Luck vs Dex/Luck) with +0 bonus to save.

Appearance: A bronze aspis shield depicting a flying phoenix.
Description: A lightweight shield for the phoenix infantry. While it lacks the sheer protecting power of a legionery shield, its lack of mass grants the wielder unmatched battlefield mobility.


Searing Phoenix

Ranged fire spear
20% proc, but instead of extra damage inflicts a stack of Kindling
+3 bth lean.

MC goes into the Enkindle skill. Quickcast, usable once per turn, costs 50% melee sp. Monster is inflicted with a stack of Kindling for 5 rounds. While affected, it takes +100% damage per stack from all burn statuses. Monster can resist (Dex/Luck vs Cha/Luck) with +0 bonus to save.

Appearance: A wooden spear with a leather handhold and a bronze head. When the skill is successfully activated, an image of a burning phoenix briefly overlays the monster.
Description: A solid spear of daemon bronze, equally capable at stabbing your enemies and turning a mild burn into a soul-scorching heckfire.


FSB (armor, shield and weapon): When your opponent takes damage from burning, you heal sp equal to 50% of the damage.


Phoenix Dive

8-hit fire spell at +5 bth lean. MC: If the monster's hp is below 50% MaxHP, they are inflicted with EleVuln (fire, +10/1.4% damage) until the end of the battle. Monster can resist (Int/Luck vs End/Luck) with +10 bonus to save.

Effect (set-based passive): When used in Phoenix Daemon armor, both spell damage and elevuln gain a bonus equal to the armor's elecomp.

Costs mp of a standard spell.

Appearance: A black and red phoenix falling from above and bursting into flames.
Description: Summon a simulacrum of the demonic phoenix and their vicious, if self-destructive attack.

< Message edited by Primate Murder -- 3/4/2020 0:34:29 >
AQ DF  Post #: 203
2/23/2020 8:50:22   
Primate Murder
Member

A minor shoutout to A Practical Guide to Evil.


The Black Knight Set
A darkness set with a variety of effects that toggle between defense and offense.

The Black Blade

Melee darkness sword
+5 bth lean
20% proc, but the effect depends on the toggle:
In Reprisal mode, you pay 50% melee hp and deal double proc damage
In Binding mode, you pay 69% melee hp and inflict a guaranteed 1-turn stun.

MC goes into enhancing the toggle effects.

Toggle: Click on the sword's blade to switch between the following effects:

- Binding. Deal -50% damage and paralyze the monster for (DarkResist) rounds. Monster can resist (Cha/Luck vs Cha/Luck) with +4 bonus to save.

- Reprisal. Take +15/1.4% damage from monster attacks. Your weapon attacks deal bonus damage worth (Cha/VStat * 30)% melee.

Appearance: A short double-edged sword akin to a roman gladius. When in Reprisal mode, shadows gather around the blade, extending it to a bastard sword. In Binding mode, when stunning the monster (from regular attack or proc), it's engulfed and becomes black like a shadow. Reprisal proc summons shadowswords to fire at the monster (similar to Zakiya's spear proc).
Description: Primary weapon of the Black Knights, used for both defense and offense.


Oath

Magic darkness dagger
+3 bth lean
0-proc, but instead of extra damage, boosts the damage of your darkness spells by 18.75%.

MC is an effect that switches between modes when you click on the blade:

- Link. When casting dark element spells, heal hp equal to 9.375% damage dealt.

- Sacrifice. When casting dark element spells, loose hp equal to 9.375% damage dealt, but regain mp worth HPLost*3.

Appearence: A long and thin dagger with a hilt wrapped in dark leather.
Description: A secondary weapon of the Black Knights, favored by those of magical inclinations. The Oath is primarily used as a symbol of the office, but still possesses a dark power capable of leeching life or magical energies from your foe.


Blackguard

Darkness shield
MRM average, with a slight focus on Magic.

MC effect switches between two states when you click on the shield:

- Dread. When the monster makes a Lucky Strike against you, it makes a save (Cha/Luck vs Cha/Luck) with +8 bonus. On fail, it's inflicted with Fear (1 round, 100% chance of inaction).

- Wrath. When the monster makes a Lucky Strike against you, it makes a save (Cha/Luck vs Cha/Luck) with -20 penalty to save. On fail, it looses hp equal to its own LS damage.

Appearance: A black heater shield with the outline of a tower.
Description: A solid and reliable shield, capable of protecting against all sorts of rogues and assassins.


Black Knight

Darkness armor (see effect for lean)
MRM is average, with a slight focus on Magic
2 hit attack at +5 bth lean.

Effect (passive). Click on the chest to toggle between the following two modes:

- Legion style. Armor lean changes to FD. Additionally, all your attacks take -15% damage (-7.5% for spells, -20% for magical weapons), and you take -(15/1.4)% damage from monster attacks.

- Assassination style. Armor lean changes to FO. Additionally, all your attacks deal +15% damage (+7.5% for spells, +20% for magical weapons), and you take +(15/1.4)% damage from monster attacks.

MC is used to compress a guest. It's called Shadow, costs sp, deals no damage, but inflicts the monster with the Penumbra status while equipped. Its effects change depending on the armor toggle. If you change the Black Knight to another armor, the guest is automatically dismissed.

- Shadow of the Legion. Monster damage is reduced by 25 * (1 + Cha/VStat)%.

- Shadow of the Assassin. Monster takes additional damage from all attacks worth 25 * (1 + Cha/VStat)%.

Appearance: Plate armor of darkened steel with a togglable dark green cloak. The shadow guest is just that - the shadow of the player, moving independently.
Description: The most trusted envoy of the Dread Empire. Black Knight's duties are many and varied, from leading the Legions of Terror into battle to assassination of choice targets, leading them to develop a vast array of diverse skills.


Black Helm

A darkness misc.

Stats: Max boost to Cha and Str.

Effect: When equipping the helm, choose between Commander and Assault modes. In Commander mode, you gain max incoming Darkness damage reduction (*0.5 at lvl 150). In Assault mode, you gain a max damage boost (+20% at lvl 150).

Effect: Pays an additional 5% melee sp to gain a potence effect. In Commander mode you gain +20 Choke Potence. In Assault mode you gain +20 EleVuln potence.

