(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: This scroll is fairly long and is broken into four sections. First are
OFFENSIVE artefacts, then DEFENSIVE artefacts, then STATISTIC-ALTERING
artefacts, and then MISCELLANEOUS artefacts. These same sections may also be
found individually in HELP OFFENSIVE ARTEFACTS, HELP DEFENSIVE ARTEFACTS, HELP
STATS ARTEFACTS, and HELP MISCELLANEOUS ARTEFACTS.
How To Purchase
---------------
Many artefacts are available to you in shops throughout the realms, primarily
in Delos, plus the artefact vial shop in Moghedu.
For any other requests or special needs, email artefacts@achaea.com. Please be
very clear as to what you want to purchase and what you believe it will cost.
This is especially true in cases where you may be claiming a discount, or other
special consideration.
Artefacts as Gifts
------------------
Artefacts may be given as gifts, but with a critical restriction:
- to buy an artefact as a gift, you MUST pay with UNBOUND credits
If your credits are bound, you must use them on yourself.
You may not buy a gift with bound credits.
Beyond that, though this is not unique to gifts, please be aware that
an artefact gift is not transferrable or returnable, though if it is
normally something that could be traded in (which excludes pets) then
it can still be traded in by the person you gave it to.
Artefacts and Loaning
---------------------
Artefacts that must be wielded to be used will be useless to anybody but the
owner. This has been true since at least 2005. So don't bother trying to loan
out an artefact you have to wield to use.
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, both of which would normally
boost damage of a magical nature, 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 any artefact edged weapon. 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, so triggers will not work against
it 1/3 of the time. 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.
Asp ability may be traded in. It is valued at two-thirds (500).
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 111 198 208 250 credits
Axe of the Hunt 116 207 217 600 credits
Axe of Gaian Fury 121 216 227 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
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
(+ these are the only Javelins currently for sale in shops. The other
may be ordered in an email to artefacts@achaea.com)
About Throwable/returning Javelins: these are a fairly new idea and may
be adjusted at any time if we discover unbalancing elements of their
performance. Please be aware of this possibility when purchasing any
of these Javelins.
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)
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: There are two prices for bows. The first is if you have the darkbow
ability. The second is if you don't. If you don't have the darkbow
ability and buy a bow, you gain the "shoot" command and nothing
else (e.g. neither "snipe" nor "aim"). The shoot syntax would be
SHOOT <adventurer> <direction> or SHOOT <adventurer> WITH METEOR.
Please contact artefacts@achaea.com to buy a bow.
Ranger's Bow: 250 / 350 credits ( 7% faster)
Velocity Bow: 550 / 800 credits (14% faster)
Lupine Bow: 1000 / 1500 credits (22% faster)
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 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, decay, star tarot, 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, 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.
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.
-------------------
DEFENSIVE ARTEFACTS
-------------------
Anake's Hood: 800 credits
- While you are wearing this stylish hood, you will be protected from
many attempts to eavesdrop on you via a special ability: grove watch,
mind listening, subterfuge and vodun/puppetry listen, angel/demon
mindread.
Bracelets: (increase max health & mana. Only one bracelet works at a time.)
Mayan bracelet: 350 credits (increases by 5%)
Ceylonese bracelet: 700 credits (increases by 10%)
Logosian bracelet: 1400 credits (increases by 15%)
Buckawn's Boots OR Buckawn's Amulet: 800 credits
- Lets you avoid the web tattoo attack from adventurers.
Also lets you avoid thrown or dropped web bombs, but not
web bombs that are in your hands when they detonate.
Circlet of the Will OR Amulet of the Will: 300 credits
- Increased regeneration of willpower.
Clasp of the Animal Spirit: 1000 credits
- Strengthens the bond to your current morph.
- Completely defeats the morph breaking of Mind Scythe, Soulstorm,
Cleanseaura, Selarnia and forms that force the morpher to
'human'/'unmorph'.
