Offensive Artifacts - Midkemia Online Online Help

19.9.2 Offensive Artifacts

(See also HELP ARTIFACTS)

Note About Investing
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Artifacts that must be invested (and the invested item wielded or worn) in order to work properly are marked with an (INVESTED) tag to the far right of the artifact name.


Note About Stacking
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Artifact effects (for similar artifacts) don't combine or stack. If you have, say, an Icy Jewel of Striking and a Fire Jewel of Striking, then only one will boost the damage and rate at which you land critical hits. In  these cases, the higher valued artifact is always the one that works. The other artifact has no effect. In general, the best item rules, but there may be exceptions. So don't count on having two artifacts and somehow stacking or combining their effects.


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OFFENSIVE ARTIFACTS
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Weapon Runes                                     (INVESTED)
   - These runes can only be invested in swords, mauls, and fencing blades,
     and increase the damage dealt by those weapons and your chance to
     hit an enemy with brute and speed source attacks.

  War Rune of the Potent Duelist     :  350 credits :  +5% damage,  +2% hit.
  War Rune of the Puissant Knight    :  700 credits : +10% damage,  +5% hit.
  War Rune of Tith-Onanka's Champion : 1400 credits : +15% damage, +10% hit.

Weapon Speed Runes                               (INVESTED)
   - These runes can only be invested in swords, mauls, and fencing blades,
     and increase the speed of the weapon by a certain percentage.

  Rune of the Agile Hand     :  350 credits :  +3% speed.
  Rune of the Swift Blade    :  700 credits :  +6% speed.
  Rune of the Slashing Wind  : 1400 credits : +10% speed.

Dagger Runes                                     (INVESTED)
   - These runes can only be invested in daggers and poniards, and increase
     the damage dealt by Backstab and Ambush.

  Dark Rune of the Hidden Blade :  350 credits :  +5% damage.
  Dark Rune of the Assassin     :  700 credits : +10% damage.
  Dark Rune of the Nighthawk    : 1400 credits : +15% damage.

Warhammer Sigils                                 (INVESTED)
   - These sigils can only be invested in warhammers, and increase the
     damage dealt and chance to hit with faith-source attacks.

  Holy Sigil of Divinity   :  350 credits :  +5% damage,  +2% hit.
  Holy Sigil of Ascendance :  700 credits : +10% damage,  +5% hit.
  Holy Sigil of the Matrix : 1400 credits : +15% damage, +10% hit.

Magic Talismans                                  (INVESTED)
   - These talismans increase the damage dealt and chance to hit of
     your magic-source attacks.

  Talisman of Arcane Power       :  350 credits :  +5% damage,  +2% hit.
  Talisman of Mystic Might       :  700 credits : +10% damage,  +5% hit.
  Talisman of Esoteric Authority : 1400 credits : +15% damage, +10% hit.

Critical Hit Jewels                              (INVESTED)
   - These jewels 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
     jewels 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%.

   Icy Jewel of Striking     :  100 credits : An extra 1/100 critical hits.
   Fire Jewel of Striking    :  200 credits : An extra 2/100 critical hits.
   Blood Jewel of Striking   :  600 credits : An extra 4/100 critical hits.
   Stygian Jewel of Striking : 1200 credits : An extra 6/100 critical hits.