MC: Click on the helm to activate Subjugation skill. It's quickcast, has no cost, and gives the monster a "lean" (*0.9 outgoing and incoming damage). The monster can resist (Cha/Luck vs Cha/Luck) at a -20 penalty to save. These are permanent changes that last for the duration of the battle (unequipping the misc won't remove them). You can activate it multiple times per turn, but every time after the first has a 20% chance of immediately ending your turn. Multiple applications of the "lean" stack additively (so first *0.9, then *0.8, then *0.7, etc). Effect caps at nine applications (*0.1).

Appearance: A full-face helm of blackened steel.
Description: The signature helm of the Black Knight. In ancient times a single sight of this helm was enough to enforce order among boisterous legionaries and belligerent hostiles alike.

< Message edited by Primate Murder -- 3/8/2020 4:01:59 >
AQ DF  Post #: 204
2/24/2020 3:50:18   
Primate Murder
Member

A theme-appropriate misc for my updated Beast Master class.


Pet Whistle (revamp)

Earth element misc.

Stats: Max boost to Cha and Luck.

Effect: Your pet deals +50% damage.

MC: Click on the misc to activate Of One Mind skill. It takes your turn and costs 60% melee sp. Afterwards, your current pet's attacks follow the element of your equipped weapon for the rest of the battle. (calc: 40% eleseek * 0.4 pet damage *10 turns).

Appearance: The same.
Description: A well made whistle of primal power, capable of attuning your pet's attacks to your own!
AQ DF  Post #: 205
3/1/2020 0:56:38   
Primate Murder
Member

A matching weapon for my updated ExTerminator class.


Warp Lance

Energy ranged/magic lance
0-proc, so*1.08 damage
-3 bth lean.

MC goes into having 3 toggles that do the same thing, but using different resources (similar to the Hyperalphean Barbarian):

- Mechashift. Pay 10% melee in gold to deal +10% damage.

- Steam Engine. Deal +10% damage, but gain Overheating (power 1 harm burn).

- Nuclear Reactor. Deal +10% damage, but gain Radiation Poisoning (power 1 harm poison).

Appearance: A mechanical lance. Shifts into a larger lance in Mechashift, starts puffing steam in Steam Engine and gains cracks glowing with ominous green light in Nuclear Reactor.
Description: A powerful futuristic lance made from a combination of drakel and leprechaun tech. It has a variety of ways to enhance your damage - if you can take the heat.


FSB: When used with the ExTerminator armor, you make a save (MainStat/Luck vs Int/Luck) with -17 penalty at the end of each turn. on success, you gain one Generetor Charge.
AQ DF  Post #: 206
3/27/2020 3:17:37   
Primate Murder
Member

Caduceus of Transmutation

Melee/Magic earth axe
-3 bth lean
14.5% proc, deals no damage but inflicts a guaranteed Petrify on the monster for (EarthResist) rounds.

MC: Click on the handle to switch between:

- Regular attack with a trigger against petrified monsters (wind element and +2.5% damage).

- Dealing -25% damage. After each hit, the monster has (35.5 * Damage/ExpDamage)% chance to become petrified for (EarthResist) rounds. Monster can resist (MainStat/Luck vs Dex/Luck) with +0 bonus to save.

Appearance: A short staff entwined by two serpents that hold the axe's blade.
Description: Created with a combination of human and leprechaun alchemy, this weapon was another attempt at making a tool that transformed lesser metals into gold. While it failed at its intended purpose, the resultant instrument possessed exceptional transmutational properties, capable of turning its targets into lead!

< Message edited by Primate Murder -- 4/30/2020 13:04:10 >
AQ DF  Post #: 207
3/28/2020 9:22:39   
Primate Murder
Member

An effect weapon for FD builds, taking advantage of increased proctection rather than increased damage for statuses.


Lernaean Rod

Melee water 'wand'
2 hit attack at +5 bth lean
100-proc, so *1.1 damage or *1.2 Bleed Power depending on the mode.

MC: Uses Cha in place of Luck for stat bonuses.

Click to switch between:

- Regular wand attack.

- Dealing -50% damage. After each hit the monster is inflicted with Bleed (power: 0.25 * ExpMonsterDamage/DamageTaken). If your foe missed or didn't attack, the modifier is presumed to be 1. The monster can resist (Str/Cha vs End/Luck) with +0 bonus to save.

Appearance: A sturdy short wooden staff with teeth marks. The attack summons two hydra heads to bite the monster.
Description: An instrument used to direct trained battle hydras.

< Message edited by Primate Murder -- 4/25/2020 6:43:24 >
AQ DF  Post #: 208
3/29/2020 21:04:44   
Zennistrad
Member

quote:

Dealing -50% damage. After each hit the monster is inflicted with Bleed (power: 0.25 * ExpMonsterDamage/DamageTaken). It can resist (Str/Cha vs End/Luck) with +0 bonus to save.


Shouldn't this be power 0.5? Last I checked a power 0.25 bleed would be worth a 25% melee damage reduction.
AQ  Post #: 209
3/29/2020 23:45:37   
Primate Murder
Member

quote:

After each hit the monster is inflicted with Bleed

As there are two hits total, the resulting power ends up being 0.5.
AQ DF  Post #: 210
4/3/2020 5:18:38   
Primate Murder
Member

Taurisian Scripture

Sp-costing misc.

Stats: Max boost to Int and End, *0.9 effect and *1.1 cost due to being nonelemental.

MC: Disrupt Anima skill. Quickcast, usable 1/turn, costs 20% melee sp. Monster is inflicted with Anima Disrupted* effect (-25 End, -15 bth and +25% damage) for one round. It can resist (Int/Luck vs Int/Luck) with +0 bonus to save.

*The Scripture is interfering with this minion's manipulation, making it lash out desperately!

Appearance: A stone tablet with Taurisian writing on it.
Description: This stone tablet, found in the Taurisian fortress, describes their techniques and practices for manipulating the anima of things both living and dead.
AQ DF  Post #: 211
4/3/2020 5:32:27   
Zennistrad
Member

Well, that was fast.
AQ  Post #: 212
4/3/2020 5:44:43   
Primate Murder
Member

Undead Sneak Stave

Magic darkness wand
100-proc, so *1.1 damage or *1.2 Poison Power, depending on the mode.

