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View Full Version : Alabaster Mantle (and Friends)



Dragoy
02-04-2026, 07:55 PM
Felt like the Alabaster Mantle could use some dedicated feedback, along with its accessory friends to some extent.

I just recently really looked at them, having been thinking of upgrading the Alabaster Mantle in particular since after a quick look, it seemed like maybe a worthwhile thing but now, it seems like it's actually weaker than the Ambuscade ones I already have...

Sure, it's All Jobs and so forth, giving it some utility maybe, and maybe it would be okay if it could be made in a few days or so.

Rumour has it, these require over 600,000 Temenos Units each (and, of course, 31 Alabaster Matter in total, each).

That seems quite amazing in all the wrong ways. That is to say, I think, this is not good times.

I suppose the Murky Mantle might be in a similar place, while the Murky Ring seems like a nice, quick Defending Ring replacement, and the Alabaster Earring might actually be okay, though still, 600k Units. Wow.

I know they don't want us to complete these in a week, but even not considering the timely limits that are in place, wow, there are a lot of armour to upgrade, too! Though I do feel like I started missing more with the +4s I made... which is fun...

Also, especially considering the Units probably needed, it would be very good for the NPC to show the end-product as well, just like the Unity NPCs do.

For now I am glad I only used 5 Alabaster Matter so far to upgrade the mantle (and 1 more to get it in the first place), though I would like to have them back.

Thank you.

Voidstorm
02-05-2026, 02:45 AM
All the items could have actually been useful but SE messed up. If they want to actually push people into making them, change the stats & augments a bit:


Alabaster Earring is the closest to a best case. it should have had Crit rate+ or a multi-attack instead of all attributes since it's a melee phase earring. The all attributes makes it a weaponskill item as well, but with just that it isn't too impressive.

Alabaster Mantle: obviously a weaponskill item, should have had all attributes+15 instead of only STR/DEX and instead of enmity- it should have had physical damage limit+ or multi-attack.

Murky Ring: obviously a tank ring. spell interrupt & DT... that spell interrupt is too low, should at least be 5 if not 10 even. Pet:acc/racc/macc should be pet: regen & dt, this is a tank ring, not a melee ring. acc/racc/macc is where evasion/meva should be, as in put evasions in slot 1 with a cap of 15, put enemy crit- or all status resist in slot two, and w/e wasn't put in two into the third augment slot.

Murky Mantle: ah the nuke cape. can leave the base stats but the slot two augment should be magic attack bonus, and slot 4 should be magic burst or magic crit rate II+