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Red's idea pile (Suggestions)

 
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2/22/2023 17:39:18   
Red Blood
Member

Eldritch Boss related items


Represser

Repressing a bad memory can help with your mental health right? Well this gun takes said logic, and applies it to the enemy in a limited fashion at least temporary suppressing part of their being away when struck by a barrage of rounds.

Ranged choke weapon in the style of the envoker from persona with the rare special that can consume the choke to damage one of the 3 resource bars (hp/mp/sp). I pictured a phantom of the boss it dropped from, or a blast of tainted energy fired from the gun laser beam style.

3 hits in standard state with the true special climbing up to 5 consuming choke up to a cap for full/ bonus damage. Pop up for Hp/Sp/Mp version or click to color swap the gun to the damage type you'd enjoy.



Naturom Demonto
Leather torn from the defeated creature that seemed to have taken a life of it's own merging with the notes taken of the creature. What was once was a mere notebook is now an object of power whispers of power words in an alien tongue flowing from your lips when wielded. One can only picture the horrors to escape these pages when left unchecked so much of the power is bound but even a few Power Words should be a boon.

Spell: Desexcoriate
When uttered/selected long twitching clawed arms extend from the book slashing at the enemy multiple times before slipping back into the book. Inflicts bleed and def loss from the slashing. However forced to utter these alien words leaves you sputtering for breath from the effort, and unnatural effort required choking the player in exchange.
Perhaps with a slight chance of auto hit due to the mass of limbs acting to corner the target.

Spell: Mindflay
Mp damage spell with any spent over damage being taken directly out of the enemy's hp bar. I pictured either a rune appearing around the enemy or a transparent tentacle smacking into them for the visual. However peering into the mind of another, and tearing into them seems to have made a blood vessel burst in your eyes. Self Blind/ Bleed to pay for more generous mp/hp damage.

More or less War totem in spell form


Spell: Dissolution
The last proper spell of the tome attempting to inflict an terrible curse upon the enemy attempting them to erase their very existence. However the safeguards upon the tome, and the alien power word cut it's power short resulting in a "mere" harm damage spell of multiple hits. Sadly the terms of the pact in the book care little of those details extracting the same payment of your life force as the player is inflicted with disease, and incurable harm burn sapping away their life to a duration.



Draw Mana: Standard Draw mana spell.


Disabled spell mode/ tome attack

If spells are disabled by the player or otherwise it invokes a simple curse from it's pages resulting in a few blows of darkness damage.










Shroud of Insanity


In your struggles in this realm nothing seemed ground, or real. At least until in an act of desperation the desire of a weapon to cut the foul beast was awarded with an warped blade manifesting from it's corpse. Birthed to your desires in the heat of maddness it inflicts madness, and pain upon it's parent, and foe in equal measure. Feeding the blade your own spirit makes reality tremble, and warp around you scattering the pain you'd otherwise endure as blows swing wide, foes trip as the very earth turns to liquid under their feet. But like all double edged swords abuse it, and the same will happen to you.



A skill weapon with blood blade style hp drain for extra damage, and the downside of stacking casts/ repeated use of the blade's enchantments overcoming your own resolve rather than foe alone.

Cursed looking blade made out of boss related material in a haphazard look for appearance.



Jason David Frank memorial item ideas



Flickering Green candle misc

A suggestion by Aura Knight

Aura Knight's idea was of a booster item is both a memorial candle, and a reference to the Green Ranger losing his power. In fitting fashion you'd offer one of your own combat options up akin to PCO while equipped for a boost akin to burning the candle from both ends. Needs some narrowing down of the exact boost but another idea was to also allow it to cycle through his ranger colors one at a time to also offer some resistance options.



Green Star Ninja Reskin
A suggestion by Metal Knight

This one is rather simple bringing a Warpforce armor into Aq proper with the chance of attacks pulling from it's full animation pool. Rather simple but a fine memorial type item if the staff ever create an armor one.


Dragon Saber or Dragon dagger and Tiger Saber
A suggestion by JhyShy

Another simple item in the form of two of Jason's well known weapons of the Dragon dagger, and Saba. Click to change element/ swap the weapon in hand between earth and light.



Ranger Transmorpher

A sugggestion by JGOriginal, and myself.

Perhaps the most ambitious one in the idea of an multiple element armor compressing misc akin to Snide form and true Jason's final appearance as a ranger. A color, and element swap between his known ranger forms, or a small collection would be a fitting tribute while offering some utility. Green was put forward as Energy, and White was put forward as light with the other forms being their own element. And perhaps not in the best idea of a memorial item a sort of Lord Drakkon combination form of Green/White as a duo compression would also fit the bill although even if it's my idea I find it a little in poor taste for it being a villain form.
AQ DF MQ AQW  Post #: 1
7/11/2023 1:12:17   
Red Blood
Member

Heirlooms of the Spellblade
Heroes are an identity that will never truly fade away. Sure their shape may change, but they will rise again in a new form. This set of equipment had passed to your hands from the children of former adventurers. Infused with its magic there seems to be a set of guiding hands and heightened focus at your grasp. Perhaps some part of the former owners live inside this legacy equipment eager to pass their legacy onto a Chosen hero.
Passive: Living Legacy
Donning an armor made of heroic elements itself should allow it to fit the bearer's whims. Offering a FO,FD, and Spell Caster lean for the player's use via an increased armor cost.