MC: Uses Cha as MainStat.

Click to switch between:

- 2-hit attack at +10 bth lean. If the monster is Poisoned, the poison is consumed (up to Power 11.9) for a (PoisonPower*10/1.19)% chance of inflicting Paralysis for (DarkRes) turns. No save, but doesn't work on monsters that can't be stunned.

- 1-hit attack at +10 bth lean. Deals -50% damage, but the monster is inflicted with darkness Poison (Power 2) for 5 turns. Monster can resist (Cha/Luck vs End/Luck) at +0 bonus to save.

Appearance: An uncoiled Undead Sneak used as a short staff. The attacks are the same as those for the monster.
Description: With a little necromantic know-how you can now get an Undead Sneak of your own!
AQ DF  Post #: 213
4/9/2020 11:09:30   
Primate Murder
Member

After updating the Shadowslayer class suggestion, I found a few ideas left over.


Mantle of Unforgiving Light

Sp-costing light misc.

Stats: Max boost to Cha and Luck. All normal player attacks, weapon specials, spells, pets guests and monster attacks gain +5 BTH.

Effect: Gain Backlash status. Whenever you take damage, the monster takes damage equal to 28.6% of the damage taken. Effect can be resisted (Cha/Luck vs Cha/Luck) with +10 bonus, or -20 penalty if the monster is a vampire, a werewolf or undead.

MC: Quickcast, 1/turn skill. Click on the misc to pay 100% melee sp. This doubles the Backlash damage, heals your hp equal to damage dealt and heals mp equal to damage dealt *1.5.

Appearance: A short cloak of woven sunlight.
Description: Call forth a mantle of searing light that will uncover any hidden secrets and grant swift retribution to any foe that attacks you!

< Message edited by Primate Murder -- 4/10/2020 23:52:36 >
AQ DF  Post #: 214
4/9/2020 11:12:26   
Primate Murder
Member

And its darker counterpart for Nighthunter...


Cloak of Bloodthirsty Darkness

Sp-costing darkness misc.

Stats: Max boost to Dex, Luck and blocking. All normal player attacks, weapon specials, spells, pets guests and monster attacks loose 5 BTH.

Effect: After each darkness hit of your weapon attack or spell hits that connect, the monster Bleeds (power: 0.05) and you gain a bonus to damage (/2 for spells; /0.75 for magical weapons) worth BleedPower*100. Monster can resist the effect (MainStat/Luck vs End/Luck) with +0 bonus to save.

MC: When the monster is Bleeding, gain DefBoost +(BleedPower*30) MRM.

Appearance: A shroud of liquid shadow.
Description: Summon a cloak of concealing darkness to keep your skeletons hidden and use the blood of your foe to fuel your power and swiftness.

< Message edited by Primate Murder -- 4/9/2020 11:19:01 >
AQ DF  Post #: 215
4/10/2020 22:17:30   
zfloydz
Member

I would use this Cloak of Bloodthirsty Darkness! The boost to DEX, and MRM boost is worth it! BTW, thank you Primate Murder for your build help. I was able to beat the Wicked King (Challenge Battle)!

< Message edited by zfloydz -- 4/10/2020 22:21:00 >
AQ AQW  Post #: 216
4/11/2020 12:35:19   
Primate Murder
Member

@ above: Glad I could help!

With the much anticipated Dragonlorn Saga coming up, I thought some dragon equipment might be in order, from a revamp of the Dracomancer suggestion to a brand new dragon set!


Dragonsgrasp Relics
A defensive energy set.

Stormward

Energy shield
High MRM with a focus on Magic.

MC: Click on the shield to use the Absorb Storm skill. It costs your turn and 40% melee sp, and the next energy hit you take deals Heal element damage (heals you instead of harming).

Appearance: A large shield, like the one carried by Dragonfable's Dragonlords, with the image of a castle floating in the sky.
Description: An ancient shield, using long-forgotten magical arts to heal using the power of a storm.


Rising Storm

Magic energy dagger
5 hits at +10 bth lean
100-proc, as no-special bonus gains +5% damage each time you cast a spell; resets at the end of the battle.

MC: The first spell you cast each battle with the dagger equipped deals -10.625% damage. The second spell deals +9.375% damage. The third (and every further spell) deals +29.375% damage. (based on Tenacious Dracolich spell)

Appearance: A silver athame with dragon's wings as a guard and dragon's head as a pommel. Summons a storm to attack the monster with 5 hits of lightning.
Description: A storm gathers, growing ever stronger with each spell cast using this enchanted dagger.


Stormswift Blade

Ranged energy sword
+5 bth lean.
0-proc, so *1.08 damage.

Effect: You take +(15/1.4)% damage and gain +9 MRM.

MC: Click the blade to activate a toggle. At the end of your turn you pay 42.5% melee sp and gain Lightning Reflexes status for one round (power = damage dealt; only affects weapon attacks). Each time the monster hits you, it makes a save (Dex/Luck vs Dex/Luck) with +0 bonus. On fail, it takes damage equal to the effect's Power.

Appearance: A slender blade, starts cracklnig with lightning when toggle is active.
Description: This sword is as light as a cloud and as swift as a lightning flash, allowing you to both parry and strike back at your foe with preternatural swiftness.


Stormbinder Orb

Sp-costing energy misc.

Stats: Max boost to Int and Luck.

Effect: The misc's damage bonus + MC are funneled into gaining 1 Storm charge at the end of each turn. Once per battle you can click on the misc and spend 10 Storm Charges to cast Storm Unbound. The spell is quickcast and makes 5 hits of energy at +10 bth lean, with each hit worth 25% damage of a standard spell.

Appearance: A misty glass sphere with a storm swirling within.
Description: An artifact from the days of the Dragonlords, used to protect their flying keep against bad weather. With enough patience, one could bind a storm within the depths of the sphere - then let it loose in the face of their unsuspecting foe!


Stormsgrasp Helm

Sp-costing energy misc.

Stats: Max boost to Str, Dex, End and bth.

Effect: Each time the monster land an energy element hit, it has 21% chance of being Paralyzed for 1 round. Effect can be resisted (MainStat/Luck vs Cha/Luck) with +10 bonus to save.

