19.10.2 Offensive Artefacts
(see also HELP ARTEFACTS, HELP ARTEFACT TRADEINS, HELP ARTEFACT TRANSFERS)
Artefacts are special items that can be purchased only with Bound Credits.
Unless otherwise stated, artefacts can be purchased in Merentesh's series of
shops in Delos. They will reset into your inventory frequently, which means
they cannot be loaned out, or stolen(!), for very long. Some only work for
the owner. They never decay. They cannot be changed to reset to anyone
else's inventory, so do not buy artefacts of any kind if you intend to sell
them.
Note About Stacking
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Artefact effects (for similar artefacts) don't combine or stack. If you have,
say, a Collar of Ceylon and a Collar of Agatheis, then only one will boost
damage of a magical nature. If you have a Logosian Ring and a Mayan Ring, then
only one will increase the value of sipping a health elixir. In general, the
best item rules, but there may be exceptions. So don't count on having two
artefacts and somehow stacking their effects.
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OFFENSIVE ARTEFACTS
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Within the Offensive artefact category, we have two sub-categories:
Enhanced weapons
- These are weapons with stats that are superior to the
statistically average weapon of that type.
Special weapons
- These are offensive artefacts whose advantage is not based in the
three weapon statistics (damage, to-hit, and speed).
Enhanced weapons
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(Note: Any standard weapon that can be forged can be bought at one of three
levels of enhancement. The ones below are just those we've created so far.)
For 750 credits, you may add the Asp ability to most any artefact edged weapon.
The Asp ability causes the weapon to hit with a random venom each time, and 1/3
of the time no specific venom message is given, so triggers will not work
against it 1/3 of the time. If there are venoms on the weapon, the venoms will
be delivered and the asp will not take effect. If there are no venoms, asp will
take effect.
For the purposes of adding Asp ability, knuckles do not count as edged
weapons.
Asp ability may be traded in. It is valued at two-thirds (500).
Damage To-hit Speed Cost
Longswords:
Meteoric longsword 125 168 176 350 credits
Vorpal longsword 131 176 181 800 credits
Logosian longsword 137 184 188 1600 credits
Scimitars:
Scimitar of Hawks 110 173 184 350 credits
Scimitar of Falcons 115 181 192 800 credits
Scimitar of Eagles 120 188 200 1600 credits
Broadswords:
Mithril broadsword 145 160 160 350 credits
Vorpal broadsword 151 167 167 800 credits
Logosian broadsword 158 174 174 1600 credits
Shortswords:
Shortsword of Glory 114 247 152 400 credits
Shortsword of Power 120 257 159 700 credits
Shortsword of Perfection 125 269 167 1400 credits
Rapiers:
Blackened rapier 83 182 209 350 credits
Eagle's Scream 86 190 219 800 credits
Soulpiercer 90 198 228 1600 credits
Battleaxes:
Orcsplitter 159 157 149 350 credits
Stonereaver 167 165 155 800 credits
Logosian battleaxe 174 172 162 1600 credits
Bastard swords (two-handed):
Dawnrender 204 165 136 350 credits
Soulreaver 213 173 143 800 credits
Dreadblade 222 180 149 1600 credits
Warhammers (two-handed):
Stonesmith's Maul 175 142 143 250 credits
Worldforge Hammer 183 148 148 600 credits
Hellforge Hammer 191 155 155 1200 credits
Throwing axes:
Sylvan Axe 111 198 208 250 credits
Axe of the Hunt 116 207 217 600 credits
Axe of Gaian Fury 121 216 227 1200 credits
Spears:
Spiked steel spear 91 215 165 250 credits
Mithril spear 95 224 173 600 credits
Stormspear 100 234 180 1200 credits
Halberds (two-handed):
Guardsman's Halberd 210 126 104 250 credits
Korloshian Halberd 220 132 109 600 credits
Sidhe Halberd 230 138 114 1200 credits
Tridents:
Defender's Trident 91 215 165 250 credits
Devil's Fork 95 224 173 600 credits
Neraeos' Fork 100 234 180 1200 credits
Maces: (these particular maces can only be used if you have Spirituality)
Odyssean Mace: 165 220 220 350 credits
Raphaelan Mace: 173 230 230 800 credits
Auroran Mace: 180 240 240 1600 credits
Flails:
Mutilator 109 177 157 225 credits
Skullsplitter 118 185 165 550 credits
Braincrusher 125 200 173 900 credits
Whips:
Whip of Thorns: 77 187 165 300 credits
Razor Whip: 81 196 173 700 credits
Serpentis Whip: 84 204 180 1400 credits
Lashes: Thinner more agile whips
Viper's Coil: 55 164 187 300 credits
Wyvern's Lash: 59 174 209 700 credits
Elentari's Scourge: 65 181 225 1400 credits
Blackjacks: (May only be used effectively by Jesters.)
Prankster's Blackjack: 66 220 220 300 credits
Carnivalis Blackjack: 69 230 230 600 credits
Pandora Blackjack: 72 240 240 1000 credits
Javelins (thrown/returning) - yes, they return instantly.
Babel's Pin 255 146 83 525 credits
Babel's Barb 267 153 87 800 credits
Babel's Fury 279 160 91 1300 credits
Dirks: (give increased dstab speed, which is not dependent on weapon stats.)
