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1/6/2023 20:32:24   
Deli
Member

Deli's Suggestions
I don't have a 100% understanding of the numbers/formulae yet, so all help is appreciated.


Special thanks to CH4OT1C! for help with some of the math for all of the entries.
Link to CH4OT1C!'s suggestion thread here.
Special thanks to Jeanne for help with some of the math for Amethyst Ward.






Contents:

Weapons:
Coldmore Claymore: Melee/magic water sword that inflicts the cold, or deals more damage to cold enemies.
Gogg Scepter: Melee/magic ice and earth mace/scepter that has a LUK drive.
Lucky Sevens: 100% proc ranged/magic earth weapon that minimises random damage.
Quickdraw: 100% proc ranged harm weapon that deals massive damage on turn 1 but makes enemies hit harder.
Textbox: Melee/ranged/magic multi-elemental gag weapon.

Armours:
Adder's Apprentice: FO Fire armour that increases the power of weapon specials. (The Onyxx Wartexx is my favourite weapon in the game.)
Booming Thunder Style: FD Energy armour with a passive dodgelash effect and a blocking toggle.
Elbhe Form: FD Light/Darkness Armour with passive HP regen and a light/dark eleshield.
Flowing River Style: FD Water armour with passive sp regen and a blocking toggle.
Gogg Royalty: FO Earth/Ice armour with an initiative boost and a LUK drive that costs END.
Graffiti Artist: FD Earth armour with 3 skills that revolve around monster "tags".
Outlaws Garments: FD Light armour that increases 100-proc weapon damage and has an initiative boost.
Raging Inferno Style: FD Fire armour with passive backlash and FO toggle.
Roaring Blizzard Style: FD Ice armour with passive mp regen and FO toggle.
Undead T-Rex Rider: FO Darkness armour with 2 skills. 1 inflicts elevuln and the other does big damage.
Yulgar's Waitstaff: FO Water armour which increases in power the less potions the player has.

Shields:
Amethyst Ward: Earth shield that increases all spell damage at the cost of blocking. (this post)
Gogg Hide: Earth Shield that comes with a LUK drive at the cost of MRM.
Mach 400 Afterimage: Energy shield that increases initiative and has a celerity quickcast.

Spells:
Gogg Drive: Neutral spell that grants celerity to player's side for 2 turns.
Gogg Onslaught: Earth/Ice/Water/Energy multihit spell that has an increased LUKy strike chance.

Pets:
Ankhylosaurus: Light pet that deals damage, or revives the player.

Guests:

Miscs:
Gogg Tooth Necklace: Neutral Misc that increases STR, INT, and LUK, and also incoming damage.

Enemies:
Doomsday Golem: An extremely hardy golem that draws the battle out until it becomes immune to all sources of damage.
Goggery, the Kingogg: The king of the goggs. utilises high initiative, powerful attacks, and gogg-based spells to defeat the player asap.

Quests:
Monster faces (this post)

Other:
Chronology tracker (this post)





Amethyst Ward: Increased spell damage at the cost of blocking

MC Earth Shield

MCPrice 24205166
MCSell 12102583

M 6
R 6
M 11

Earth: -26%

MC: While wielding the shield you passively gain +18% damage to all spells but -6 blocking (factored in above)

Appearance: Something like this
Description: This amethyst geode isn't the best at blocking, especially from non-arcane sources, but the way it draws in magic makes you feel invigorated.





A method to acquire monster faces

I recently came across the Elvish Warrior monster and thought about how cool it would be to use that face for one of my alts. It got me thinking about how, for those players that can't justify the large cost of the custom face Z-Token package, a quest that could be updated periodically to acquire some of the more iconic and/or player-friendly monster faces would be excellent.

I already stated Elvish Warrior, but imagine if we could set our face to that of a:
Zard(s)
Dragon(s)
Kor-Dem
Stragath
Xerxes
Crazy Cornelius
Godwin the Goose
etc

For clarification: these would be purely cosmetic for the player. I'm sure there will be players that absolutely must have that zard face, and plenty of players (including myself) that will collect them all for bragging rights.





An in-game way to track which quests have been completed and the chronology of such quests

This one is self explanatory. I would rather there be an in game tool to assist with quest order, rather than a google sheet or random reddit post.

