RE: Miscellaneous/Accessories - Read the first post! (Full Version)

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Kamui -> RE: Miscellaneous/Accessories - Read the first post! (9/24/2026 22:20:27)

Equinox Lantern

Neutral misc, grants resistance to one element and boosts outgoing damage of the opposing element. By default resists Darkness and boosts Light, MC lets you click to invert these, swapping to resisting Light and boosting Darkness. The values for these are capped at ~80% of what their normal values would be, so while you'd get 50% reduction or +22% damage on a Lv 150G misc, here you're getting both 40% reduction and +18% damage. Note that these aren't penalties, you're not paying for 50%DR/+22%DmgDlt, you're just capped at a lower ceiling since it's boosting two elements at once. There's a noticable gap between 55-115, that's mainly because there wasn't a notable difference in either stats or SP cost between those, so it was cut.

Level	15	35	55	115	135	150
Type	-	-	-	-	-	G
PowLvl	15	35	55	115	135	153
						
Res	x0.85	x0.75	x0.7	x0.65	x0.6	x0.6
Dmg	+5%	+11%	+13%	+14%	+15%	+18%
						
SP	17	31	36	41	47	47
						
MCx2P	24	89	614	313757	2529504	12102584
MCx2S	12	44	307	156878	1264752	6051292




Lorekeeper -> RE: Miscellaneous/Accessories - Read the first post! (11/2/2026 18:08:58)

Abomination's Heart, via Kamui

Location: Moonshadow Monastery - Quests - Crown of Fangs - Finale

quote:


Abomination's Heart

Darkness misc, innately only gives Darkness resistance, charges 20% Melee in SP on first attempted weapon/special/spell hit of the turn to give HP healing worth (20 x (Hits / Attem[ts) / 0.85)% Melee at end of turn. Can click the misc during your turn to gain a temp weapon, Abomination, which works as follows:

Abomination

Harm weapon, neutral damage/accuracy leans. Starts as 0-proc Melee, can click the bottom half of the weapon to toggle Melee/Ranged/Magic. Charges 10% Melee in HP to mitigate the usual penalty for Harm damage, and 20% Melee in SP if available to grant +20% DmgDlt, if the SP isn't available it just charges the HP and gets no +DmgDlt. Magic mode has x0.75 to the HP and SP costs. Top half of the weapon can be clicked to cycle it between 4 total modes, essentially toggling two settings in sequence. It goes in order of 0Proc+Off (default) > 0Proc + On > 100Proc + Off > 100Proc + On. When in either 100Proc mode, the Ranged/Magic versions of the weapon become 100 proc with a 2-hit bow special, otherwise weapon has no special, Melee mode ignores this and has no special ever, it remembers if it's in 0 or 100 proc mode even if you swap MRM modes. When in "On" mode, behaves differently for Melee/Ranged and Magic modes.

Melee/Ranged: Deals x0.85 damage to cause weapon attacks to auto-hit, then charges 30% Melee in SP if available (SP for the +DmgDlt on weapon's passive is charged first, if you lack the SP for this effect you keep the auto-hit but that's it) to attempt a 4 turn (30 x RangedLeanMult x (Hits / Attempts) x (85/100) / 0.5 / 4 = 12.75)% Melee Harm Burn on the foe at end of your turn.
Magic: Charges (30 x 1.1 / 0.85 ~= 38.82)% Melee in HP on first attempted spell hit vs the enemy (works for any element, so has x1.1 cost, and it's working for a spell so it's worth 30% Melee baseline) to cause spell attacks to auto-hit. Then charges 60% Melee in SP if available (if you lack the SP you still get auto-hit via the HP cost) to attempt a 4-turn (60 x RangedLeanMult x (Hits / Attempts) x (85/100) / 0.5 / 4 = 25.5)% Melee Harm Burn on the foe at end of your turn.

The Burns have a 50% save, and inflict with Mainstat/LUK vs foe DEX/LUK.

Level	15	35	55	75	95	115	135	150
Type	-	-	-	-	-	-	-	G
PowLvl	15	35	55	75	95	115	135	153
								
Res	x0.85	x0.7	x0.65	x0.65	x0.6	x0.6	x0.55	x0.5
ResSS	-3	-6	-7	-7	-8	-8	-9	-10
								
SPSS	14	27	32	32	36	36	41	45
ResSP	14	27	32	32	36	36	41	44
HealSP	9	16	24	33	43	55	67	78
								
MCM+WSP	59	223	1533	12103	97324	784392	6323760	30256458
MCM+WS	29	111	766	6051	48662	392196	3161880	15128229




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