MC: Quickcast skill. Once per turn, you can click on the misc to spend 63% melee and make a save (MainStat/Luck vs End/Luck) with +10 bonus to save. On success, the next 3 energy hits the monster lands on you randomly have their damage reduced by 25%, 50% or 75%.

Appearance: A sky-blue helm resembling the head of a dragon.
Description: A relic from the olden times, this helmet invokes the ancient authority of the Dragonlords and can even summon a violent summer storm to reduce the power of your opponent's attacks!


Dragon Scout

Energy dragon pet.

Click to toggle between:

- Assault Mode. A normal 1-hit attack at +5 bth lean.

- Distraction Mode. 3-hit attack at +10 bth lean. Deals -50% damage, and you gain +(8.5*Cha/VStat) bth and +(10*Cha/VStat) Lucky Strike rate.

MC: Gain +40 Initiative.

Appearance: A small blue dragon, similar to the Underwyrmling.
Description: This dragon hatched from the egg you found within the Dragonkeep ruins! It's too small to be a proper threat to your foes, but it can scout the path ahead and distract the monster while you calculate your strikes.
AQ DF  Post #: 217
4/18/2020 6:11:21   
Primate Murder
Member

As the Inquisitor was to Paladin, this is a subclass idea for the Necromancer class.


Fluff: Kaley Obsidia has long been disdainful of the more radical members of her profession, attracting unnecessary attention and disrupting her research, and the rupturing of the ley lines has done nothing to persuade her otherwise. To hunt down those extremists, she created the Deathguard, a unique knight order skilled in necromancy, yet trained in the ways of those that hunt necromancers for a living. Not to say that her actions were without a hidden agenda - after all, if the necromancers were to police their own... what need is there for the paladin order to exist?

Deathguard Plate
Deathguard class armor.

FO dark armor with a water secondary
High MRM with a slight focus on Magic
1 hit attack at -3 bth lean.

Appearance: Based on Dragonfable's Death Knight. Eye color changes to red, if possible.
Description: Armed with the powers of necromancy and trained in the ways of the paladin, these semi-mortal knights can infuse their attacks with dark blessings to manipulate the minds, bodies and souls of their foes!


Level 0: Life and Death - Toggle
They are but two sides of a single coin.

Click to toggle between two modes:

- Death. Increases the damage of your Poison and Bleed statuses by 75%.

- Life. When your opponent takes damage from Poison or Bleed, you heal SP equal to 75% of the damage.

Regardless of the mode, you pay 15% melee hp at the beginning of every turn.


Level 1: Smite - Active
Corrupt a portion of your foe's soul before unleashing an attack blessed by the powers of darkness!

Before the attack, make a 50/50 save (Cha/Luck vs Cha/Luck). On success, the monster becomes Corrupted. (Has no effect by itself, but empowers Dark Blessings)

Perform a normal attack. Gains bonus effects if you cast a Dark Blessing beforehand.

Costs 50% melee mp.


Level 2: Blight - Passive
Your very presence enervates the souls of your foes, leaving them succeptible to corruption.

Monster makes a 50/50 save (Cha/Luck vs Cha/Luck) at the start of the battle. If it fails, it's inflicted with Blight, an effect that makes all your Corruption attempts an automatic success. The monster makes a save at the beginning of every turn until it successfully shakes off the effect.


Level 3: Rise from the Grave - Passive
You'd be a pretty bad necromancer if you let a small thing like death stop you.

Twice per day, when your hp drops to 0 or less, you regain 25% MaxHP (minus overkill damage) and 25% MaxSP.


Level 4: Rot - Toggle
Summon a swarm of malicious ghosts from the Underworld to worsen your foe's condition after every attack!

After each weapon-based attack, the monster's inflicted with a 2-turn harm Poison (power: 3.6 * DamDealt/ExpDamage). It can resist (Cha/Luck vs End/Luck) with +0 bonus to save.

The effect is paid for by your pet's turn, so it does not attack in the round this skill is used.


Level 5: Open the Dark Gate - Active
Summon a portal of swirling darkness to unleash a never-ending horde of undead upon the world! Your foe will be forced to turn its attacks toward them unless it wants to be completely overrun.

Summon a Dark Gate with double the mp upkeep of a standard guest. It does no damage, but gives you a Barrier worth (45.9 * (1 + Cha/VStat))% melee. If not completely used up, the Barrier self-destructs at the end of the monster's turn, dealing harm damage equal to the Barrier's remaining power.


Level 6: Dark Blessing: Blood-Soaked Harvest - Active
Reap the anima of your foe, using the harvested soul energy to heal yourself!

Quickcast, costs 100% melee sp. Only one Dark Blessing can be active at any time.

Your next Smite heals hp equal to damage dealt.

If Corrupted, consumes the corruption to inflict the monster with Harvested.* While the effect is active, you heal hp equal to the damage you deal to the monster (/2 for spells, /0.75 for magical weapons). It can shake off the status at the beginning of each turn (MainStat/Luck vs Cha/Luck) with +0 bonus to save.

*(MonsterName) is a gift that keeps on giving!


Level 7: Dark Blessing: Sundered Will - Active
Destroy your foe's will to resist!

Quickcast, costs 100% melee sp. Only one Dark Blessing can be active at any time.

Your next Smite inflicts the monster with Sundered Will (renamed Panic), lowering their damage by (84 * DamDealt/ExpDamage)%. Monster can save against the effect at the beginning of each turn (MainStat/Luck vs Cha/Luck) with +0 bonus.

If Corrupted, consumes the corruption to give you a damage bonus** equal to (Panic's damage reduction * 1.19). The effect lasts until the monster saves from Sundered Will.

**Feast upon (MonsterName)'s despair!


Level 8: Dark Blessing: Armor of Bone - Active
Garb yourself in a carapace of magically hardened bone, deflecting the attacks of your foes!

Quickcast, costs 100% melee sp. Only one Dark Blessing can be active at any time.

Your next Smite grants you DefBoost worth (60 * DamDealt/ExpDamage) MRM for one round.

If Corrupted, consume the corruption and make a 50/50 (MainStat/Luck vs Str/Luck) save at the beginning of your next turn.*** On success, retain DefBoost until you fail a save.

***(MonsterName) is too weak to shatter your armor!


Level 9: Dark Blessing: Mortality Threshold - Active
Death follows in your foorsteps, and it is not gentle. Smite your foe to hasten the coming of its end!