< Message edited by Deli -- 1/28/2023 17:38:15 >
AQ  Post #: 1
1/9/2023 23:18:40   
Deli
Member

Ankhylosaurus: Inflicts damage, or collects charges to revive the player

MC Light Pet

Level 150
Type G
PowLvl 153

MCPrice 12102583
MCSell 6051291

MC: Click the pet to toggle between:
+5% damage*. The pet turns around and swipes the enemy with its club tail for 1 hit of light damage.
OR
-62.5% damage, but the pet will also gain 2+round(2*CHA/[Expected CHA]) charges**. You can only have 50 charges maximum. Charges cannot be gained against low level monsters. When you die with a minimum of 10 charges, you are instead kept at 1 hp, all charges are spent, and the effect cannot proc again for the rest of the battle***. You revive while the pet is in any mode, as long as enough charges have been built up.
For each charge spent above the initial 10, the player regains [4% of standard spell cost] MP if INT=>STR/DEX or [4% of standard skill cost] SP if STR/DEX > INT.

* Your companion will strike the enemy with full force.
** Your companion concentrates on preservation.
*** Your companions will preserves your soul. You owe them a treat.

Appearance: A yellow-y ankylosaurus but instead of having a ball for a club, it instead has an ankh shaped club-tail. When it gains a charge, it raises its tail to show the ankh upright. When it revives the player, it raises its tail, and a yellow light rapidly expands from within the creatures body.
Description: This reliable fellow will do everything it can to please it's master, even reviving you. Not to worry, though, as they've accrued just as many favours from the Boatman as you have!

< Message edited by Deli -- 1/13/2023 4:24:42 >
AQ  Post #: 2
1/9/2023 23:23:18   
Deli
Member

Coldmore Claymore: Inflicts the cold and deals more damage to cold foes

MC Water Melee/Magic Sword. 0 BTH Lean. No proc so deals *1.09 damage (not factored in).

Level 150
Type G
PowLvl 153

MCPrice 48410333
MCSell 24205166

Neutral Base Lean.

Click the hilt to toggle between:
Melee* or Magic** Mode.

MC: Click the blade to toggle between:
+7.5% damage*** to foes inflicted with The Cold.
OR
-25% damage† but after each hit:
In Magic mode, there is a 100*0.75*([hits connected]/[hits attempted])% chance of inflicting The Cold (-9.1*[hits connected] BTH, -9.1*[hits connected] blocking).
In Melee mode, it becomes 100*([hits connected]/[hits attempted])% chance of inflicting The Cold (-9.1*[hits connected] BTH, -9.1*[hits connected] blocking).
The monster can resist with a save at a +0 penalty (inflict with [STR|INT]/LUK, resist with END/LUK).
The effect lasts until the monster succeeds on a save at a +0 bonus (inflict with [STR|INT]/LUK, resist with CHA/LUK). Does this make sense? END to resist the save, then, if they're afflicted, CHA to remove the save.

(in magic mode, the weapon deals *0.75 damage.)

* Your weapon now deals melee damage.
** Your weapon now deals magic damage.
*** Your weapon now deals more damage to cold enemies.
† Your weapon now inflicts the cold onto enemies.

Appearance: Something like this. I imagine it to be quite large and bulky, and maybe having some small ice shards forming at the tip of the blade, and falling off.
Description: A souvenir from your travels in the Northern Great Sea. This sword is much cooler to the touch than other similar swords and seems to be able to inflict this upon your foes.





Lucky Sevens: No/minimal random damage

MC Earth Ranged/Magic Bow(?). 0 BTH lean. 100% proc (in both forms) with no true special so deals *1.09 damage (not factored in). Deals 2 hits; 1 for each die.

Level 150
Type G
PowLvl 153

MCPrice 48410333
MCSell 24205166

Extremely heavy Base Lean. (These are LOADED dice)

Click the hilt to toggle between:
Ranged* or Magic** Mode.

MC: If the player has 0 LUK, This weapon deals +7.5% damage.

(in magic mode, the weapon deals *0.75 damage.)

* Your weapon now deals ranged damage.
** Your weapon now deals magic damage.

Appearance: Literally just 2 normal dice in the players hand. Not overly large. When the player attacks they launch at the enemy and then return. Simple.
Description: You don't need luck when you have these bad boys.

< Message edited by Deli -- 1/11/2023 20:02:41 >
AQ  Post #: 3
1/10/2023 0:36:11   
Deli
Member

Textbox: Gag Weapon

MC Random Element Melee/Ranged/Magic Sword. -5 BTH Lean. Completely random element (including harm AND heal) and no proc so deals *140/90 damage as compensation (not factored in).

Level 150
Type G
PowLvl 153

MCPrice 48410333
MCSell 24205166

Extremely heavy Random Lean.

Click the hilt to toggle between:
Melee*, Ranged** or Magic*** Mode.

MC: This weapon deals +5% damage.

(in magic mode, the weapon deals *0.75 damage.)

* Your weapon now BONKS!
** Your weapon now speaks arrow-nese.
*** Your weapon now sparkles.

