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ivan >>Tips, Tricks and Secrets >>Artifact weapons


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John Holmes- 08-12-2005

I was doing some research on the special attack effects the artifacts have since the information regarding them is rather vaque here. I decided to post the results here to make the information on this topic more complete. Note: All the information is gathered without source-diving, so some information might be incorrect. It's just too lame to know how everything works. Takes the fun out of the game. Field testing is much more fun and cool. -Ancient mace named Neerc Se-ulb +6 Has a life-draining attack that kicks in every once in a while, causing life to be drained from the victim and being transferred to the wielder restoring his/hers/its hitpoints. The amount of hitpoints transferred seems to be the amount of damage done, although I could be wrong on this one. This "vampire attack" makes the Neerc a real killer, as it can turn the tide of a battle in a second. There's nothing like seeing your character being restored to full health from near death when fighting Elpuri. Using the Neerc will cause the wielder to gradually become more chaotic. -Mace named Turox Has a fireball effect that kicks in every once in a while. The size and power of the fireball seems to be random, ranging from a small explosion to a huge blast. The explosion seems to be centered on the target, not on the wielder of the weapon. The explosions will damage the wielder, his/hers/its items, and allies if they are caught in the blast. The explosions will cause peaceful creatures, such as city-folk and dungeon shopkeepers, to become hostile if they are hit. Tame creatures can not become hostile, however. Fire resistance is a must when using this weapon, and storing all your potions and wands in a box is highly suggested. -Unholy halberd named Mjolak Has a "burst of unholy energy" effect, that seems to be somewhat more regular than the explosions of Turox. The burst seems to affect only one creature, and does no splash damage. I believe it has the same effect as a wand of striking. Mjolak also causes the wielder to drift more into chaos when it is used, so if you plan to worship lawful gods it is a bad idea to use this weapon. As a side note, Mjolak seems to train your arm strength like mad when used. -Runed spear named Vermis Has a forced teleport effect that causes the victim to be teleported to a random location, unless the victim has telecontrol. The teleport effect is a lot more rare than the other special attacks, or at least it seems so to me. This is a good thing, as the teleport-away attack can be more harmfull to the wielder than to the victim. The teleport attack doesn't seem to do any added damage. Valpurus' Justifier has no special attack effects, and quite frankly it doesn't need any given the obscene amount of damage it does. The Saal'thul has no special attacks either. It does only average damage, but it makes a great secondary weapon as it makes the wielder invisible. In addition to these artifact weapons, some magical weapons have special attacks. Thunder hammers occasionally shoot bolts of lightning, which act like zaps from wands of lightning. The bolts can also damage the wielder if they bounce from something, so electricity resistance is recommended. The bolts can also make peaceful creatures hostile, and unlike Turox's explosions, they can also anger tame creatures. The chameleon whip randomly polymorphs the victim, but luckily this effect is quite rare. Luckily, since the creatures have a nasty habit of becoming something big and mean, and because the polymorphed creature is restored to full hitpoints. A whip of thievery has a change to disarm the opponent. This is however somewhat rare, and I have never seen such thing happen. Staffs of wondrous smells occasionally create magical clouds when they hit a target. The cloud can be created on the victim or on the wielder. If it is created on the victim, it is red in colour and confers bad effects such as slow. If it is created on the wielder it is blue in colour and confers good effects such as haste. The staffs of wondrous smells are rather annoying to use, and create unpleasant situations when creatures walk on the blue clouds you leave behind or when you have to move through red clouds in narrow corridors. Ivan's weapons, The Gorovits family hammer and sickle have no special effects, except for their cool glow. The flaming swords have an attack bonus which burns the victim causing additional damage. Even if the base damage is completely blocked by the creatures armor, resulting in "it is not hurt" message , the flames can still burn the target and even kill it.

unknown_entity- 08-12-2005

You are excellent at writing guides. :P Im considering compiling all the useful information that anyone sends me into a FAQ in general discussion.

Mort- 08-13-2005

Just in case anyone was wondering, I figured out the materials of some of the artifact weapons by turning them into golems in wizard mode: -Ancient mace named Neerc Se-ulb +6: Mithril -Mace named Turox: Meteoric steel with arcanite handle -Unholy halberd named Mjolak: Meteoric steel with ebony handle -Runed spear named Vermis: Diamond with oak handle Valpurus' Justifier: Valpurium, I assume (couldn't turn this into a golem) Saal'thul: Mitrhil chameleon whip- ommel hair with ruby handle whip of thievery- nymph hair with sapphire handle Ivan's weapons: Mithril with fir handles

Lege- 08-15-2005

Just in case anyone was wondering, I figured out the materials of some of the artifact weapons by turning them into golems in wizard mode Can also be looked up by accessing the data files. Which are in raw text form, and therefore not too hard to crack ;)

unknown_entity- 08-15-2005

*Reads data files* WhOMG, this text is hard to crack! Meee-threel mase? Im so confused...

Fatty- 08-16-2005

I played a game with whips of thievery and stole things all the time... maybe it was because I was champion of Cleptia? If so then chameleon whips should be related to Scabies.

John Holmes- 08-17-2005

It could be related to skill-level. I rarely use whips, so that explains why I haven't seen a disarming yet. I'm thinking of going whips next game. Double thievery whips should be great, as they cause a lot of damage and are extremely accurate as well.

Happy Newbie- 08-17-2005

And John, dont forget they never break

Freelance Berzerker- 07-25-2006

After gaining level 65 in most weapons, I've come to the conclusion that 2-handed swords are the best weapons to have hands-down. Great damage and great blocking ability. I was pretty attached to my Neerc Se-Ulb after I found it earlier in the game. However, after the monster difficulty beta started going through the roof I learned what a crappy blocking weapon it made. Some apprentice necromancer summoned a skeleton, the skeleton hit me, I blocked, and it did like 300 hit points of damage! A skeleton! Then I switched over to a normal garden-variety two-handed scimitar and it blocked like a beauty. Needless to say, I had to go down to Attnam and relieve Petrus of his Justifier. The best part of my fight against Petrus was defeating him unarmed! Hah! He wasn't much of a challenge after I karate-chopped off his right and left arm in the first and second rounds (level 65 in unarmed by the way; don't know why Petrus' delta wasn't adjusted as well).

blob- 07-25-2006

Did you completely block the skeletton with your mace or only partially blocked as it can happen sometimes ? Anyway.. you must be right. I still remember golgor dhan coming and crushin both my mythril mace +5 AND me at the same time in only one hit while i had blocked the attack...

Freelance Berzerker- 07-25-2006

Here's the full account: I was armed with Neerc Se-Ulb and a diamond +5 dagger. When the skeleton hit me, I must have formed a cross in front of my body because the game said I partially blocked with BOTH weapons. Next thing you know my entire body is lobster red!

Somagu- 07-26-2006

Blocking is a whole lot different the partially blocking, that would have been nice to know before you continued and said that swords are best for blocking.

blob- 07-26-2006

When you partially block you get still quite a lot of damage. Im not sure if there is really a difference when you block an attack with a sword or a mace.

Freelance Berzerker- 07-26-2006

I think there must be a VERY big difference, since I've enchanted my Neerc Se-Ulb to +12 but it still blocks so crappily, while my +2 meteoric sword manages to absorb every melee attack including the kitchen sink.

blob- 07-27-2006

The kitchen sink?

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