19.10.2 Offensive Artefacts
19.10.1 < Artefacts Overview Defensive Artefacts > 19.10.3
(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.
RANGED AND THROWABLE WEAPONS
Daggers:
Steel stiletto 50 210 219 200 credits Gold: 2,200,000 $42
Ivory stiletto 53 217 225 400 credits Gold: 4,400,000 $84
Deisian stiletto 56 222 231 800 credits Gold: 8,800,000 $168
Javelins: Damage To-hit Speed Cost
Babel's Pin 267 146 83 525 credits Gold: 5,775,000 $110.25
Babel's Barb 255 153 87 800 credits Gold: 8,800,000 $168
Babel's Fury 279 160 91 1300 credits Gold: 14,300,000 $273
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 7% faster 250 credits Gold: 2,750,000 $52.5
Shooting Addon +100 credits Gold: 1,100,000 $21
Velocity Bow 14% faster 550 credits Gold: 6,050,000 $115.5
Shooting Addon +250 credits Gold: 2,750,000 $52.5
Lupine Bow 22% faster 1000 credits Gold: 11,000,000 $210
Shooting Addon +500 credits Gold: 5,500,000 $105
DAMAGE/BALANCE/EQ MODIFIERS
Offspring Talisman: 500 credits - faster_eq(1) Gold: 5,500,000 $105
- Reduces the time it takes to recover equilibrium, by about 7%.
Aldar Diadem OR Aldar talisman: 1000 credits - faster_eq(2) Gold: 11,000,000 $210
- Reduces the time it takes to recover equilibrium, by about 15%.
Collars:
- These increase damage done to opponents from abilities that are
magical in nature. These abilities include cast (or grove) lightning,
cast firelash, thornrend, 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: 10% increase 400 credits - magic_damage(1) Gold: 4,400,000 $84
Collar of Diablerie: 15% increase 800 credits - magic_damage(2) Gold: 8,800,000 $168
Collar of Agatheis: 20% increase 1600 credits - magic_damage(3) Gold: 17,600,000 $336
SPECIAL ABILITIES
Bracers of Frost: 1000 credits - frost_mastery Gold: 11,000,000 $210
- FREEZE GROUND - Cover the ground in ice.
- FREEZE <person> - Freeze an opponent.
- 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).
- POINT <bracers> <direction> - Create an icewall to block the
direction.
Scorpion's Tail: 800 credits - sting Gold: 8,800,000 $168
- Wear it and then you may sting people with your tail, delivering the
Loki venom (which hits the person with a random venom).
Boomerangs: 450 credits Gold: 4,950,000 $94.5
- 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: 400 credits - fire_mastery Gold: 4,400,000 $84
- Grants the wielder the ability to FIRELASH and cast FIREWALLS. Can also
be used in place of a tinderbox in most cases.
Whip of Taming: 300 credits Gold: 3,300,000 $63
- Gives someone the pacifism affliction when hit.
* Cannot be used for garrote.
A knotted leather cord: 250cr - dauntless Gold: 2,750,000 $52.5
- Signal yourself as a long-time member of The Dauntless!
- Ownership of this cord allows you to JOIN DAUNTLESS from anywhere at
no cost.
- You will not be automatically removed from The Dauntless after a
year's membership.
- Once the minimum year has passed, you can QUIT DAUNTLESS to resign
from the ranks, but may join again at no cost whenever you wish.
HUNTING AND BATTLERAGE
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: 2% increase 200 credits - criticals(1) Gold: 2,200,000 $42
Blood pendant: 4% increase 600 credits - criticals(2) Gold: 6,600,000 $126
Stygian pendant: 6% increase 1200 credits - criticals(3) Gold: 13,200,000 $252
Vambraces of the Berserker: 300 credits - battlerage_decay Gold: 3,300,000 $63
- Harness the power of the berserker to extend your battlerage's lifespan.
Band of the Berserker: 250 credits - battlerage_support Gold: 2,750,000 $52.5
- Increase the damage dealt by your allies' conditional damage battlerage
attacks. They must be in your rallying presence to benefit from this.