Appearance: It looks like the textboxes that appear at the top of the screen and is wielded like a sword. In order of preference, I would like the text to be randomised from any possible textbox in the game either after every hit, every time it changes damage type, every turn, every 60s, every time it is equipped, or every battle.
Description: They say the pen is mightier than the sword, but to wield the very text itself is something else!

< Message edited by Deli -- 1/13/2023 4:18:56 >
AQ  Post #: 4
1/10/2023 17:49:07   
Deli
Member

Mach 400 Afterimage: Increased initiative and a celerity quickcast
Lower tiers come at levels 10, 30, 50, 70, 90, 110, and 130.
Names at lower tiers are Mach 50 Afterimage, Mach 100 Afterimage, Mach 150 Afterimage, etc. all the way up to Mach 350 Afterimage.


MC Energy Shield

Level 150
Type G
PowLvl 153

MCPrice 24205166
MCSell 12102583

M 6
R 13
M 13 (cant hit them if you cant tell which one it is)

Energy: -26%

While wielding the shield you gain 105 initiative but you receive -3 MRM (factored in)
MC: If you click on it during your turn, you pay 183 SP and the monster makes a save with +0 penalty (inflict with [STR|DEX|INT]/LUK, resist with INT/LUK)*. If it fails the save, you gain Celerity for one turn**.
You can only attempt this once per turn.

SP Cost Calcs: 140 / 1.4 * 0.85 * 1.1 / 2 = 46.75% melee
46.75% of 392 = 183 SP


* Your enemy isn't fooled by your afterimage... this time.
** Your foe lost track of the real you. Time to take advantage!

Appearance: Is it possible to make the shield look exactly like the player character, but slightly faded with this kind of vibe? the idea is to have 2 PC's, just with one offset from the other.
Description: Did you know an afterimage is actually just your brain tricking you into thinking there are multiple copies?

< Message edited by Deli -- 1/12/2023 16:32:33 >
AQ  Post #: 5
1/12/2023 18:54:41   
Deli
Member

Graffiti Artist: Increases in power the more tags an enemy has

MC FD Earth Armour. Normal attack is 2 hits. +0 BTH lean. Comes with 3 skills.

Level 150
Type G
PowLvl 153

MCPrice 96m or 121m?
MCSell 48m or 60m?

Melee > Ranged > Magic blocking
Earth > Light/Wind > Dark/Energy > Ice/Water > Fire

MC: All weapon attacks and specials, and specifically this armours skills/spells, increase in damage by 5% for every tag the foe has (undead/dragon/canadian/etc).
Starts at 95%. (95 + (5*[# of tags])% damage

Skill 1 -
The <Player Name> Tag: e.g. for my linked character this skill would show as "The Lazarus Tag"
This quickcast skill adds a generic tag to the foe simply called "tagged". A creature can only have one instance of the "tagged" tag at a time. Dex/Int vs Dex save with +0 penalty. Can only be attempted up to 4 times per turn.
Cost: 92 SP assuming the math for Mach 400 Afterimage is correct, then the player (not pets/guests) having another turn, or in other words increasing their damage by 100% for 1 turn, costs 183 SP. Therefore increasing your damage by 5% for the expected 10 turns, or in other words 50% for 1 turn, should cost 183/2 = 92 SP.
Appearance: The word "Chosen" in a stereotypical graffiti style appears rapidly one letter at a time in the foes space.

Skill 2 -
Going Over:
Efficient Skill/Spell. 1 hit. After the damage is dealt, one random tag from the foe is removed. This can remove a tag with which the foe started the battle. Prioritise the "tagged" tag before randomly selecting other tags.
Cost: 196 SP / 261 MP. Deals 62.5% damage of a normal skill/spell.
Appearance: The word "Chosen" in a stereotypical graffiti style appears in the foes space and immediately a black line is painted (slashed) through the word.

Skill 3 -
Whole Car Massacre:
Overcharged Skill/Spell. 6 hits. After the damage is dealt, all tags from the foe are removed, even the tags with which the foe started the battle.
Cost: 348 HP + [490 SP / 653 MP]. Deals 200% damage of a normal skill/spell.
Appearance: A paint can is opened and a tsunami of white paint torrents out of it towards the enemy.

Both skill 2 and skill 3 deal ranged damage and cost SP if DEX=>INT and deal magic damage and cost MP otherwise.

Appearance: Something like this. Add some various coloured spray paint cans to the top of the jeans. Click on hood to remove it/put it up.
Description: “People say graffiti is ugly, irresponsible and childish... but that's only if it's done properly.” Banksy

< Message edited by Deli -- 1/20/2023 11:45:53 >
AQ  Post #: 6
1/13/2023 14:34:30   
Deli
Member

Flowing River Style: Passive SP regen with blocking toggle

FD Water Armour with Wind/Energy secondaries. Normal attack is 2 hits. +5 BTH lean. Has passive SP regeneration effect. Comes with a skill and a blocking toggle.

