WEAPON ARTIFACTS - Lusternia Online Help
19.10.1 WEAPON ARTIFACTS
(see also HELP ARTIFACTS, HELP ARTIFACT_TRADEINS, HELP ARTIFACT_TRANSFERS) ---------------- WEAPON ARTIFACTS ---------------- Please note that runes must be attached to the weapons they are intended to modify in order to take effect. For more information on runes, please read HELP ARTIFACTS. ---------------------------------------- GREAT RUNES FOR WARRIOR AND MONK WEAPONS ---------------------------------------- NOTE ON WEAPON GREAT RUNES: Any weapon may have Great Runes placed upon it. Each one-handed weapon can have one Stat Modifier, one Wounding, and one Damage Modifier. Two-handed weapons can have two of each. Once a weapon has any one of these runes, that weapon will be made permanent and reset within your inventory. Once one rune has been placed upon it, that weapon will not accept any other rune of that type if it is one-handed. For example, if you place a Puissant Knight (stat modifier) great rune on a longsword, you cannot place any other stat modifier rune upon that sword ever again (either Puissant Knight, Cosmic Knight or Vernal Knight). However you could place a wounding rune or damage type modifier rune upon it. Two-handed weapons are able to take two of each type of rune. Syntax: ATTACH <rune> TO <weapon> *SPECIAL NOTE* Except when noted below, all weapon related runes will attach to any weapon used in Kata specializations. For weapons used in Knighthood specializations, the following restrictions apply. No great rune will attach to any Knighthood one-handed weapon that has a total of its three stats (damage, speed, precision) of over 463. For two-handed Knighthood weapons, you must divide damage in half and divide precision by 2.2. Add those two results with speed and that must not be over 463. Great Runes - Stat Mods Damage Precision Speed Cost Puissant Knight +5 +5 +5 100 credits Cosmic Knight +10 +10 +10 275 credits Vernal Knight +15 +15 +15 600 credits NOTE: One rune of this type per one-handed weapon only. Two-handed weapons can have two. On two-handed Knighthood weapons, the stats above will be modified as follows: speed will be divided in half for each rune, precision will have a 10% boost to each rune, and damage will be the same for each rune. Great Runes - Wounding Puissant Champion +5% wounding 100 credits Cosmic Champion +10% wounding 275 credits Vernal Champion +15% wounding 600 credits NOTE: One rune of this type per one-handed weapon only. Two-handed weapons can have two. Please note that on two handed weapons, the percentage increase given by each rune is half the amount stated above. Thus, together, two cosmic champion runes give 10% wounding. Individually, a cosmic champion rune gives 5%. Wounding runes cannot be applied to Kata weapons. Great Runes - Damage Type Mods Arcane Soldier Magic Damage 250 credits Elemental Fires Fire Damage 250 credits Freezing Heart Cold Damage 250 credits Serpent's Kiss Poison Damage 250 credits Jagged Lightning Electrical Damage 250 credits NOTE: Damage type modifier runes will change 1/3 the damage type of that weapon to the indicated damage for one-handed weapons. The other 2/3 will be normal. (For two-handed weapons, it will modify 1/6 of the damage, though you can place two damage type mod runes on it.) One rune of this type per one-handed weapon. Two-handed weapons can have two. Great Rune of Bleeding (125 credits) - Increases bleeding on cutting weapon. Adds bleeding to blunt weapons. NOTE: One-handed weapons can have one. Two-handed weapons can have two. Please note that any permanent item with one of these runes can be customised normally for a further 50 credits - see HELP CUSTOMISATION). ------------------ OTHER WEAPON RUNES ------------------ The following runes may ONLY be attached to the following items: mage staves, druid cudgels, wiccan athames, guardian symbols, illuminati gauntlets, institute instruments and bard instruments. Great Rune of Gripping o This will make your rune act as though you had the knight ability of the same name, causing you to grip your item so that it is difficult to drop. o 150 credits. Great Rune of Shielding o Transforms the object into a shield item (stats 52/52), so you may use it for any shield-related skill. o 350 credits. Great Rune of Superior Enchantment o This rune will allow the object to be enchantable for up to 75 charges. o NOTE: If this rune is placed on a staff and charged with an enchantment you need to POINT, remember you need to POINT STAFF AT <target> to use the enchantment and POINT STAFF <target> to use the normal staff attack. o 250 credits. Great Rune of Musical Enhancement o Attaches to bard musical instruments. o Increases song length on that instrument by 50%. o 350 credits. SPECIAL FOR GUARDIANS: If you are a Nihilist or Celestine and rune a symbol, you must still be deep bonded with a cosmic lord to be able to use that symbol. However, the symbol will transform to whatever cosmic lord to whom you are deep bonded. NOTE FOR BARDS: Attaching any rune on an instrument will automatically raise it to maestro-level. NOTE: The special weapon runes do not transfer between summoned items except in the case of changing a cosmic lord with a symbol (while in the same guild). Thus, if you change from being an Aquamancer to a Geomancer, or Mage to Druid, your rune will _not_ transfer to the new summoned weapon. Please note that any permanent item with one of these runes can be customised normally for a further 50 credits - see HELP CUSTOMISATION). ---------------- COMMANDANT ITEMS ---------------- These artifacts are used for squad leaders. Commandant's Shoulderknot: 125 credits - A squad led by the wearer will generate 5% extra gold when divided. Commandant's Medal: 125 credits - Any squad led by the wearer will generate power at a much faster rate. Commandant's Sash: 200 credits - Any squad led by the wearer will generate 5% extra xp.