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RE: JhyShy's Weirdo Workshop

 
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3/31/2025 7:47:42   
JhyShy
Member
 

Dreaded CryptKeeper
MC Spellcaster Darkness/Earth Armor. MC is spent on compression
Appearance- Arcane Cryptkeeper from AQW or Ancient Cryptkeeper from AQW
Cost: Gold

Elements- 40/40 Darkness and Earth. Elecomp is 1.4~1.5

Animation- 2 hits

Effects-
You gain a SC lean
You gain 2 skills
MC is spent on compression

Skills-
Feed the Ground - 5 Hit Efficient spell that deals -5% damage due to seeking between earth and darkness. Self inflicts 3 turns of 2.83 poison to boost damage up to a standard damage spell and cover the -5% damage of seeking.
Crypt Curse - Quickcast skill that is usable once per turn. Reflects any poison that is currently inflicted on the player this skill has a +20 save. Has a maximum use of 2.

Description- Abandoned robes of a dark mage that died in a Crypt, their death seemed to have triggered the earth around them to eat this armor making it toxic to wear. It inflicts you with poison when casting it's spell but forbidden knowledge also allows you to reflect these curses to the enemy.
Info- Basic spellcaster armor built for compression, gameplay idea being that you keep casting the spell over and over (it's why it's efficient) to inflict yourself with poison but gives you a timer if ever you run out of reflects.

< Message edited by JhyShy -- 3/31/2025 9:38:29 >
Post #: 101
4/4/2025 1:26:34   
JhyShy
Member
 

Ice Storm Berserker Set
Info: A FD Energy/Ice set that self inflicts ice and energy burn to boost power. Basic armor ans weapons designed for straightforward gameplay, compression for FD warriors and rangers.
FSB: Decreases costs of armor skill


Ice Storm Berserker
MC FD Energy/Ice Armor. MC is spent on compression
Appearance- God of Storms from AQW with Thundersnow cape from AQW as a cape
Cost: Gold

Elements- 40 Energy/40 Ice with elecomp of 1.4

Animation- 3 hits

Flavor Effect:
Gives the player -8.5 Bth to gain +STR or +DEX when hit depending on which mode the armor is on

Effects-
You gain a FD lean
You gain 2 skills
MC is spent on compression

Skills-
Storm or Snow - Player chooses between using STR (Storm) or DEX (Snow) for main stat bonuses. Default mode is Storm mode.
Reflecting Ice Storm - Does two different things depending on which mode from the first skill the player is on. Animation is Summoning stormy ice hands to hit 6 times
Storm - Overcharged weapons based skill that seeks between Ice and Energy. If the player has any DoT's it sacrifices damage to reflect it to the monster with a +20 Save. Sacrifices -5% damage to seek between ice and energy
Snow - Regular SPell. If the player has any DoT's it sacrifices damage to reflect it to the monster with a +20 Save. Sacrifices -4.25 bth to seek between ice and energy

Description- Protecting between the storm and the snow, a berserker of this clan could harness the elements they protect from to inflict grave injuries onto the opponent, even better when you are inflicted with your own grave injuries to reflect back to them.
Info- Another reflect and compression armor, figured to go back to basics and compression stuff I've wanted to do, either that or make f2p version of premium stuff. I got the idea of the self burn due to the original AQW armor and item descriptions.


Ice Storm Berserker Hammer
MC Energy/Ice Melee Hammer/Maul. MC for compression
Appearance- Taranis Storm Hammer from AQW
Cost: Gold

Type: Melee
Element: Energy/Ice

Flavor Effect:
Inflicts the player with an ice/energy burn to boost damage to +20%

Effect:
Has no true special
Has the usual no proc bonus
Click the weapon to switch between Ice and Energy

Description- A mighty Maul hammer, built for clobbering enemies to the ground with either energy or ice. Be careful though, as despite the greater damage, it burns you in the process.
Info: Not much to say, just wanted to make a compression weapon that isn't JUST compression. Because that's boring


Ice Storm Berserker Slab
MC Energy/Ice Melee Sword. MC for compression
Appearance- Freezing Lightning Blade from AQW
Cost: Gold

Type: Melee
Element: Energy/Ice

Flavor Effect:
Player loses -3 MRM to be able to have an efficient skill (considered a bow type attack like Edge of the End) when clicking the blade to perform a skill that self inflicts Ice/Energy burn onto the player to boost damage by 35%.

Effect:
Has no true special
Has the usual no proc bonus
Click the handle to switch between Ice and Energy

Description- A mighty slab of steel, built for destroying enemies to the with pure carnage. With it you can be able to perform the tribe's powerful technique but might suffer burns in the process.
Info: This was honestly my other idea for a melee weapon since I like the idea of managing resources and gaining a better burn to pay off later with a boosted burn reflected.