Level 150
Type G
PowLvl 153

MCPrice 96m
MCSell 48m

Ranged = Magic > Melee
Water > Wind/Energy > Fire/Dark > Ice/Light > Earth

Effect: Player takes 25% more damage, player gains +98 SP regen. If Player INT <= 0, player gains a further +29 SP regen.

MC: compresses the skills

Skill 1 -
Natural Flow: Regain 470 MP (quickcast - once per turn)
Cost: 392 SP
Appearance: The players hands come together and bows their head. A splash of water appears from within the player model and rapidly expands.

Skill 2 -
Current Sense: Player takes *85/70 more damage, gains +15 Blocking (toggle)
Cost: 98 SP
Appearance: Players pose changes. one hand raises as if ready to redirect a projectile away from the body.

Appearance: Weapon and shield dont show, instead they appear at the bottom of the screen. Looks like a monks gi with a light blue/grey/white colour scheme. Im picturing ribbons. The pose should feel like the player is agile, and difficult to hit.
Description: Through careful study of the waters of the world, you can allow your SPirit to flow like a river, and, through meditation, you can even channel the currents to redirect projectiles.

< Message edited by Deli -- 1/28/2023 14:51:33 >
AQ  Post #: 7
1/13/2023 23:27:34   
Deli
Member

Adder's Apprentice: Weapons with true specials receive a damage boost

FO Fire Armour. Normal attack is 3 hits. 0 BTH lean. Boosts weapon attacks, especially specials.

Level 150
Type G
PowLvl 153

MCPrice 72m
MCSell 36m

Melee = Magic = Ranged
Fire > Energy > Dark/Light/Earth/Wind > Light > Water > Ice

Effect: All weapon attacks and specials receive +8.5 BTH, player MRM reduced by 6.
MC: Increases the damage of specifically (true) weapon specials by 25%

Appearance: Think about what Adder is wearing. It should be similar, like a stereotypical blacksmith. If the player is wielding a melee, ranged, or magic weapon, the player model should show as a hammer, poker, and tongs, respectively.
Description: As Adder's forge-apprentice you improve your weapons to strike more accurately and enhance certain weapons to boost the power of their specials.

The idea behind this one is to have an FO armour that can make use of weapons with specials without suffering a damage loss when compared to attacking with weapons without specials

< Message edited by Deli -- 1/23/2023 8:42:40 >
AQ  Post #: 8
1/18/2023 12:14:05   
Deli
Member

Gogg Scepter: Dual element mace/scepter with a LUK drive

MC Ice + Earth Melee/Magic Mace/Scepter. -5 BTH Lean. Poorly related elements randomly on each hit so *1.31 damage multplier. No special so a further *1.08 damage.

Level 150
Type G
PowLvl 153

MCPrice 48410333
MCSell 24205166

Slight Random Lean.

Click the hilt to toggle between:
Melee* Mace, or Magic** Scepter Mode. No visual difference.

MC: This weapon deals +5% damage.
Toggle: Click the spiky part to pay 34 SP per turn to increase LUK by 50.

(in magic mode, the weapon deals *0.75 damage.)

* Your weapon now deals melee damage.
** Your weapon now deals magic damage.

Appearance: Looks like a mace which has gogg claws sticking out instead of the usual metal spikes.
Description: The goggs are prominent enough creatures to be known by most people across the land. Their survival skills are either no accident or a case of extreme luck. With this weapon you can channel some of their LUK for your own.





Gogg Royalty: Dual element armour with a LUK drive

FO Earth/Ice Armour. Normal attack is 7 hits. -5 BTH lean. Comes with a LUK toggle.

Level 150
Type G
PowLvl 153

MCPrice 96m
MCSell 48m

Melee = Ranged = Magic
40% Ice and Earth, very poor resists for remaining elements.

Effect: -3 MRM for Increased initiative by 105.

MC: Compresses a skill

Skill 1 -
Gogg Channel: Gain 50 LUK. (toggle)
Cost: 50 END (this can reduce END to negatives).
Appearance: N/A.

Appearance: an extremely over the top regal gown with the colourings of a gogg. regular gold crown. holds a scepter. weapon and shield not visible, instead appears at the bottom of the screen.
Description: <will write up something here about the made up gogg royalty later>.





Gogg Hide: Earth shield with a LUK drive

MC Earth Shield

Level 150
Type G
PowLvl 153

MCPrice 24m
MCSell 12m

M 14
R 14
M 14

Earth: -26%

MC: Toggle: Click the shield to lower MRM by 5.2 to increase LUK by 50.

