CH4OT1C!
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Sacred Relic of Demonic Rabbit Smiting MC Ranged/Magic Light Bombs. Triggers against 'Demon', 'Demonic', and 'Bun-bit' monsters. MC contains a toggle skill. Price: 48,410,332 Sellback: 24,205,166 Location: LTS Damage: -3 bth lean Type: Ranged/Magic Element: Light Special: 100% [Both Versions]. Effects: No true proc, so *1.1 damage. Flavour Effect #1: Deals -5% damage normally. Against 'Demon' and 'Demonic' enemies, the weapon deals +10% damage Flavour Effect #2: Deals a further -5% damage. Against 'Bun-bit' enemies, the weapon deals True Void damage and bypasses their 'Cuteness' mechanic. Basing this off Ethereal Amethyst Staff. MC Effect: Contains a skill: Arm the Device! Cost: 196 SP per turn. Toggle skill. Upon first toggling the weapon (done by clicking on it*), nothing happens. The effect of the toggle will only become apparent depending on the number of turns the toggle is active for contiguously. The player has to turn off the toggle themselves (except in the case of 5 turns, see below): 1 Turn: nothing happens** 2 Turns: Your next attack deals +50*2*0.5% damage*** 3 Turns: Your next attack deals +50*3*1.75 = +262.5% damage**** 4 Turns: Your next attack deals +50*4*0.75 = +150% damage and the player takes 50% Melee in HP damage.***** 5 Turns: The toggle automatically disables. The player takes 250% Melee in HP damage****** *First shalt thou prime thy sacred relic! **One shalt thou not count, for thy weapon is not primed! ***Two shalt thou not count, for thy count wouldst beeth too short! ****One, Two, Five!... no wait! Three! *****Four shalt thou not count, for thy count woudst beeth too long! ******...Five is way out! Magic numbers are *4/3 of the above. They also receive a turn delay bonus. Essentially, this works as a player controlled trigger, with the success being 3 turns. If the player successfully waits three turns, they get a *1.75 bonus (50*1.5 = +75%) to the damage they would normally deal. If the player misses the count by 1 turn, they receive a downtrigger of 50%. For the 2-turn count, this is paid via the attack boost being 50% weaker than the investment, while the 4-turn attack pays half via boost reduction and the other half via HP damage. If the player misses entirely (i.e. only 1 turn or 5 turns), they lose everything and, in the case of the latter, take HP damage. Appearance: The holy hand grenade of antioch. The normal proc attack involves throwing the weapon to explode and deal damage. After at least three turns of charging, an alternative animation is used with a much larger explosion. Description: This sacred weapon from an age long past was created to rid the world of the demonic rabbit menace. To work effectively, the weapon must be primed for three turns, beware the consequences if you err from this count. Guaranteed effectiveness against demons and rabbits. Terms and conditions apply. See our website for more details.
< Message edited by CH4OT1C! -- 8/22/2026 18:26:47 >
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