Active: Life-woven Garments
After three turns you can rewind to your prior state in battle restoring any lost resources akin to father time's activation with the other stipulation of being able to remove any negative effects that may be afflicting the player. The main change is this activation doesn't effect the enemy's own status thus should require no save, and only the activation requirements being met. Once per battle quick cast. As for the visual assuming it wouldn't be too much animation wise the player would flare up with a brief burst of power from the equipment healing wounds, regenerating mana/sp while purging inflicted statuses not perm/ boss battle effects.

Active: Blade-Crash Detonation

A weapon type/element seeking tapping into our connection to the armor, and it's supporting equipment to summon an array of magical constructed blades to skewer the enemy, and then detonate the attached spellwork. 4-6 hits carrying on hit weapon effects.
392/490 SP +10 bth lean and *85/95 damage

Elemental Defenses
Main: Water for the flexible time flow/ dimension warping the set is themed around.
Secondaries: Ice and Dark
MRM:
50 across the board for even blocking given the generalist identity.
Basic Attack hit count
Picturing 2 solid hits between all leans
Appearance
For this set I pictured an mixture of the player archetypes an armored chest plate on top of a mostly leather set of armor in a general light blue color unless given a CC option. With an open hand holding a magical focus/ orb of power floating overtop of it akin to Haire Raiser's egg. For blocking I pictured a summoned shield/ magical ward flaring to life. For attacking without a 100 proc I pictured the armor producing a barrage of magical bolts in Spell-caster lean, a magical sword sending air blades at the foe in Fo, and summoning a sword and board for FD that would charge into the enemy impacting with the shield, and kicking off the foe to return to the idle position. For any 100 proc held up a short distance from the body before acting as normal be it gun or tome.

Chaotic shall be given credit for balancing the idea as I'm more an idea guy.
AQ DF MQ AQW  Post #: 2
8/9/2023 21:05:25   
Red Blood
Member

The Mice of Vice: A Void boss concept


Appearance

For this boss it would be a trio of armored mousefolk each sporting a helmet connecting them to the 3 evils with the armor intentionally being uncomfortable to wear/ don. Be it poor workmanship, spikes lining the armor at intentionally poor spots To represent the See No Evil I pictured the helm being equipped with face plate intentionally blinding the wearer, and wielding a mace full of scalding hot holy water . For Speak no evil I pictured their helm to have a band enchanted with thorns running along under their jaw to prevent speaking, and would be armed with a barbed whip. And for Hear No Evil I pictured a bucket helmet with attached animated bells/ other noise makers to prevent the wearer from hearing anything properly armed with a latchet crossbow (hip fire crossbow).


Mechanics

This would obviously be a trio boss fight with 3 hp bars for each knight. I pictured a decent sized hp bar for each of them given their intention as knights a bit poorly equipped for the penance. Linked to the Vice they committed they can each inflict a status onto the player along with having 3 actions split between each other along with a special barrage of attacks for a sp move. For a shared effect they can spend one action to revive an ally with half hp with the 3rd member launching an sp move to cover them if at all possible. Otherwise their sp attacks would follow a rotation with an ideally higher than normal sp generation allowing it to be a proper barrage of effects chaining together to support one another. The standard form shift immunity would be applied along with a more generous damage cap to allow the player enough headway to secure the win with careful play.

For See no Evil he would have a -bth lean, hitting hard but being unable to properly aim his attacks, and would be easier to hit than his brothers in arms. For his sp empowered attack his mace would spew that hot water attempting to blind the player for a long duration.
Resisted with Dex.

For Speak No Evil he would be the high ground in accuracy, and the lower end in damage for this group not having more than his mouth barred For his sp empowered move it would inflict spell/ weapon skill lock as a curse takes root denying the player any ability to cast spells, or use special techniques. Resisted with Int


For Hear No Evil he would be the middle ground in the group being average in accuracy, and damage thanks to the general ease of his weapon. For his sp empowered attack I pictured them drawing and loosing a trio of enchanted bolts aiming to shell shock the player with explosive rounds inflicting evul from the surprise explosions.
Resisted with End


Names for flavor on the target selector
Roquefort de Bourgogne: See no Evil

Sir Tyrolean Grey: Hear no Evil

Monterey Jacques Leicester: Speak No Evil


Rewards

Crest of Sir Grey; Held in your hand this decorated crest makes your ears throb in pain, but by channeling your spirit into it a simulacrum of Sir Tryolean Grey will appear at your side to unleash a flurry of explosive bolts at your foe expending all he has in the barrage.