Quickcast, costs 100% melee sp. Only one Dark Blessing can be active at any time.

Your next Smite inflicts the monster with Threshold status that has the power of (7.14 * DamDealt/ExpDamage). When monster's hp falls below (ThresholdPower)% of its MaxHP, it takes death element damage equal to its current hp.

If Corrupted, consume the corruption to gain celerity**** for one round.

****The near presence of death invigorates you!


Level 10: Dark Divinity - Active
Manifest a simulacrum of Life and Death, drawing massive energy from your enemy's pain or turning the slightest scratch into a lethal injury!

Whenever you kill the monster with anything except a weapon attack or a spell (such as DoT, type Other or pet/guest attack), you gain 1 Divinity. (calc: 50/(40/140)=175% melee)

The skill is quickcast and usable once per turn. Has the following two effects:

- The monster makes a 50/50 save (Cha/Luck vs Cha/Luck) to avoid being inflicted with Blight.

- Gain *10 benefit from your Life and Death effect for one round.

Costs 1 Divinity + 10% melee hp.
AQ DF  Post #: 218
4/20/2020 9:58:59   
Primate Murder
Member

Void Dragon War is coming up, so I think some Void-inspired equipment may be appropriate.


Fluff: At the peak of their might, the Guardians grew ambitions and attempted to create an outpost in the Void itself, hoping to get a first line of defense against any extra-dimensional threats. These armaments are all that could be recovered from that expedition. It's almost as though someone wanted you to find them...

Void-Twisted Armaments
A multi-elemental weapon set with uncontrollable effects.

Void-Forged Blade

Melee harm claw, deals *0.9 damage
+5 bth lean
20% proc, deals no damage, but gives you Perfect Counter status for one turn. While affected, you make a save (Cha/Luck vs Dex/Luck) with +13 bonus each time the monster hits you. On success, you take no damage from the attack and monster takes damage as though it hit itself (converted to harm).

Effect (passive). Pay 15% melee hp to randomly gain one of the following 4 effects after each weapon attack:

- Gain Backlash for one round, with the Power of (0.32 * DamDealt/ExpDamage). When you take damage from a monster attack, the monster takes damage equal to (damage inflicted*BacklashPower), converted to harm. Effect can be resisted (Cha/Luck vs Cha/Luck) with +0 bonus to save.

- Gain (around 67 * DamageDealt/ExpDamage) Strength for one round.

- Gain Fury status for one round. When you take damage from a monster attack, heal sp equal to 20% of damage taken.

- Monster gains a single round EleShield -(25/1.4 * DamDealt/ExpDamage)% damage from all elements.

MC. Click on the blade to activate a toggle,* paying another 30% melee hp and tripling the effects of your passive.

*The blade responds to your actions so fluently, it almost seems to be alive. I wonder what would happen if you feed it some of your blood...

Appearance: Broken shards of a Guardian Blade, glued together into a katar-like blade.
Description: This weapon was shattered into a dozen pieces, then reforged into a crude imitation of itself - almost as if the smiths didn't know what a sword looks like...


Void-Tainted Staff

Magic staff, attacks with a random element among the 8 standard ones, deals *132/109 damage as compensation
+3 bth lean
10% special deals Void element damage.

Effect (passive). You loose 15% melee mp each turn and gain 1 Charge. When you cast a spell and have at least 14 Charges, you consume them to inflict the monster with Will of the Void status for an equal chance of 1, 2 or 3 turns (no save). While affected, the monster's Controlled, but you have a 50% chance to take damage equal to the damage you deal to it.* You can resist (Int/Luck vs Cha/Luck) with +2 bonus to save.

MC. At the start of the battle, you randomly gain one of the following temporary spells:**

- Entropy. Does no damage, but inflicts the monster with EleVuln (+20% damage) to a random element until the end of the battle. Monster can resist (Int/Luck vs End/Luck) with -15 penalty to save. An efficient spell, so costs 60% mp of a standard one.

- Invasion. Summons a Sentient Spell guest. It's upkeep is 1.25x sp of a standard guest + 125% melee mp. It attacks with a random element among 8 standard ones (so *132/109 damage) and is treated as a spell rather than a guest. If you lask sp ormp necessary, the guest is dismissed.

- Decay. 11 hits of magic harm, each deals damage worth 2% of monster's MaxHP. This is an overcharged spell, so costs 4/3 mp of a standard one, and you fall Unconscious afterwards. You can wake up (Int/Luck vs Int/Luck) with +0 bonus to save.

*(MonsterName)'s pain echoes through the mind link!
**The Void grants you (SpellName)!


Appearance: A Guardian Staff with cracks that glow dark purple (similar to the color of the Void), has a crackling sphere of void-colored energy at the top. Entropy unleashes a ray of dark power, Sentient Spell is a storm of magic, Decay summons a Void Dragon that does a breath attack against the monster (similar to guardian dragon).
Description: The only recovered weapon that was not broken or damaged in any way - as a matter of fact, it seems to be stronger than ever. I'm sure it's perfectly safe to use.


Voidborn Hunters

Ranged crossbow, attacks with a random element among the 8 standard ones, deals *132/109 damage as compensation
7 hits at +10 bth lean
20% special, instead of extra damage gives you gain Caltrops (2 turns, random element, 25*132/109% melee damage).* Monster can avoid the damage with a 50/50 save (Cha/Luck vs Dex/Luck).

Effect (passive). Randomly gain one of the following 3 effects each turn:

- Make a 50/50 save (Cha/Luck vs Cha/Luck) after each hit. On success, you gain 1% MaxHP. On fail, you loose 1% MaxHP.

- Both you and the monster make a 50/50 save (Cha/Luck vs Cha/Luck). The ones who fail are inflicted with Bleed (power 0.15).

- Monster pays 15% melee hp and deals +(15/1.4)% damage for one round.

MC. Click on the daggers to activate a Voidspawn toggle.** You loose 6 MRM and your pet does not act, but the monster's inflicted with Void Burn (power: 2.5) for 2 rounds. It can resist (Cha/Luck vs End/Luck) with +0 bonus to save.

*The Hunters position themselves around you, prepared to strike at (MonsterName) the moment it comes close!
**The Hunters call their fellow Voidspawn to assault your foe!


