Offensive Artefacts - Achaea Online Help

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
-------------------
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.


-------------------
OFFENSIVE ARTEFACTS
-------------------
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
----------------
(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 almost any artefact edged weapon. This is achieved via ARTEFACT <item> ADD ASP.

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. 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.

The asp ability may be traded in. It is valued at two-thirds (500 credits).


                              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                  96      198     223     250 credits
   Axe of the Hunt             101     207     232     600 credits
   Axe of Gaian Fury           106     216     242    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
---------------
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 Flame: 600 credits
   - Grants the wielder the ability to FIRELASH and cast FIREWALLS.

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.


Skull Pendants:
   - These artefacts increase the duration of a Shaman's SWIFTCURSE ability.
   
   Obsidian skull pendant:  350 credits ( 15% increased duration)
   Amethyst skull pendant:  800 credits ( 25% increased duration)
   Sapphire skull pendant: 1600 credits ( 35% increased duration)

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)