Ice Storm Berserker Bow
MC Energy/Ice 100-Proc Bow. MC for compression
Appearance- Taranis Salvation Bow from AQW
Cost: Gold

Type: Ranged 100-proc
Element: Energy/Ice

Flavor Effect:
Player self inflicts ice/energy burn to boost damage upto 30%

Effect:
Has a 20-proc true special
Click the handle to switch between Ice and Energy

Description- A large war bow of the tribe, built to target priority enemies and strike them down with mighty arrows, be careful though, for while it can harness both storms and snows, it will burn you for it.
Info: Not much to say, there isn't really a prominent energy and ice compression bow so I figured to make it this one.


Edits:
- Added a flavor effect to the armor
- Made sword's flavor effect -3 MRM instead of -4.25 bth

< Message edited by JhyShy -- 4/4/2025 6:48:28 >
Post #: 102
4/4/2025 7:52:40   
JhyShy
Member
 

Coldborn/Goldborn Tyrant Set
Info: A FD Ice/Light set that self focuses on pure damage. Basic armor built to maximize damage for FD warriors. (I made this in the middle of reviewing for an exam and I just wanted to make something basic, straightforward and required no thinking)
FSB: Gives +15% damage


Coldborn/Goldborn Tyrant
MC FD Ice/Light Armor. MC is spent on compression
Appearance- Frostborn Warlord from AQW with Frostborn Fur Cloak from AQW as a cape. For Goldborn it is Frostborn Ruler with Golden Fur Cloak as a cape
Cost: Gold

Elements- 39 Ice for Frostborn and 39 Light for Lightborn. Elecomp is 1.6

Animation- 3 hits

Flavor Effect:
Player gains +15% damage on melee attacks but -5% damage to when dealing ranged or magic attacks.

Effects-
You gain a FD lean
You gain 2 skills
MC is spent on compression

Skills-
Rush of Battle - Makes attack 4 hits and locks attacks to armor element and gives the player berserk. (Makes player equip two short axes: Coldborn, Goldborn)
Tyrant Strength - Gives +STR for SP Upkeep

Description- The garbs of an unlucky tyrant warlord from the far north, it can give you a boost to brute strength and even make you lose your cool/light to give you even more tyrannical strength, although using anything that needs more finesse or thought.
Info- Description calling the player sorta dumb is intentional, this set is all about brute force and mindlessly clicking attack. I wanted the elelock to come at a grave cost with the berserk cause I wanted to think this would pair up well with something like Defloss stuff (So they can be used more, but none of that will be featured in this set)


Coldborn/Goldborn War Axe
MC Ice/Light Melee Axe. MC for compression
Appearance- Frostborn Warlord Battleaxe from AQW for ice. Golden Warlord Battleaxe from AQW for Light
Cost: Gold

Type: Melee
Element: Ice/Light

Flavor Effect:
Sacrifices -9 MRM to gain +15% Damage.

Effect:
Has no true special
Has the usual no proc bonus
MC is +5% damage

Description- A straightforward weapon of a tyrant, it can viciously carve in your enemies at the cost of letting them hit you more.
Info: Not much to say about this one, pretty boring not going to lie, but I wanted to make something straight forward and focus on damage dealing and boosting.


Coldborn/Goldborn Fleece
MC Ice/Light Shield. MC for compression
Appearance- A mix of Frostborn Warlord Fur from AQW and Frostborn Warlord Crossed Axes from AQW for ice. Golden Warlord Fur from AQW and Golden Warlord Crossed Axes from AQW for Light
Cost: Gold

Element: -26 Ice for Coldborn and -26 Light for Goldborn

Effect:
Clicking the shield gives +50 STR

Description- An enchanted fleece from the land of a tyrant, it grants the user tyrannical strength.
Info: I honestly just wanted to give a free alternative to Valiant Hero Shield, also wanted an Ice alternative to Ironthorn.


Coldborn/Goldborn Helmet
MC Ice/Light Helmet. MC for compression
Appearance- Frostborn Elite Horned Helmet Fur from AQW for ice. Golden Elite Horned Helmet from AQW for Light
Cost: Gold

Effect:
Makes player take x0.5 damage from misc element.
Gives +50 STR
Gives +50 END/CHA but gains -50 INT/DEX
Clicking on the misc turns on a toggle: Pays 20% SP per turn to inflict a omni elemental defloss for 2 turns, this has a +20 Save.