Appearance: Flying dagger fragments. They attack by shooting forward, then slipping through portals to stab the monster in the back.
Description: Their time in the Void has granted these fragments a life of their own, alongside a malevolent intelligence and an agenda that you have yet to fully understand.


< Message edited by Primate Murder -- 4/21/2020 8:16:11 >
AQ DF  Post #: 219
4/25/2020 6:18:01   
Primate Murder
Member

Partially inspired by all DF's time-based classes.


Time Tracker Overcoat
Time Tracker class armor.

FO energy/ice armor
MRM average, has a slight focus on Ranged
4 hit attack, -5 bth, -3 bth, +3 bth and +5 bth leans respectively.

Appearance: Dark blue ranger outfit with an overcoat and a large holographic clock on the wrist. Attacks by slashing the monster, resetting to the starting position and slashing again, each time faster than the last, made to resemble a repeating yet accelerating time loop.
Description: A replica armor of Time Trackers - a resistance movement fighting against the Mad Timeking.


Level 0: Second Hand - Passive
Keep track of time - it always pays to have some in reserve!

Monster has a (15/1.4)% chance to gain celerity. At the beginning of every turn, you store 2 Seconds. Caps at 20 Seconds and resets at the end of the battle.

You have (#ofSecondsStored * 5)% chance to gain celerity at the beginning of each round. Monster can resist the effect (MainStat/Luck vs Int/Luck) with +10 bonus to save.


Level 1: Time Loop - Active
Steal time from your future to repeat an attack from your past!

Mimic the attack you made last turn. The specifics of what you will mimic are: Element, # of hits, Damage Type (Melee/Ranged/Magic), base and random damage, and BtH (taken from Primal Garb). Does not work on Time Stop skill.

Has no cost except your turn, but 3 turns later you're paralyzed for 1 round (no save).


Level 2: Deja Vu - Passive
You blink. Then you gather up your time magic, prepared for a confrontation that is to come.

If you win initiative, you start the battle with 10 Seconds already stored.


Level 3: Stagnate Time - Toggle
Slow down the personal timestream of your foe!

At the end of your turn, the monster makes a 50/50 save (MainStat/Luck vs Int/Luck), and on failure is inflicted with Stagnated (Power 1). When Stagnated reaches Power 3, the effect is consumed and the monster is paralyzed for 1 round (no save).

Has no cost, but you do not gain any Seconds from Second Hand passive while the toggle is active.


Level 4: Precognition - Active
Sacrifice a few seconds to pick a timeline with the most favorable outcome.

Quickcast, 1/turn. Pay 9 Seconds to gain Hypercritical (+90% LS rate) for 1 turn.


Level 5: That Guy... - Passive
Your future self is kind of a bastard - but once in a while he does help you out.

You randomly loose 1-20% melee sp every round,* and the monster has a 10% chance to be inflicted with Temporal Bleed** status after every player attack (Power=DamageDealt). At the end of its turn and until it successfully saves, the monster takes harm damage equal to Temporal Bleed's Power. Effect can be shaken off (MainStat/Luck vs Int/Luck) at +0 bonus.

*Your energy is stolen by your future self!
**Your future self helps itself by helping you!



Level 6: 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.

Quickcast, 1/turn, can't be cast if Temporal Flux is already active. Costs 3% melee in sp (delayed damage compensation).


Level 7: Fast Forward - Passive
Quicken your internal regeneration, allowing you to shake off Burns and Poisons faster than normal.

If you're inflicted with a Burn or Poison effect, reduce their duration by an extra 1 each round. (calc: passive = 25% DoT damage according to Neko, used for duration instead of power; *2 as anti burning/poisoning monster trigger).


Level 8: Accelerate Time - Toggle
Speed up the flow of time around both combatants.

Monster's celerity chance rises to (35/1.4)%, but whenever you gain celerity from Second Hand passive, you act twice instead of once.


Level 9: Overclock - Active
Burn through your personal timestream, sacrificing years of life in the future for a few seconds in the now.

Gain 10 Seconds and 3 turns of Paralysis and Celerity potence (+20).

Costs 30% melee hp.


Level 10: Stop Time - Active
Overstimulate the fabric of spacetime, causing a localized collapse and making the When loose all meaning...

Pay 19% melee sp to inflict a guaranteed monster paralysis for 1 round. If you have 6, 12 or 18 Seconds, you loose them and the monster makes a save (MainStat/Luck vs Int/Luck) with +0 bonus. On failure, it's paralyzed for an additional 1, 2 or 3 rounds respectively.

< Message edited by Primate Murder -- 4/25/2020 6:27:00 >
AQ DF  Post #: 220
5/12/2020 5:41:44   
Primate Murder
Member

The Cycle of Change

Multi-elemental 100-proc magic sickle
4 hits at -3 bth lean
Instead of a regular special, has 30% chance of doubling the sickle's effect this turn.

Effect: The weapon cycles between four states, shifting to the next season at the end of each turn (Spring > Summer > Fall > Winter). It gains the multi-elemental damage bonus, but looses 33% damage to pay for the effects.

- Spring. Deals earth element damage and you gain Spring's Bounty status for 3 turns, healing sp equal to 18.75% damage dealt with this attack.

- Summer. Deals fire element damage and you inflict Summer Daze on the monster for 3 turns, with 14% chance of inaction. Monster can resist (Int/Luck vs Cha/Luck) with +0 bonus to save.

- Fall. Deals wind element damage and you gain Fall's Stockpile status for 3 turns, which gives per-hit damage reduction equal to 8.3% damage dealt with this attack.

- Winter. Deals ice element damage and you inflict Winter Chill on the monster for 3 turns, making it loose 10 bth. Monster can resist (Int/Luck vs End/Luck) with +0 bonus to save.

MC: Click on the sickle's blade* to immediately move to the next season. Quickcast, 1/turn.

*Hasten the coming of (SeasonName)!

Appearance: A decorated ceremonial sickle of silver and gold.
Description: A ritual tool of an obscure cult worshipping the shifting seasons of nature.
AQ DF  Post #: 221
5/12/2020 6:42:29   
Primate Murder
Member

Dragon's Tail

Fire melee/ranged glaive
+3 bth lean
15% special inflicts fire Burn (power 4) for 3 rounds. Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save.