Appearance: Just a round shield with the hide of a gogg coating it.
Description: <insert lesser known fact about goggs here>. With this shield you can channel the gogg's natural ability to get the drop on enemies at the cost of defenses, and even make yourself more frail for a further boost to LUK.





Gogg Drive: 2 turn celerity

MC Neutral Spell

Not quickcast, gives guaranteed celerity to player and pets and guests for 2 turns. When you click the spell there is a pop up to choose to pay by SP, pay by MP, or cancel casting.
The power of the spell is 161% melee so would cost 788 SP or 1051 MP





Gogg Onslaught: Overcharged multihit, multielement spell with increased LUKy strike chance

MC Neutral Spell

multi element spell, 7 hits, randomly selects between ice, earth, water, and energy. MC is increased LUKy strike chance. details explained below as the monster uses it too.





Gogg Tooth Necklace: Take more damage for increased gogg stats

MC Neutral Misc

Level 150
Type G
PowLvl 153

Pays 63 SP per turn and increases damage taken by 10% to increase STR, INT, and LUK by 50.
I don't know how to balance miscs.

Appearance: A gogg's tooth on a necklace.
Description. <insert another lesser known fact about goggs here>. This necklace will increase your STR, INT, and LUK but will cause you to take more damage.

FSB: If wearing any 3 of the weapon, armour, shield, or misc. Increases LUK by 50.





Goggery, the Kingogg: Boss monster for the Gogg species
Hits first, and hits hard. Grants itself celerity and utilises a powerful multihit spell.

Level 150
Power 4
Monster Lean Heavy towards offense, should be 0 defense
Element Neutral

Stats -
STR: 350
DEX: 0
INT: 350 (high mp pool)
END: -100 (low low low hp pool)
CHA: 0
LUK: 400

MRM -
Magic > Melee = Ranged
Should be quite high similar to the mighty shadow gogg

Resists -
Fire: 50
Water: 50
Wind: 85
Ice: 20
Earth: 20
Energy: 50
Light: 80
Dark: 80
Harm: 100
Void: 0

Effects -
Has 105 Increased initiative. It should take some heavy specialisation and still a bit of irl luck for the player to go first. The perfect goal would be for the player to have a ~20% chance to go first with the current max of 460 initiative.

Has increased LUKy strike chance. 20% rather than 10%.

On the first turn the Kingogg uses MP to give itself celerity for 9999 turns. This is NOT quickcast (to allow the player a chance to retaliate). Then on the same turn the Kingogg uses more MP to summon an onslaught of goggs. This is a multihit multielement spell that essentially kamikazes goggs, megoggs, and armegoggons, towards the player. The goggs either randomly body slam, bite, spit, or lazer, meaning the elements are random between ice, earth, water, and energy (slam, bite, spit, lazer).

On subsequent turns, the Kingogg prioritises casting the aforementioned gogg onslaught until it runs out of MP, at which point it will use regular attacks. The regular attacks will be similar in manner to the usual gogg attacks (7 hits; swipe, swipe, spit, bite, bite, lazer, lazer; ice, ice, water, earth, earth, energy, energy). The swipes and bites can randomly be either magic or melee, and the spits and lazers can randomly be either ranged or magic.
These regular attacks will drain the Kingoggs SP bar, but will restore the kingoggs MP on successful hits.

Appearance
Description: His royal Goggliness, Goggery of house Gogg, the First of His Name, King and Emperor of Goggs, Protector of the one Goggdom, the Father of Goggs, BA, MA, Ph.D.

< Message edited by Deli -- 1/23/2023 18:23:36 >
AQ  Post #: 9
1/20/2023 12:12:58   
Deli
Member

Yulgar's Waitstaff: Increases outgoing damage the fewer potions the player has.

FO Water Armour. Normal attack is 1 hit. variable BTH lean (see below). Comes with 3 skills and a potion related damage boost.

Level 150
Type G
PowLvl 153

MCPrice 121m
MCSell 60m

Melee > Ranged = Magic
Water > Light/Earth > Energy > Ice/Fire > Dark/Wind

Effect: Starts with +5 BTH lean and approriate damage modifier. After drinking a potion the lean decreases to +4 BTH, and will continue to decrease accordingly with every potion down to a -5 BTH lean. If a player drinks 2 potions at once (see skill 3) then the BTH lean decreases by 2, rather than 1. This resets after every fight.
MC: Your outgoing damage increases by (120 - (15*[Number of potions on player]/70))%. Magic weapon attacks get *4/3 of this boost, and spells get half boost.
It's easier to move about the less glasses one holds.