Description- An enchanted helmet from the land of a tyrant, it can grant the user elemental protection but makes them dumber and less nimble, it can also turn on an enchantment making the foe turn their guard down.
Info: Not much to say about this, I wanted to experiment with the whole -STAT for +STAT thing, this one further showcases just how dumb the original wearer was. Based most of this all from Lost Talon shard.



< Message edited by JhyShy -- 4/4/2025 10:26:58 >
Post #: 103
4/4/2025 10:18:17   
JhyShy
Member
 

Eviternity Defender Set
Info: A N Wind set that focuses on healing, made to be for all builds. Largely inspired by Eternal Champion but more defensive and for turtling.
FSB: Gives +15% SP per turn


Eviternal Defender
MC N Wind Armor. MC is spent on compression
Appearance- Battleon Celebration Garb from AQW with Virescent Rune Festival Cloak from AQW as a cape.
Cost: Gold

Elements- 39 Wind/42 Light/42 Water. Elecomp is 1.5

Animation- 2 hits

Flavor Effect:
Player gains -6 MRM to gain -12.5 Heal resist.

Effects-
You gain a N lean
You gain 3 skills
MC is spent on compression

Skills-
Defender's Bearing - Allows the player to switch between FD, FO and SC once per battle.
Magical Onslaught - Toggle that locks weapon attacks to wind and makes auto attack 4 hits. Sacrifices 50% melee in SP to inflict a 3 turn wind siphon on the opponent based on hits connected (Any hit can work here, even spells).
Defender's Arc - Regular wind SPell (Melee and Ranged)/Spell (Magic), takes additional 35% SP to boost any existing wind siphons on the opponent. If there is no wind siphon, deals additional damage

Description- These garbs are meant to represent the challenges, hardships and trauma battleon has ultimately overcome, for as battleon remains, an eternal peace in the continent can be achieved, it can siphon enemy health to heal your own.
Info- I wanted to make a heal focused version of eternal champion that would still be open to all builds. SC and FD people kind of get shafted here though ngl, that's my bad.


Eviternal Defending Armament
MC Wind Melee/Ranged/Magic Sword/Lance/Sword. MC for compression
Appearance- Arc Aura Lance from AQW.
Cost: Gold

Type: Melee/Ranged/Magic
Element: Wind

Effect:
Clicking on the handle makes it switch between Melee, Ranged, Magic modes
Has no true special
Instead of the usual no-proc bonus, it gains a silent proc chance to inflict a wind siphon on the opponent. (Think like Eternal Champ's Void burn)
MC lets the player switch between modes:
Damage mode - Regular damage.
Siphon mode - Sacrifices 25% Melee in SP to inflict a wind siphon from the enemy. (When in magic mode, it sacrifices spell damage to inflict wind siphon on the opponent.)

Description- An eternal weapon made for outlasting the enemy and using their energy for your own good.
Info: Mostly just a clone of the lost talon stuff not going to lie, but I figured for this one, it'd be sacrificing more damage than lost talon.


Eviternal Defending Resistance
MC Wind Shield. MC for compression
Appearance- This shield from AQW.
Cost: Gold

Element: -26 Wind

Flavor effect:
Sacrifices -3 MRM to gain -6.25 heal resist

Effect:
MC: Comes with a quickcast skill. Once per turn you can pay [100% Melee] SP to heal HP (spell, *0.85*0.9*0.5 damage, uses Weapon Mainstat for stats). If you have any negative status effects, then the healing is reduced to cleanse these:
- 1 affliction: healing is halved
- 2 afflictions: no healing
- 3+ afflictions: charges an additional [50% Melee] SP to cleanse each affliction beyond the 2nd, if possible.

Description- The everlasting shield of an everlasting defender, it can heal your afflictions and cure your wounds.
Info: GOD I LOVE WINGWEAVER'S SHIELD. But I hate that its rare and newer players don't have access to it, so here is a 1:1 clone especially since it fits with the set and it's mechanics. I changed the END to weapon main stat


Eviternal Virescent Crescent
MC Ice/Light Helmet. MC for compression
Appearance- Virescent Ceremony Rune from AQW.
Cost: Gold

Effect:
Makes player take x0.5 damage from Wind.
Gives +50 END
Gives -6.25 heal resist
Includes a toggle, sacrifices 20% HP to heal back 20% SP based on hits connected

Description- An enchanted rune that represents the people's will to never back down and never be beaten down, despite the challenges, despite of the trauma.
Info: Again, inspired by wingweaver. The idea here is that since you're healing your HP. You can have enough to loop some of those HP back to heal SP so you don't get drained immediately for overusing the armor.



< Message edited by JhyShy -- 4/4/2025 11:10:46 >
Post #: 104
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