Assassin's Dirk: 300 credits (8% faster)
Buckawn's Spine: 700 credits (15% faster)
Thoth's Fang: 1500 credits (23% faster)
Blademaster's Bands
Band of Fire: 350 credits (speed & damage +5%)
Band of Lightning 800 credits (speed & damage +10%)
Band of Ice 1600 credits (speed & damage +15%)
- With your blade in your hand, "ATTACH BAND TO SWORD" to convert it
into an artefact weapon, adding an additional 5%/10%/15% speed and
damage. This also makes the weapon reset to its owner.
- These may be DETACHed as well.
- Blademaster swords are not able to take on the Asp add-on.
Bows: These shoot more quickly, do more damage, and hit more easily than a
darkbow. The damage and to-hit percentages aren't possible to give
because they are only one of many factors - suffice it to say that
the more expensive bows are more accurate and do more damage.
Note: The base price of bows is based on having the DARKBOWS ability.
Should you not have this class ability, you can purchase the
"shooting" option via the ARTEFACT command, which grants the
owner the ability to use the SHOOT command:
SHOOT <adventurer> <direction> -or-
SHOOT <adventurer> WITH METEOR.
Ranger's Bow: 250 credits ( 7% faster) - Shooting: +100 credits
Velocity Bow: 550 credits (14% faster) - Shooting: +250 credits
Lupine Bow: 1000 credits (22% faster) - Shooting: +500 credits
Special Weapons
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Armbands of the Fist
- These armbands allow Tekura users to hit more often with their punches
and kicks. The precise effect is difficult to express, but is similar
to raising the to-hit of a weapon by 10%, 15% or 20%. This effect is
not limited by the type of target in any way, denizen or adventurer.
Bronze Armband of the Fist: 200 credits Raises to-hit by 10%
Copper Armband of the Fist: 500 credits Raises to-hit by 15%
Steel Armband of the Fist: 1000 credits Raises to-hit by 20%
Boomerangs: 450 credits
- Throw these at someone in your line of sight (up to 10 rooms away) and
the boomerang will try to bring your target to you. The syntax is:
THROW BOOMERANG AT <target> <direction>
* one-way exits will defeat boomerangs.
* the same things that prevent a yank will prevent a boomerang from
succeeding (impaled, massed, stand firm, rooted, clinging) plus
grounding vibes, being at a dock, restrained by tentacles or grave
hands, or a rite of piety.
Bracers of Frost: 1000 credits
- Allows you to:
1) FREEZE GROUND - Cover the ground in ice.
2) FREEZE <person> - Freeze an opponent.
3) CAST DEEPFREEZE - Deepfreeze all your enemies that are in the
same location with you, if you could otherwise interact with
that person (taking into account astralform, phase,
blackwind, and the like).
4) POINT <bracers> <direction> - Create an icewall to block the
direction.
Collars:
- These increase damage done to opponents from abilities that are
magical in nature. These abilities include chaos storm, cast
(or grove) lightning, cast firelash, staffcast, stormhammer,
accentato, holocaust globe, kai choke, distort aura, utter truename,
warp, taint, purity, decay, star tarot, thurisaz rune, educe iron,
and mind crush.
Collar of Ceylon: 400 credits (+10% damage)
Collar of Diablerie: 800 credits (+15% damage)
Collar of Agatheis: 1600 credits (+20% damage)
Critical Hit Pendants
- These pendants allow you to get extra critical hits when hunting.
Everybody, at every level, has a chance of getting a critical hit.
The higher the level, the higher the chance of getting a critical
hit _and_ the higher the chance of getting harder hits. These
pendants increase both the chance of getting a critical hit and
the chance of getting harder hits. To give a couple of examples
of critical hit chances: level 50 = 1.6% chance of getting a
critical hit; level 65 = 6.4%; level 80 = 16.6%.
Fire pendant : 200 credits An extra 2/100 critical hits.
Blood pendant : 600 credits An extra 4/100 critical hits.
Stygian pendant : 1200 credits An extra 6/100 critical hits.
Metal Knuckles: (increases damage: maul, punch, jbp, hfp, hkp, ucp, & spp)
Copper Knuckles: 400 credits +15% (+10% for Metamorphosis maul)
Brass Knuckles: 800 credits +25% (+15% for Metamorphosis maul)
Spiked Knuckles: 1600 credits +35% (+20% for Metamorphosis maul)
Scorpion's Tail: 800 credits
- Wear it and then you may sting people with your tail, delivering the
Loki venom (which hits the person with a random venom).
Silver Fangs: 600 credits
- Makes sumac and camus do 15% extra damage, due to a chemical reaction
with the silver.
Torc of Telepathy: 700 credits
- Lets you use mind paralyse and mind stupidity on people.
Whip of Taming: 400 credits
- Gives someone the pacifism affliction when hit.
* Cannot be used for garrote.
Yggdrasian Splinter (Quarterstaff) - 500 credits
- Increases personal sunlight capacity by 2500 (+50% at transcendent).
(see also HELP ARTEFACTS, HELP ARTEFACT TRADEINS, HELP ARTEFACT TRANSFERS)