Skill 1 -
Tray Load: The armour gains 1 charge.
Cost: 1 potion randomly selected from either hp or mp. not quickcast. charges do carry over between battles.
Appearance: N/A

Skill 2 -
Spillage Equals Killage: Water damage skill. 1 hit if at 0 charges. 2 hits if at 1 or more charges. Deals double damage if a charge is spent, spread evenly across both hits.
Cost: 392 SP / 490 MP (plus 1 charge if possible)
Appearance: The tray of drinks tips towards the enemy and a wave of red and blue liquid travels towards the foe.
unsure how to work out elecomp.

Skill 3 -
Perks of the Job: Player drinks 1 hp and 1 mp potion at the same time. Usual potion drinking applies.
Cost: 1 hp potion and 1 mp potion. not quickcast. cannot change armour until another player turn has passed. afterwards, player becomes diseased and does not gain hp from healing until half the hp amount previously restored has been restored again and does not gain mp from healing until the full mp amount previously restored has been restored again.
Appearance: The regular potion drinking animation.

Appearance: Traditional stereotypical wait outfit. Weapon and shield don't show on the player model. Ideally will have a tray of drinks in one hand. even more ideally, the tray shows more glasses the more potions the player has on their person.
Description: Yulgar decided to hire you as his first official waiter. Why he chose you over Hans you'll never know. Drinking on the job and spilling drinks on your enemies almost makes it worth not getting the tips.

< Message edited by Deli -- 1/20/2023 19:57:54 >
AQ  Post #: 10
1/22/2023 21:46:20   
Deli
Member

Quickdraw: Double damage on turn 1, increased damage received for remainder of fight.

MC Neutral Ranged Gun. 0 BTH Lean. Harm element and 100-proc with no true special so *0.8 *1.1 boost. The special is 1 hit.

Level 150
Type G
PowLvl 153

MCPrice 24m
MCSell 12m

Slight base lean.

Effect: On the first turn of battle, damage from this weapon is multiplied by *2.25, for all subsequent turns, the foe deals *1.125 damage.
MC: if wearing a "FD" lean armour, this weapon deals 7.5% more damage.

FSB: If wearing "Outlaws Garments", damage increased by 10%.

Appearance: Like a regular 6 shooter pistol.
Description: This town ain't big enough for the both of you. It's high noon, and you better hope you're shooting first.





Outlaws Garments: 100-proc weapon booster.

FD Light Armour. Normal attack is 1 hit. 0 BTH lean. Comes with a toggle.

Level 150
Type G
PowLvl 153

MCPrice 72m
MCSell 36m

Ranged > Melee > Magic dueling > bar fights > magic mumbo jumbo.
Light > Fire > Wind/Earth/Energy/Water > Ice > Dark the sun and heat are no issue for The Outlaw. harder to shoot with cold hands and no vision.

Effect: -3 MRM for +105 Initiative. gotta win those duels
MC: if player CHA is 0 or lower, weapon attacks deal 7.5% more damage. lone wolf.

Skill 1 -
High Noon: 100-proc weapon damage increased by 25%. Toggle that lasts between fights.
Cost: Incoming damage increased by 25%
Appearance: N/A

Appearance: Traditional cowboy outfit. Make sure there's a bandana covering the face. Cape is coloured as per no-drop armour colours.
Description: No one dared to ask his business // No one dared to make a slip // For the stranger there among them // Had a big iron on his hip.

< Message edited by Deli -- 1/24/2023 6:41:59 >
AQ  Post #: 11
1/24/2023 11:13:46   
Deli
Member

Doomsday Golem: Adapts to the player's tactics.
Simultaenously forces and punishes long battles by increasing MRM, lowering resists, and gaining immunity to statuses upon being hit.

Level: 150
Power: 3.75
Monster Lean:
Element: Starts neutral and shifts to become the first element it is hit by*. Can be any of the 8 base elements as well as void or harm.

Stats -
STR: 350
DEX: -100
INT: 0
END: 350
CHA: 0
LUK: 150

MRM -
Melee: 70
Ranged: 70
Magic: 70

Resists -
Fire: 100
Water: 100
Wind: 100
Ice: 100
Earth: 100
Energy: 100
Light: 100
Dark: 100
Harm: 100
Void: 100

Pools -
HP: 20k+ (Just a tonne of HP. we want the battle to be long)
MP: 135
SP: 1470

Effects -
Initiative -1000 (It doesn't mind getting hit first as it knows it will adapt to anything)

The monster starts the battle with 0 status immunities and no soft damage cap.

After the monster is statused, it becomes immune to that status for the rest of the battle**. This means it can only be affected by any given status effect exactly once. If it is currently affected by a DoT such as a bleed or burn, the first instance will run out as normal, but cannot be refreshed.

At the beginning of the monster's first turn, it gains a damage cap equal to the highest hit from the player's first turn minus 1***.
Furthermore, at the beginning of the monster's turns, the damage cap becomes the highest hit from the previous turn minus 1. The intention is for the damage cap to lower throughout the battle based on damage received. This damage cap can never lower below 1†.