Gem of Cloaking: 400 credits
- Removes you from the who, clwho, and bw/qw lists.
- Removes you from the help city and house induction lists.
Note: it does not remove you from hwho, or cwho.
Please examine the gem carefully. It can be activated and deactivated.
Examination of the gem should reveal the secret.
Lasallian Lyre: 500 credits
- A magical lyre that allows you to summon a prismatic barrier around
you. This barrier stops most physical attacks. What you can do while
in one is severely limited. To use the lyre: STRUM LYRE (wielded or not).
Does not stop dragon's blast, order, smoke bomb, incinerate, chill,
death aura, empress, soul rend, paroxysm, jack in the box,
body warp, chaos rays, unnamable, grave hands, piety,
banana peels, tentacles, holocaust globe, knife sigils,
rite of warding, gravity and tremors vibes, bloodworms,
and demon sear.
Destroyed by soulspear and truename.
Stops trample, star tarot, entity attacks, darts trap, leprosy,
thornspray, yank, arc, grove thorns, grove entangle, spirit wrack,
grove displacement, beckon, all bombs other than smoke, nearly
all denizens, disruptive harmonics, percussia, hailstorm, efreeti,
tailsweep, rite of demons, vibes (lullaby, creeps, dissipate,
palpitation, oscillate, energize, disorientation, plague,
stridulation, revelation, adduction, and dissonance), and daegger
hunt and shadowstrike.
Can do while in a prismatic barrier: check abilities, talk on city
or clan channels, submit a bug report, check the who list for clans
or cities, check and view config, check defences, virtually any-
thing having to do with messages (MSG READ, MSG SEND, MSG LIST, etc),
check world game or arena status, glance, read help, speak on house
channel, check house who, check inventory, use market or newbie
channel, check public news, use a party channel, pray, check
punishments, qq/quit, check rankings, read a log, say things,
check stat, check tattoos, send a tell, check recent tells, yell.
Ring of Endurance: 250 credits
- Increased regeneration of endurance.
Ring of the Magus: 275 credits (reduced from 750!)
- Offers protection vs. magical damage. (Approximately 15% protection.)
The ring of the Magus reduces the type of damage called "magical."
Not "damage from a magical source" but "damage which is itself a
direct, magic damage." What sorts of things give magical type damage?
Palpitation and dissonance vibrations, evileye and curse bleed,
staffcast dissolution, certain denizen and entity attacks, decay,
warp, deathaura. The reduction works in precisely the same way as
a piece of physical armour. This means that, just like with physical
type attacks, some portion of magical type attacks is unreduced by
armour, and some portion is reduced. Example, a magical-type attack
is delivering 1000 damage: 500 of it would go through unaffected, and
500 would be reduced a certain percentage by the power of the Ring.
Rings: (to increase how much a health or mana elixir heals you)
Mayan ring: 500 credits (increases health by 10%)
Ceylonese ring: 1000 credits (increases health by 20%)
Logosian Ring: 2000 credits (increases health by 30%)
Ring of Noxtra: 500 credits (increases mana by 10%)
Ring of Somnustra: 1000 credits (increases mana by 20%)
Ring of Lunastra: 2000 credits (increases mana by 30%)
Shackle of Garash: 600 credits
- Wearing this shackle gives you the mass defence, so you never have to
worry about running out of mass salve mid-fight!
Shield of Absorption: 500 credits
- Gives a 15% chance that a physical attack will be completely absorbed.
Must be wielded. Stats on the shield are: 20% Physical, 20% Blunt.
This shield may be wielded by anyone, without class restriction.
* You may wield two if you wish, but it will be no more effective
than wielding one!
* We do not make quarterstaves that have this feature. We did this
exactly once and learned from our mistake. For well over 100
Achaean years it has not been possible to purchase a quarterstaff
with the features of a Shield of Absorption.
