19.10.3 Defensive Artifacts
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DEFENSIVE ARTIFACTS
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Artifact Shields:
Cutting Blunt Cost
------- ------- -------
Truesilver Shield 20% 20% 250 Credits
Mithril Shield 30% 30% 500 Credits
Lunar Shield 43% 43% 800 Credits
- Wardancers will find the Mithril Shield is equivalent to the
Tower Shield for damage and a buckler for speed and to-hit.
The Truesilver Shield is 10% less in those stats and the Lunar
Shield is 10% better.
Wand of Reflection: 800 credits
- Causes reflections of yourself to appear. Most attacks made
upon you will hit and destroy a reflection, and all reflections
must be destroyed before you can be hit. Any aggressive moves by
you will destroy all your reflections. These wands are great for
when you get jumped, or when you're in battle and need a short
breather to catch up on healing afflictions. They can be used as
often as the owner wants on a 2s balance. Each use only generates
a single reflection.
Ring of Magick's Bane: 750 credits
- Offers protection vs. magickal damage. (Approximately 15%
protection.)
Gem of Cloaking: 400 credits
- Gives you the ability to hide your location and/or presenceon the
WHO/BW/QW lists.
- SAY TULAHUAR to hide your location from WHO.
- SAY TULAHURI to remove yourself from WHO.
- Use CONFIG GEMSHOW to hide your online presence from HELP <org>.
Golden Lyre of Shallah: 500 credits
- A divine lyre that allows you to summon a prismatic barrier around
you. This barrier stops nearly all attacks and cannot be removed by
almost any abilities. What you can do while in one is, however,
severely limited.
Bracelets: (to increase your maximum health and mana. Only one works at
a time)
Silver bracelets: 350 credits (increases by 5%)
Diamond bracelets: 700 credits (increases by 10%)
Bracelets of Epiphany's Grace: 1400 credits (increases by 15%)
Rings: (to increase how much a health elixir heals you)
Truesilver ring: 500 credits (increases by 10%)
Diamond ring: 1000 credits (increases by 20%)
Ring of Epiphany's Gift: 2000 credits (increases by 30%)
Rings: (to increase how much a mana elixir restores per sip)
a ring of Sukhder's Fortune: 500 credits (increases by 10%)
a ring of Moradeim's Favour: 1000 credits (increases by 20%)
a ring of Aryana's Bounty: 2000 credits (increases by 30%)
Quicksilver Boots OR Quicksilver Amulet: 800 credits
- Lets you avoid the web tattoo attack from players.
Veil of the Obtenebrate: 2000 credits
- Hides you from nearly all mortal abilities that can pinpoint your
location.
- Owning a Veil (not just borrowing one), allows you to cut past
the Veil defence of an opponent when locating him or her. However,
this will generally only work for one-time abilities, like 'sense'.
Owning a veil will not aid you in sensing with abilities that trace
someone on an on-going basis, like seraph trace or forest track.
- Does NOT hide you from abilities that do more than simply locate
you, such as Bonding tracking.
Regeneration Rings
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- These rings provide the equivalent of level 1 and level 2 racial
regeneration advantages. They are cumulative with racial advantages,
and with the runes from Runelore that may provide regeneration.
Total regeneration may never exceed level 3.
Ring of Vitality - Level 1 Health Regen: 300 credits
Golden Band of Baar - Level 2 Health Regen: 850 credits
Ring of Meditation - Level 1 Mana Regen: 300 credits
Ring of Illuminas - Level 2 Mana Regen: 850 credits
Stone Rings: 800 Credits
- Gives the benefit of mass salve while worn, of course along with all
the disadvantages that mass brings.
A Steelweave Surcoat: 750 credits
- The steelweave surcoat grants a 15% reduction of damage from a
physical attack.
Holy symbol of the Circle: 300 credits
- Prevents the wearer from being animated.
Silvery crest: 750 credits
- Gives the wearer a 33% chance to be unaffected by Telepathy attacks.
A pair of Renascent Armguards: 300 credits
- These armguards allow you to store all your defences, then
instantly recall them. Ideal to raise all your necessary
combat defences instantly, without any delays! Restoring
defences can only be done once per 60 minutes.
- TWIST ARMGUARD: stores all (allowed) defences in the armguard.
Clears any previously-stored defences
- UNTWIST ARMGUARD: releases defences
- TAP ARMGUARD: restore saved defences. Does not delete saved
defences. 60 minute cooldown.
- Note that certain defences, especially momentum-based
defences, are excluded, such as engage, most of Kanai,
shield tattoo, numbness, or kai deliverance.