Also, permanently, upon being hit, the relevant MRM will increase by 3†† and the relevant resist will decrease by 5%††. This can happen multiple times per turn. e.g. if the monster is hit by a single hit magic fire spell, the monster's magic blocking will increase and the fire resist will decrease. This includes harm and void.

The MRM can increase indefinitely and the resists stop reducing once they reach 0%†††.

For flavour, if the monsters MP^ and/or SP^^ are reduced, this can only happen once, and it becomes immune to the effect for the remainder of the fight. This is pointless as the monster doesn't use MP or SP for any reason.

Attacks -
For it's usual attack, the monster slams the player with its arms. The damage type is melee and the element is whatever element the monster becomes at the start of the battle. This should be roughly 1.5k damage per hit if the player's resist is 100%.

The only other attack happens when the monster is reduced to 0 hit points. It instead remains at 1 hp^^^. On the following turn, it explodes, dealing large magic harm damage to the player and cannot be blocked.

Tactic -
It doesn't matter if the monsters attacks can be reduced to 2 digit hits, the monster believes the key to success is attrition. If the player takes too long, the monster will eventually adapt to all the players attacks and will either dodge every attack or just stop taking damage. The idea is that the player needs to hit hard and fast. The player will still struggle slightly if hitting hard and fast due to the monsters large HP pool.

Messages -
* The Golem evolves to your element.
** The Golem's body contorts to your strategy. You suspect that won't work again.
*** The Golem's hide thickens from your most recent attack.
† The Golem's hide has stopped thickening.
†† The Golem adapts to your attack and takes less damage from <type> and <element> attacks.
††† The Golem has adapted perfectly and is now immune to <element>.
^ The Golem's mind is immutable.
^^ The Golem's spirit is everlasting.
^^^ The Golem is about to take you down with it, knowing it will eventually adapt to death and return to wreak havoc once more.

Appearance: I'm imagining a particularly big Mana Golem coloured very dark grey. Would be cool if the golem starts without any of the crystals growing out of it, and have them slowly grow out of the golem as it's MRM increases.

Description: The culmination of decades of golem-based experimentation has resulted in the perfect mutant. It adapts to all attacks, growing a tougher hide or increasing in mental fortitude. Its attacks might be simple but it seems like nothing short of a few nukes will take this creature down now.

< Message edited by Deli -- 1/24/2023 21:48:11 >
AQ  Post #: 12
1/24/2023 18:36:40   
Deli
Member

Undead T-Rex Rider: The 4th T-Rex Armour

FO Dark Armour. Normal attack is 2 hits. +5 BTH lean. Comes with a skill.

Level 150
Type G
PowLvl 153

MCPrice 96m
MCSell 48m

Melee: 45
Ranged: 45
Magic: 55

Resists
Dark > Earth > Ice > Water > Energy > Fire > Wind > Light

MC: Compresses the skills.

Skill 1 -
Darkness Splash: Darkness skill, gets EleComp to damage. 1 hit. Deals -50% damage and leaves your foe Vulnerable (+(56*EleComp)% damage, 3 turns, Darkness). The monster can resist with a save at a +0 bonus (inflict with [mainstat]/LUK, resist with END/LUK).
Cost: 392/490 SP
Appearance: The t-rex skeleton spits a large globule of darkness at the foe.
Basically just Ice Necromancer Cavalry's first skill with fewer hits.

Skill 2 -
Exhume Exhale: 5 hits. deals equal damage across all 5 hits.
Cost: 340/438 SP
Appearance: The t-rex leans forward and breathes a cone of dark magic on the enemy. The final hit is a skeletal hand reaching out from the ground to swipe at the foe.
Basically just Torontosaurus Rex Basketbreath skill with fewer hits.

Appearance: It's a skeletal T-Rex, with the claws and feet replaced with mechanical analogues. The chosen rides on the back of the t-rex as per the other t-rex armours.
Description: You're sure there's a movie warning about the dangers of reanimating dinosaurs but you're too preoccupied with whether or not you can, rather than if you should.

< Message edited by Deli -- 1/24/2023 19:54:58 >
AQ  Post #: 13
1/25/2023 18:39:32   
Deli
Member

Elbhe Form: The first FD shadow armour

FD Light/Darkness Armour. Regular attack is 3 hits. +5 BTH lean. Comes with 1 skill and a healing passive.

Level 150
Type G
PowLvl 153

MCPrice 72m
MCSell 36m

Melee: 50
Ranged: 50
Magic: 50

Resists -
Light/Darkness (preferably 39%, but can be 40%) > Everything Else

MC: BTH reduced by 17. Gains 87 hp at end of each round.