Veil of the Sphinx OR Hood of the Sphinx: 2000 credits
- Hides you from many mortal abilities that can pinpoint your location,
including spy, scent, view, sense, window, fullsense, angel trace,
angel presences, demon presences, angel seek, demon trace, demon seek,
falcon deliver, falcon track, falcon follow, falcon seek, mind glance,
mind sense, grove who, grove look, grove eyes, forestwatch, foresttrack,
allsight, mindnet, scry, farsee, who, users.
- Owning a Veil (not just borrowing one), allows you to cut past the
Veil defence of an opponent when locating him. This will _generally_
only work for one-time abilities, like 'sense', as opposed to
abilities that trace someone on an on-going basis, like angel trace
or forest track.
- Does NOT hide you from abilities that do more than simply locate you,
such as Metamorphosis tracking.
- Does not remove you from qw/bw and organisational who-type lists.
- If you have any doubts about the effect of the Veil on a given ability,
ask before you buy!
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.
- Can only be used once per Achaean day (once per hour), giving
a handful of reflections each time.
Regeneration Rings
------------------
- 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, but
not with the now-discontinued Trollskin armour. Total regeneration
may never exceed level 3. No more than one ring can provide the
wearer benefits. If more than one ring is worn, only the highest
bonus applies. Please refer to HELP REGEN for more details.
Ring of Vitality Level 1 Health Regen: 300 credits
Ring of Draconic Vigor Level 2 Health Regen: 850 credits
Ring of Meditation Level 1 Mana Regen: 300 credits
Ring of Lucretian Clarity Level 2 Mana Regen: 850 credits
----------------------------
STATISTIC-ALTERING ARTEFACTS
----------------------------
Belts: (to increase constitution)
- Belt versions of the Girdle of the Titans and Girdle of Aegis are also
available at the artefact shop in Delos.
Hunter's Belt: 400 credits (+1 constitution)
Girdle of the Titans: 1000 credits (+2 constitution)
Girdle of Aegis: 2000 credits (+3 constitution)
Boots: (to increase dexterity)
Pixies' Boots: 500 credits (+1 dexterity)
Boots of Dexterity: 1250 credits (+2 dexterity)
Ethereal Boots: 2500 credits (+3 dexterity)
Gauntlets: (to increase strength)
Ogre's Gauntlets: 500 credits (+1 strength) (reduced from 700!)
Gauntlets of the Aldar: 1250 credits (+2 strength) (reduced from 2000!)
Logosian Gauntlets: 2500 credits (+3 strength) (reduced from 4000!)
Sashes: (to increase intelligence)
Epicurean Sash: 500 credits (+1 intelligence)
Sash of Wisdom: 1250 credits (+2 intelligence)
Sash of Caymus: 2500 credits (+3 intelligence)
-----------------------
MISCELLANEOUS ARTEFACTS
-----------------------
Aldar Diadem OR Aldar talisman: 850 credits
- Reduces the time it takes to recover equilibrium, by about 15%.
Anklet of Dashing: 500 credits
- Lets you use the DASH/SPRINT ability to move through multiple
rooms at once.
Armband of Celerity: 500 credits
- Gives you an extra move/second before the "Don't be so hasty" message
kicks in.
Atavian Wings: 2000 credits
- Lets you fly to a room ABOVE where the eagle's wings take you, with
more exits. You can also reach 'On the clouds.'
Aural Earrings: 150 credits
- An earring that when worn, functions like it has the earring of
hearing enchantment, allowing you to hear while deaf, but unlike the
earring of hearing, will also let you hear shouts and yells.
Box of chocolates: 200 credits
- This neverending box of chocolates functions like the magic flowerpot,
but for chocolates. Open a chocolatterie! 18 types of chocolates are
available, and sometimes more are added.
Bracelet of Sustenance: 550 credits
- Wear this bracelet and you'll never need to sleep or eat again.
(this acts exactly as though you were level 80+. It does not
give immunity to hunger attacks).
Brass cigar box: 100 credits
- Like a magic flowerpot or chocolate box, the box will regularly
produce up to six different kinds of cigar. The box will produce
one cigar per Achaean day and hold up to five at a time.