Cha Spell compressed into a cha/ int misc boost misc. 4 hits of wind with an evul infliction inflicted with Cha/Luck against a foe’s End/Luck


Anointment of Roquefort: Claimed from Roquefort these containers of burning water even now attempt to singe your fingers. Uncapping it, you are faced with the choice of merely pouring the contents onto your weapon to inflict burns, or expend extra effort to attempt splashing it into the face of your foe in an attempt to blind them for good.


Passive burn chance when equipped following the element of your weapon, or clicked to expend a large amount of Sp to attempt a perm blindness effect.
Blind effect inflicts with Dex/Luck and resisted with the same.
Also grants a minor Dex/ End boost to better handle the blistering contents.



Cursed Barbs of Leicester: Unable to fully salvage the knight’s cursed whip, you've managed to salvage at least these wicked barbs from the weapon. Clasp tightly in your hands you can attempt to channel some measure of that curse onto your foe at the price of it also attempting to take root in you.



Compresses a 3 hit spell that inflicts harm Sp damage, and attempts to inflict the enemy, and player with the mindlock status. Player can resist with a slight bonus due to being the one triggering the effect/ has taken some preparation compared to the surprised enemy.

Inflicts with Int/ Luck and is resisted with a roll against Int, and one against End with the player getting a minor bonus of say +10.



Lore/Description

The Mice of Vice are a band of penitent knights from a race of mousefolk from distant lands. Each bore a punishment to fit their vice, and crime each in equal measure. Sir Grey deaf to any pleading doomed to hear only ringing, Roquefort blinded by greed forever more, and Monterey’s voice that once kicked up a stir rendered more than a choked gasp. Seems even the lands have rejected these lost souls leaving them only to the grasp of the Void for what may be their last battle.
AQ DF MQ AQW  Post #: 3
8/27/2024 0:13:35   
Red Blood
Member

The Fierce Fae Maiden, and the Barksworn Boss concept




Fae Maiden Mechanics:

The main damage dealer of the group, she also provides some support with status infliction with a larger hp bar. Easier to hit if not for her mobile partner the Maiden would also weave in a mix of status effects such as blind, choke, and sleep to give her some chances to cut/ avoid damage With the addition of spell nuke that takes a few turns to charge she will be expected to be a fair pressing target to remove . Much like the monks these two would would be life bound together reviving each other upon death of one partner least potent magics revive them, But one additional bonus the life-binding would provide is a status bonus to the other party with her bonus allowing magical wards to increase the Barksworn’s durability by offering some passive damage reduction alongside his normal cap.




Barksworn Mechanics

The unwilling member of this pair once upon a time this wooden sentry takes up the roles as a dodge tank, and resource reduction as his main roles.Nimble, and with a smaller hp bar he relies on his partner to partly shield himself from any auto hit effects Armed with an enchanted axe it’s potent curse is aimed to curb the player’s own resources striking mainly at the resource bars akin to a Chrono Dagger/ Mana breaker mace. Adding on a Sp move to briefly increase said damage the Barksworn seeks to provide his Queen a window to take the perfect shot at the player when her status inflictions may fail to take root. Life bound to the Queen can also trigger her revival if she should fall before him, and provides an mrm bonus passively while standing to serve as him being a constant threat should you focus on the Fae.






Appearances


For these two I pictured an easy version that is a mere reskin of the fall dryad, and a knight made of the wooden flesh from the Rat King Frostval event. Perhaps a custom head for the barksworn a little flare made of wood, and twigs/branches for hair.
The ideal vision would be for a Fae maiden partly bound into a great tree only partly exposed to the world, and her lightly armored protector clad in wooden fae inspired equipment beyond the axe he’d hold in the previous version. Perhaps adding their faces to the reward shop if this route was taken if not forms but I feel that would be asking for too much given the team’s free time.





The Rewards


First up I’d like to present an item I picture everyone could use in nearly every build. Compressing 1 powerful spell The Life-Ward Amulet. Clearly styled after the bond the bosses had this item would offer the ability to pay for a non-title revive once per battle at a steep sp cost. To avoid conflicting with the class related revives, and the few armor ones I pictured if triggered with another it would simply funnel the cost into boosting your health on that revive, or in the case of Necromancer offering some shielding to prevent double dipping. Granted gearing it to disable in the event of any other revives going off will likely be a good idea.



As for the drop from the Bandit it would be his enchanted axe empowered by the bandit’s last breath. The Grim Animus would still provide some measure of it’s former user’s ability to hit the other resource bars in Spirit Rend, and Magic Rend modes at the cost of outright damage. Added on as a “fake” special the power of the drain can spike to inflict disease onto the target to provide some lingering resource reduction.


Oaken Flesh: A spell rapidly converting your outer layer of skin into a resistant wooden shell to ward off blows akin to the Barksworn. Such a rapid conversion, and crude alteration of your body can have side effects however. Pictured it as quick cast barrier spell with a few downsides namely granting the enemy a def boost from your own body becoming harder to move effectively. If it can be tracked once the sizable barrier is broken I pictured needing medical attention as your now broken flesh reverts to normal inflicting renamed disease upon yourself or temp fragile.


< Message edited by Red Blood -- 8/27/2024 0:33:35 >
AQ DF MQ AQW  Post #: 4
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