TRAVEL ENHANCEMENT
Eagle's Wings: 800 credits Gold: 8,800,000 $168
- Lets you fly to 'On the clouds' where there are exits connecting
directly (and thus very quickly!) to places across the lands.
Atavian Wings: 2000 credits Gold: 22,000,000 $420
- Lets you fly to a room ABOVE where the eagle's wings take you, with
more exits. You can also reach 'On the clouds.'
Earrings of Sinope: 800 credits Gold: 8,800,000 $168
- A pair of earrings. You wear one, and somebody else wears the other.
As long as you are both wearing yours, you can travel to each other,
if suitably close to each other(*). The command is TRAVEL TO <person>.
For those wearing multiple Earrings of Sinope, use TRAVEL TO <person>
WITH earringID (for example, TRAVEL TO CALLISTO WITH earring123).
Earrings of Sinope are always owned by exactly one person, though clearly
they are used by two. You specify the partner at purchase time with the
following syntax: BUY <earring> PAIRED WITH <person>.
If the owner should decide to bestow the other earring to a different
partner at a later time, this can be accomplished at a cost of 100
credits. See HELP ARTEFACT TRANSFERS for more information on changing
partners.
Earrings of Sinope are blocked by grounding vibrations, being in the
arena, or being in a ferry, and only these things. You must also not be
prone/paralysed/bound or off eq/balance to travel to someone.
(*) "Suitably close" means that you are on the same plane, same
continent, and both in, or both not in, the wilderness, and if
both in the wilderness, then within not too great a distance.
Vibrating stick: 800 credits - wormholes Gold: 8,800,000 $168
- Lets you warp through wormholes in space-time.
Specifically, you gain the ability to WORM WARP and WORM SEEK.
Wand of Portals: 800 credits Gold: 8,800,000 $168
- Opens up a portal between you and another adventurer. Takes 6 seconds
and is stopped by a monolith sigil. To use this POINT <wand> AT <person>.
Anklet of Dashing: 500 credits - dash Gold: 5,500,000 $105
- Lets you use the DASH/SPRINT ability to move through multiple
rooms at once.
Armband of Celerity: 500 credits - celerity Gold: 5,500,000 $105
- Gives you an extra move/second before the "Don't be so hasty" message
kicks in.
Wolverine's Claws: 500 credits - burrow Gold: 5,500,000 $105
- Magical claws you wear on your hands which will allow you to burrow
like a druid in wolverine morph. These claws must be worn to grant
their surpassing power. They do not conflict with any other worn
item.
Chitin greaves: 500 credits - leap Gold: 5,500,000 $105
- When worn, allows the owner to LEAP like a Horkval.
The owner and wearer of the greaves must possess both balance and
equilibrium to begin a leap and may not be prone. Balance is used.
The leap may still be disrupted by slipping on icy ground, closed
doors, gravehands, piety, grounding vibration, or banana peel.
There is an endurance cost. No defences are disturbed by leaping
beyond those disturbed by any other normal movement (such as,
for example, a prismatic barrier).

Spinning gyroscope: 500 credits - swift_predator Gold: 5,500,000 $105
- Halves the time to recover from use of the TRACK ability
- Applies to all instances of the TRACK ability
Ring of Flying: 400 credits - flying Gold: 4,400,000 $84
- Lets you fly like an Atavian.
Cane of the Quickening: 300 credits. Gold: 3,300,000 $63
- Lets you walk normally with one broken leg. Must be wielded.
While walking normally, you appear to be walking normally to those
that look on, and to yourself. Thus, no appearance of hobbling.
Brooch of the Tempest: 150 credits - stability Gold: 1,650,000 $31.5
- You will never be blown laterally while flying, or blown out of the
trees.
(see also HELP ARTEFACTS, HELP ARTEFACT TRADEINS, HELP ARTEFACT TRANSFERS)
19.10.1 < Artefacts Overview Defensive Artefacts > 19.10.3