Brooch of the Tempest: 150 credits
- While flying, you will never be blown laterally or out of the trees.
Cane of the Quickening: 300 credits.
- 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.
Chitin greaves: 700 credits
- 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).
Circle of Friends: 25 credits
- Increases your maximum number of friends above the original 20.
A new circle of friends can be purchased from any room using the
syntax BUY CIRCLE OF FRIENDS PERMIT. This will increase your
circle of friends by five spaces. Because of the nature of
this artefact, it may not be traded in or refunded, so buy with
care. At this time you may purchase up to twenty permits.
Clan slot permit: 25 credits
- Increases your maximum clan count above 10. You may purchase a clan
slot permit at any time by entering BUY CLANSLOT PERMIT. Because of
the nature of this artefact, it may not be traded in or refunded,
so buy with care. At this time you may purchase up to twenty permits.
Collar of Lupus: 250 credits
- ATTACH <collar> TO <mount> that is loyal to you, excluding chimeras
and inflatable giraffes, but including falcons and snakes. Makes the
mount reset to you approximately every 18 hours. Can never be killed
permanently. *NEW: May be used with some customised class loyals
(see HELP CUSTOMISATION for more details).
********************************************************************
* NOTE: this particular artefact cannot be traded in at all. *
* NOTE: this artefact may be used exactly once and no longer *
* exists after it is used. It may not be removed or transferred, *
* nor may the now-resetting-to-you mount be traded or transferred *
* NOTE: This collar does not allow you to keep class loyals (such *
* as falcons and snakes) when quitting class. If, through some *
* error, your class loyal stays with you after quitting class, *
* please report this at once. The cost of the Collar will not be *
* refunded, nor will a new Collar be issued, so be careful! *
********************************************************************
Dagger of Reincarnation: 100 credits
- Lets you reincarnate.
- SACRIFICE MYSELF once you have it, and then you may reincarnate in the
Flame as usual. This ignores soulcage and starburst and works even if
you have either of those up/active/etc.
- The dagger is destroyed upon sacrificing yourself.
Dragonskin Quivers: 100 credits
- For sale in Moghedu, right next to the entrance, in a shop.
- These quivers never decay.
Drinking horn: 150 credits
- Replenishes with 30 draughts of ale every Achaean day.
- For additional credits (50-250+ depending on type of liquor), you
can customise what kind of liquor is produced in the flagon every
Achaean day. For example, if you want the horn to replenish with
beer or mead instead of ale, you can request this customisation on
your horn for 50 credits. You can request non-alcoholic liquids
as well, such as apple juice or milk. Some liquids are not available,
such as fairy nectar. You can also add more draughts per Achaean
month for additional credits. For exact price quotes and availability,
please email customisations@achaea.com.
Eagle's Wings: 800 credits
- Lets you fly to 'On the clouds' where there are exits connecting
directly (and thus very quickly!) to places across the lands.
Earrings of Sinope: 800 credits (e-mail artefacts@achaea.com about this one)
- 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. If the owner should decide to bestow
the other pair to some different partner at a later time, this can
be accomplished. Cost: 100 credits.
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.
Ekanelian Jewel: 350 credits. (Lowered from 900 credits!)
- Halves both wormhole splicing and cancelling time for the owner. Must
be worn. If splicing, only one of the duo needs to have a Jewel, and
the Jewel-bearer must be the one to accept the link for the splice -
i.e. the second one to WORM SPLICE <target>.
Fishscale tunic: 400 credits
- When worn, allows the owner of the tunic to move underwater without
drowning. In practical terms, functions like prickly pear.
Gem of Transmutation: 1000 credits
- Lets you change race up to once an Achaean month (once per rl day).
This will not work for anyone but the owner.
Gemstone vials: 40 credits
- For sale in Moghedu, right next to the entrance, in a shop.
- Choice of diamond, ruby, sapphire, emerald, glass, quartz, amethyst,
peridot, onyx, garnet, moonstone, and jade.