Effect: Click on the handle to switch between a regular attack and sacrificing 30% damage to inflict a fire Burn (power 2) for 3 rounds. Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save.

MC: Quickcast skill, requires the monster to be Burned. Click on the blade to consume the Burn (up to power 17) for a (BurnPower*100/17)% chance to inflict the monster with single round Thermal Shock. No save.

Appearance: A glaive with a haft of blackened wood and a bronze blade reminiscent of a flame.
Description: A weapon from one of the ancient dracomancer fighting styles, emphasizing wide, sweeping movements.

< Message edited by Primate Murder -- 5/12/2020 9:09:36 >
AQ DF  Post #: 222
5/18/2020 4:36:02   
Primate Murder
Member

Heavily inspired by DF's Inn Challenges.


The Undrawn, Part One
Void challenge gauntlet. Battle the following 8 monsters in random order, with an optional heal after every fight.

Thoralune: The Void encapsulates every possible realization of one's potential. Fight every version of Smittens that could have been!


Smittens Ascended

Wind element monster
Has 0 resists to every element including Harm, but 200 HealRes (instead of -100)
Below average MRM with a further weakness to magic

Stats: Maxed out Int and End, with the remaining stats in Luck.

Has an Empathy status. After every attack, Smittens Ascendant heals itself equal to damage dealt.* (But since it's HealRes is 200, it actually takes damage worth 2x the damage it dealt.)

Defeated when its hp drops below 50%.**

*This hurts me more than it hurts you.
**Smittens Ascended leaves to meditate and regain its zen.


Appearance: Combination of Smittens and a Lightbringer.
Description: This version of Smittens seems to have achieved enlightenment. It can no longer be harmed by mortal hands, but the empathy it achieved leaves it less than prepared for the violence of direct combat.


Avenging Smittens

Ice element monster
Has 0 resists to every element including Harm
Below average MRM with a slight focus on Melee.

Stats: Maxed out Int, Dex and Luck.

Effects:

- At the beginning of its turn, it gains 100% resistance to a random element for one round. This only works if Smittens Avenging is able to act (not stunned).

- Before every attack, the monster makes a save (Int/Luck vs player's Int/Luck) with +0 bonus. On success, it deals +50% damage.* On fail, the player gains Wary** status until the start of the monster's next turn. While Wary, the player deals -50% damage with all weapon attacks, specials and spells, but gains +30 MRM.

- Has a permanent Avenging status (renamed backlash). Whenever Smittens Avenging takes damage, the player makes a save (Int/Luck vs player's Cha/Luck) with -20 penalty to save. On fail, the player takes harm damage equal to 200% damage dealt.

- If Smittens Avenging has enough sp, it spends that much to make a high-damage attack. The attack ele-seeks and is an automatic Lucky Strike. Afterwards, the Avenging status is removed from the monster for one round.

*Smittens' attack takes you by surprise! Bonus damage!
**You can see the attack coming and settle into a defensive stance!


Appearance: Smittens in a dark cowl with glowing red eyes.
Description: This version of Smittens seems to be seeking revenge for some wrong done to it in the past!


Smittens the Hero

Earth element monster
Above average MRM with a focus on Melee.

Stats: Maxed out Int, Dex and Str.

Effects:

- Smittens the Hero takes 0 damage from all attacks if the player's hp is above 50%.*

- If it has enough sp, Smittens the Hero pays that much to gain a permanent stacking Boss Boost (+20) and Hypercritical (+20% LS rate).** This doesn't take a turn.

- Upon its first death, Smittens the Hero stays at 1 hp and ressurects itself to 1/4 the hp it started with.***

- Smittens the Hero has the following attack rotation:

- - First attack during the battle deals reduced damage and gives Smittens a permanent DefBoost (+40 MRM).

- - Second attack also deals reduced damage and gives Smittens a permanent EleShield (-40% damage from all elements).

- - Third attack deals normal damage, but pays mp to gain a permanent accuracy boost (+40 bth).

- - Fourth attack deals normal damage but also pays mp to gain a permanent damage bonus (+40%).

- - Fifth attack and all the following deal normal damage.

*Boatman seems to have gifted Smittens his cloak, leaving it immune to attacks of those that are not already one foot in the grave!
**Smittens changes its equipment to better suit its current foe!
***Smittens recalls everyone that is depending on it and refuses to go down!


Appearance: Smittens with a sword and shield.
Description: ...yeah. Seems this version of Smittens has taken your place, becoming the hero of Battleon. Not cool, bro.


Smittens the Smitten

Fire element 2-monster mob
Average MRM.

Stats: Very high Cha, followed by End, then Luck.

Effects:

- After each hit taken by Smittens the Smitten, the player makes a save (Cha/Luck vs Cha/Luck) with -20 penalty. On fail, the player is inflicted with 2-turn Choke* (-20*DamageDealt/ExpDamage % damage). (basically, a reverse Mason)

- Has a permanent Aegis of Love status. This is a hard cap with power equal to around 25% expected monster damage.

- Both monsters deal no damage, but inflict the player with fire element Burn** (Cha/Luck vs Cha/Luck, -20 penalty to save) for 2 rounds and heal each other's hp equal to Aegis of Love's power. This works even if one of the monsters died, as long as at least one remained alive.***

*You're choked by emotion!
**Love Burns!
***Not even death would us part.


Appearance: 2 Smittens holding hands.
Description: This version of Smittens seems to have found true love!

< Message edited by Primate Murder -- 5/18/2020 10:17:02 >
AQ DF  Post #: 223
5/18/2020 10:14:49   
Primate Murder
Member

The Undrawn, Part Two

The Smittens of Order

Water element 3-monster mob
All resists are 50%, including Harm.
Average MRM.

Stats: Evenly distributed among Str, Dex and End.

Effects:

- Stun immunity.

- The left Nerfwraith does no damage, but while it's present, the player is inflicted with Defense Nerfed (renamed elevuln, +25% damage from water element).

- The right Nerfwraith does no damage, but while it's present, the player is inflicted with Offense Nerfed (-25% damage dealt with all weapon attacks, specials and spells).