Skill 1 -
Shadow Restraint: toggle. This gives the player an eleshield that gives them resistances to light and darkness. incoming light and darkness attacks deal 14.25% less damage to the player.
Cost: 98 SP per turn
Appearance: a shadow suspiciously in the shape of a ball of yarn emerges from the ground and unravels in a helix around the player.
Trigger: against shadow monsters, this skill costs 90% as much. against everything else, it costs 105% as much. (88 SP or 102 SP)

Appearance: Literally just Elbhe.
Description:

I have been informed the shadow questline has been completely wrapped up but it's still odd to me we didn't have an FD light/dark armour.
AQ  Post #: 14
1/28/2023 16:54:29   
Deli
Member

Booming Thunder Style: Passive dodgelash with a blocking toggle

FD Energy Armour with Earth/Water secondaries. Normal attack is 2 hits. +5 BTH lean. Has passive dodgelash effect. Comes with a skill and a blocking toggle.

Level 150
Type G
PowLvl 153

MCPrice 96m
MCSell 48m

Ranged = Magic > Melee
Energy > Earth/Water > Light/Ice > Dark/Fire > Wind

Effect: Player takes (35/1.4) = 25% more damage, player gains passive dodgelash effect equal to (35/0.15/2) = 116% melee for each blocked enemy attack as "Counter Damage".

MC: compresses the skills

Skill 1 -
Defibrillate: Regain 112 SP (quickcast - up to thrice per turn)
Cost: 135 MP
Appearance: The players hands come together and bows their head. A thin bolt of lightning appears from below the player model and rapidly shoots up out of frame.

Skill 2 -
Lightning Bolt: Player takes *85/70 more damage, gains +15 Blocking (toggle)
Cost: 98 SP
Appearance: Players pose changes to a one-legged stance.

Appearance: Weapon and shield dont show, instead they appear at the bottom of the screen. Looks like a monks gi with a yellow/white colour scheme. The pose should feel like the player wants to take hits, but will evade at the final moments.
Description: As part of your studies you've learnt to channel the very energy of the world into your movement, punishing your foes as you weave between their strikes.





Raging Inferno Style: Passive backlash with an FO toggle

FD Fire Armour with Dark/Ice secondaries. Normal attack is 2 hits. +5 BTH lean. Has passive backlash effect. Comes with a skill and an FO toggle.

Level 150
Type G
PowLvl 153

MCPrice 96m
MCSell 48m

Melee = Magic > Ranged
Fire > Dark/Ice > Energy/Wind > Earth/Water > Light

Effect: Player takes 25% more damage, player gains passive backlash effect equal to 50% of damage taken. (similar to doomlight except paying with increased incoming damage rather than sp)

MC: compresses the skills

Skill 1 -
Ember Ignite: Regain 470 MP (quickcast - once per turn)
Cost: 392 SP
Appearance: The players hands come together and bows their head. A blue candle flame appears on the players head and quickly dissipates.

Skill 2 -
10,000 degrees: Just an FO toggle
Cost:
Appearance: No visual change. Hotheads don't feel the need to change.

Appearance: Weapon and shield dont show, instead they appear at the bottom of the screen. Looks like a monks gi with a red/orange colour scheme. Players pose should be like this strong stance.
Description: You can embody the destructive power of natures most ruinous force, disciplining those that would dare touch you, let alone approach.





Roaring Blizzard Style: Passive mana regen with a FO toggle

FD Ice Armour with Light/Fire secondaries. Normal attack is 2 hits. +5 BTH lean. Has passive mana regeneration. Comes with a skill and an FO toggle.

Level 150
Type G
PowLvl 153

MCPrice 96m
MCSell 48m

Melee = Magic > Ranged
Ice > Light/Fire > Earth/Water > Wind/Energy > Dark

Effect: Player takes 25% more damage, player gains +117 MP regen. If INT > 0, player gains a further 35 MP regen.

MC: compresses the skills

Skill 1 -
Icy Squall: Regain 112 SP (quickcast - up to thrice per turn)
Cost: 135 MP
Appearance: The players hands come together and bows their head. A puff of cold air appears beneath the player.

Skill 2 -
Absolute Zero: Just an FO toggle
Cost:
Appearance: players pose changes, stance becomes lower, one hand behind, one hand in front.

Appearance: Weapon and shield dont show, instead they appear at the bottom of the screen. Looks like a monks gi with a light blue/white colour scheme. Players pose should be strong, ready to take hits.
Description: Through your research you have learnt to siphon from the deepest icebergs of your mana pool, and that some of the most devastating natural cataclysms are caused by nothing more than the unassuming ice floes of the north.





Part of a series with Flowing River Style
AQ  Post #: 15
Page:   [1]
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