- They never decay, and can hold up to 240 sips instead of the usual 200.
- It will require fewer brewings of elixirs and salves to fill to maximum
capacity than a normal vial.
Gloves of Harvesting: 300 credits
- If you can harvest, cuts your balance recovery for harvesting
approximately in half.
- The gloves will also increase the potential number of herbs
per harvest.
Goggles of Whitesight OR Spectacles of Whitesight: 150 credits
- Lets you see in blizzards. Affects multiple things, including
look, squint, glance, and examine, among others.
Hammer of Forging: 400 credits
- A hammer that cuts forging time in half and makes the results of your
forging substantially more likely to be at the extremes, high or low.
The average of all forging results is the same as without a Hammer.
The hammer does not have to be wielded to be effective.
Horn of plenty: 250 credits
- Like a magic flowerpot or chocolate box, the horn will regularly
produce up to six different kinds of food, including a turkey potpie,
waybread, a smoked wheel of cheddar, and more. If you purchase a horn
of plenty, you can also email customisations@achaea.com regarding
customising what sort of food it produces, at additional per-item
credit cost of minimum 100 credits per item. Buy a horn of plenty and
customise it to produce nothing but strawberry cheesecakes and seared
oysters on the shell all day long!
Intellect Crown: 500 credits
- When you are trying to mind lock someone else, this cuts the time
that it takes to gain the mind lock by 40%.
Ivory Dice: 50 credits
- ROLLDICE will allow you to roll the pair of dice, allowing you to run
gambling rings, etc.
Ivory Pipe: 50 credits
Ebony Pipe: 50 credits
Marble Pipe: 50 credits
- For sale in Moghedu, right next to the entrance, in a shop.
- They will never decay.
- They do not need to be lit with a tinderbox.
Lupine Plinth: 300 credits (e-mail artefacts@achaea.com about this one)
- Place in a grove to greatly increase the rate at which you gain
sunlight energy. It also increases the max sunlight energy your grove
can hold to 18000.
- Having a Plinth in your grove will reduce the cost of GROVE IMBUE by
1000 energy.
Magic flowerpot: 200 credits
- 33% chance of growing one random flower (out of 17 types) every
Achaean day. The flowerpot holds 6 flowers, and will stop producing
them when full, until you pick one. Open your own flower business!
Mask of Lifevision: 750 credits
- Lets you use lifevision to see most hidden people. This does not
simply work by being worn. Rather, wearing it allows you to use
the ability 'lifevision.' This identifies some of those who may
be walking around as ghostly forms, defeats some illusions, and
reveals some forms of hiding or concealing of one's presence.
Medallion of Enchantments: 300 credits
- Useful for magi only. This will allow you to batch up to 5
enchantment creations. The syntax is:
BEGIN CREATION OF <1-5> <enchantment>
Mithril Spurs: 500 credits
- Same as the Chivalry ability Swiftmount.
Orb of Suppression: 500 credits
- Hides your worn artefacts from people examining you. If an artefact
isn't being hidden, notify Maya. The orb is simply
possessed: it need not be worn in order to operate. It works for:
- remove/unwear - onlookers will not see you remove the item.
- house inventory - conceals worn and inventory but not wielded.
- appraise - conceals worn, wielded, and inventory items.
The orb is itself an artefact, which means that if you have one,
worn or not, it is not visible.
** Exceptions: for an extra 50 credits per artefact, you may
** arrange things so that the artefact is NOT suppressed, and
** therefore will be visible even if you have an orb.
Painter's Palette: 450 credits
- Fills with inks on a regular basis, much like a flower pot.
*Permanent Tattoos: 400 credits
- See HELP PERMANENT TATTOOS.
Prismatic lantern: 350 credits
- This lantern will allow its owner to see what room is on the other
side of a portal, and the name of the adventurer from whom the
portal originated. This includes sonicportals, grove portals,
grove gateways, and the fiery portals created by the Wand of
Portals artefact. To use this artefact, the owner merely has to
PROBE the portal with the lantern in his or her inventory.