- After each hit taken by The Smittens of Order, it gains Defense Buffed (+3 MRM to hit element) for the rest of the battle.*

- After each hit missed by The Smittens of Order, it gains Offense Buffed (+10 bth) for the rest of the battle.**

- When The Smittens of Order reaches 2/3 base hp, or when it would be stunned, it shifts into its second form,*** regaining any Nerfwraiths it lost and doubling the power of the two Buff effects.

- When The Smittens of Order reaches 1/3 base hp, or when it would be stunned while in second form, it shifts into its third form,**** regaining any Nerfwraiths it lost and doubling the power of their Nerf effects. The player also looses the ability to cast spells and use Miscellaneous Accessories for the rest of the battle.

*Smittens decides that its defenses are too unbalanced and buffs them!
**Smittens decides that its offence is unbalanced and gives it proper buffage!
***Smittens decides that it is still too unbalanced! More buffs are needed!
****Smittens decides that you are still too unbalanced! More nerfs are needed!


Appearance: Smittens and two NerfWraiths.
Description: This version of Smittens seems to have joined the Knights of Order!


Ethereal Smittens

Light element monster
High MRM with a slight weakness to Magic.

Stats: Int, Dex, End.

Effects:

- Ethereal Smittens has a permanent Outsider status. It takes -10 * (10 - EtherealShift)% damage from all sources, capping at 10. So no damage taken at 0 ES and full 100% damage at 10 ES power.

- Ethereal Smittens starts at 50% damage dealt, and increases its attack by 10% for each Ethereal Shift it gains, capping at 10.

- If Ethereal Smittens has enough sp, it pays that much to make a high-damage light attack.

- Ethereal Smittens pays mp to randomly inflict one of the following effects at the end of its turn. The effects last until the end of the battle and can be resisted (Int/Luck vs Int/Luck) with +0 bonus to save. Smittens only gains an Ethereal Shift if the effect is successfully inflicted.

- - The player is inflicted with Choke (-10% damage), and Smittens gains an equal damage bonus. Gives 1 Ethereal Shift.*

- - The player is inflicted with Blind (-10 bth), and Smittens gains an equal amount of bth. Gives 1 Ethereal Shift.*

- - The player is inflicted with DefLoss (-10 MRM), and Smittens gains an equal amount of blocking. Gives 1 Ethereal Shift.*

- - The player is inflicted with light element Poison (Power: 1), and Smittens heals hp equal to the damage dealt by the poison. Gives 1 Ethereal Shift.

- If Ethereal Smitttens does not have enough mp, it spends a turn regaining mp. Doing so reduces Ethereal Shift by 1.

*Smittens grows more solid as it gets a better grip on reality!

Appearance: A more transparent version of Smittens that grows more solid with each Ethereal Shift power.
Description: This version of Smittens seems to be even less corporeal than others!


Doc Smittens

Energy element monster
Above average MRM with a slight focus on Ranged.

Stats: Very high Int, followed by Dex and Luck.

Effects:

- Doc Smittens starts with a Shields Holding (power: 12) status, and while it's active, all attacks against the monster automatically miss. The effect's power is reduced by 1 each time it blocks a hit,* to a min of 0.** This includes all hits by weapon attacks, specials, spells, pets and guests.

- If it has enough sp, Doc Smittens pays that much to return the power of the Shields Holding status back to 12.***

- If Doc Smittens is not inflicted with either of the Warning statuses, it makes a 3x damage attack, gaining 'Warning: Volative Plasma' status for 3 rounds. If Doc Smittens takes damage while Volative, both player and monster take high fire element damage.**** This gives Doc Smittens 'Warning: Repairs in Progress' status for 3 turns.

- If Doc Smittens has enough mp and is inflicted with a Warning status, it pays that much mp to make a drone attack, inflicting the player with a 3-turn energy Burn (Int/Luck vs player's Dex/Luck, -20 penalty to save). If it has the status, but lacks the mp, it does nothing.*****

*Your attack reduces the Plasma Shields' power!
**Your attack breaks the Plasma Shields!
***Doc Smittens recharges the Plasma Shields!
****Your attack blows up the volative plasma!
*****Doc Smittens waits for the Cannon to cool down.


Appearance: Smittens in glasses before a holographic keyboard and screen.
Description: This version seems somewhat smarter than your average Smittens...


Possessed Smittens

Dark element monster
Average MRM with a slight weakness to Magic.

Stats: Str, Dex and Luck.

Effects:

- Possessed Smittens only takes damage from Lucky Strikes. All other forms of damage are reduced to 0.

- Smittens inflicts the player with a stacking Anima Leech effect that lasts until the end of the battle. While affected, the player looses 25 End and gains an appropriate amount of Luck.* The effect can be resisted (Str/Luck vs player's Int/Luck, +0).**

- All monster attacks deal additional damage to player's sp, proportional to the power of the Anima Leech effect.

- If it has enough sp, Possessed Smittens pays that much to make its attack a guaranteed Lucky Strike.

*Smittens leeches some of your soul energies - but in doing so leaves itself vulnerable!
**You use your arcane knowledge to block the attempt at stealing your anima!


Appearance: Smittens with glowing red eyes and an ominous shadow behind it.
Description: This version of Smittens seems to be possessed by some nefarious force.

< Message edited by Primate Murder -- 5/18/2020 10:15:18 >
AQ DF  Post #: 224
5/23/2020 4:32:16   
Primate Murder
Member

Playing as Warlic was an incredibly interesting experience, and the whole quest gave me quite a few ideas for item suggestions.


Sepulchure's Helm

Darkness misc.

Stats: Max boost to Dex and Str.

Effect: Darkness defense, but instead of damage resistance, you gain an appropriate per-hit damage reduction.

MC: Click on the helm to pay 22% melee sp and toggle on the following effect. After each of your weapon attack hits or spell hits that connect, you inflict the monster with EleVuln (+14% damage from all elements) for 1 round. Monster can resist (Str/Luck vs Cha/Luck) with +0 bonus to save.

Upkeep cost: Instead of sp or mp, you're inflicted with Unlucky status, loosing a corresponding amount of Luck.

Appearance: Based on Sepulchure's Helm in the Dragonlorn Keep quest.
Description: A forged replica based on the helm of the famous traitor.
AQ DF  Post #: 225
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All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest Suggestions >> RE: Primate Murder's Suggestion Thread
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