Note: this does not show the contents of the room on the other
side of the portal, only the name of the room itself.
Prospero's Lesser Vault: 350 credits
- Doubles rift capacity.
- Not stackable with Lesser or Greater Vault.
- Works when in inventory. Does not have to be wielded.
- Will only work for the owner.
- Only affects putting things in - you can always take things out,
even if you don't have your vault at the moment, and the actual
contents of the rift are unchanged, whether you have your vault
or not.
Prospero's Greater Vault: 500 credits
- Quadruples rift capacity.
- Not stackable with Greater or Lesser Vault.
- See other notes on the Lesser Vault.
Quill of Inscribing: 250 credits
- Cuts tarot-card inscribe time in half, when wielded.
Ring of Flying: 400 credits
- Lets you fly like an Atavian.
Robes of the Magi: 1000 credits
- Cuts your mana usage by 1/3. This does not apply to every case
where you use mana, but almost all. Draining of mana by demons
or runes is not affected. Transmutation is also not affected.
Runic Gauntlet: 350 credits.
- For runelorists, reduces the time it takes to implant and uproot
totems bearing your mark by 50%, and the time it takes to uproot
others' totems by 25%. Must be worn.
Serpentine keyring: 100 credits
- These lovely keyrings are crafted from the finest jade, in the
form of a serpent biting its own tail. For the owner of the keyring
only, the enchanted serpent will allow keys to be ATTACHed to it.
The owner, and only the owner, may remove keys (using GET (key#)
FROM KEYRING).
Shadowcloak: 800 credits
- A cloak that lets you use the occultist/serpent shroud ability.
Signet Ring: 50 credits
- Allows you to SEAL <letter> WITH <ring> (after it has been emblazoned
with your personal arms by an Herald).
NOTE: a signet ring may ONLY bear personal, not organisational arms.
Silver tuning fork: 200 credits
- Its presence in the inventory of its owner will allow Crystalism,
Harmonics, and Devotion users to create vibrations or harmonics or
rites with double the lifetime.
Staff of Illusion: 500 credits
- Cast an illusion in your room. Takes a 2 second equilibrium.
(Allows use of CONJURE ILLUSION). Just having the staff is enough:
it is not needful to wield it. The length of the illusion is
MUCH longer for a staff, though the limit on newlines is the same.
The staff requires balance.
Taper of Eternity: 50 credits
- Endless sealing wax candle with several new colours available
only to owners of this special artefact. See HELP 7.19 for
the colours available.
Top Hat: 25 credits
- This beautiful top hat has various interesting properties.
It is a container, and it holds 75 items: put what you want into it.
When you look in it, all you see is if it's empty or not.
When you try to take anything out (GET x FROM HAT) you will not know
in advance what item you are getting. The hat does not create new
(or destroy existing) things, nor does it change the things you put in.
If you put in ten things, and pull out ten things, you'll still have
the same ten things exactly. You just won't know what order they'll
come out.
Vibrating stick: 800 credits
- Lets you warp through wormholes in space-time. Specifically, allows
use of the commands WORM WARP and WORM SEEK.
Wolverine's Claws: 500 credits
- 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.
Wand of Portals: 800 credits
- Opens up a portal between you and another adventurers. Takes 6 seconds
and is stopped by a monolith sigil. To use this POINT <wand> AT <person>.
Wyrmskin Packs: 100 credits
- For sale in Moghedu, right next to the entrance, in a shop.
- These packs hold 100 items instead of 50, and never decay.
Wyvernskin tabac pouch: 100 credits
- Like a magic flowerpot or chocolate box, the pouch will regularly
produce up to nine different kinds of tabac. The pouch will produce
one tabac per Achaean day and hold up to eight at a time.
(see also HELP ARTEFACT TRADEINS and HELP ARTEFACT TRANSFERS)