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Artifacts are Magic Items that can only be crafted at Construction Level 8. For reasons particular to each of them, only one of each Artifact can exist in the game at a given time; if you try to craft an Artifact that already exists, you will fail. If you Wish for an Artifact that already exists, you will be taking it from whoever had it before you.
The default game rules specify that you can only have one Mage forging Artifacts each turn, but this condition can be disabled before the game starts. Doing so has the side effect of letting someone delegate multiple mages to forge the same Artifact at the same time, for a better chance of getting it instead of another player attempting to get the Artifact in the same turn; which isn't super relevant in most games, but it can happen. Resources that go into an Artifact that cannot be crafted are wasted.
You can think of the list of Artifacts as a "ban list", like in Yu-Gi-Oh or other trading card games; that might help with understanding why some very powerful Items share this list with things that seem utterly pathetic.
Unquenched Sword | 5 • 40 | ||
This obscenely-hot Broad Sword (Length 1) is actually fire, molded into a form that can ignore Fire Resistance. AP SLASH, DMG 22, ATT +4, DEF +1, also does 14 AP FIRE DMG on hit (AOE 1), Heat from Hell spell (start), Berserker +1 |
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Ember | 22 • 1010 | ||
This Broad Sword (Length 1) bonds hot and cold in holy matrimony, much to everyone else's displeasure. SLASH, DMG 15, ATK +5, DEF +4, also does 15 AP COLD DMG and 14 AP FIRE DMG on hit (AOE 1), FR +10, CR +10 |
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Mage Bane | 6 • 60 | ||
This Broad Sword (Length 1) can win you any duel, if you pierce your foe's Protection with it. SLASH, DMG 10, ATK +5, DEF +6, also deals 110 FAT on DMG, INSTAKILLS Magic Beings on DMG (MR negates), MR +5, Tainted (10% chance per turn) |
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The Sword of Aurgelmer | 6 • 60 | ||
This Broad Sword (Length 1) siphons good luck from those who touch it, and doles it out to its friends. SLASH, DMG 13, ATT +2, DEF +2, Curses Luck on hit, Curses on DMG, Will of the Fates spell (start), MOR +4, Lucky, adds Curse |
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Sword of Injustice | 4 • 25 | ||
This Broad Sword (Length 1) boosts your "Holy" level, if you feel like admitting you're a priest of darkness. SLASH, DMG 6, ATT +3, DEF +2, applies Decay on DMG (MR negates), Protection of the Sepulchre spell (start), 1 boost |
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Woundflame | 4 • 25 | ||
This Short Sword (Length 1) is rather dangerous for the living to use, especially if they can't dodge. PIERCE & SLASH, DMG 8, ATT +4, DEF +5, applies Plague on DMG (not to the Undead), adds Disease |
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Dawn Fang | 11 • 55 | ||
This Extra-Long Sword (Length 2) predates Sun Awe, and thus works even in total darkness. Yay for oversights! SLASH, DMG 10, ATT +3, DEF +3, each hit does x3 DMG to Demons & the Undead, MR +1, Awe +1, Affliction Resistance +1 |
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The Sharpest Tooth | 21 • 105 | ||
It's not really a Dagger (Length 0), but it earns its club pass by being so over-the-top. AP PIERCE, DMG 3, ATT +2, causes 75 POISON DMG on DMG, PR +25, Patience +2 |
Barrier | 4 • 25 | ||
This Tower Shield (not for Mounted guys) is the ultimate protection against everything, other than cold winds, gas, and mean words. PROT 40, PARRY 11, DEF -2, ENC +2, STR +4, FR +15, SR +15 |
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Immaculate Shield | 32 • 1510 | ||
Heaven LOVES this Kite Shield (usable by Mounted guys)! PROT 30, PARRY 9, DEF -1, ENC +1, Awe +2, Auto-Bless (EVEN IF YOU'RE NOT SACRED), 1 boost |
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Shield of the Dawn | 32 • 1510 | ||
This Oval-ish Shield (usable by Mounted guys) probably goes with the Dawn Fang. PROT 35, PARRY 9, DEF -2, ENC +2, MR +1, FR +5, Awe +1, Affliction Resistance +1 |
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The Aegis | 5 • 40 | ||
This Round Shield (usable by Mounted guys) has Medusa on it, in case you were wondering where she is. PROT 25, PARRY 7, DEF -1, ENC +1, Fear Aura +5, Petrifies attackers (MR vs. 13 negates, sprite direction matters) |
Blacksteel Helmet | 1 • 5 | Cheap for MA Ulm! | |
For a Helmet (no ENC), this thing's protection is astounding. PROT 24 |
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Enchanted Helmet | 1 • 5 | ||
This Helmet (no ENC) lets you dress up as a historically-accurate Viking. PROT 15 |
Blacksteel Plate | 1 • 5 | Cheap for MA Ulm! | |
This Plate Cuirass isn't that much better than the rest, but not everyone starts with one. PROT 17, DEF -1, ENC +2, MM -2 |
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Blacksteel Full Plate | 2 • 10 | Cheap for MA Ulm! | |
This is actually lighter than standard Full Plate Mail, but that stuff is quite rare. Its Map Movement penalty is the same. PROT 24, DEF -3, ENC +4, MM -6 |
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Enchanted Ring Mail Armor | 1 • 5 | ||
This Ring Mail Hauberk is just as heavy as the standard, but it doesn't impede Map Movement. PROT 13, DEF -1, ENC +1 |
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Berserker Pelt | 1 • 5 | ||
These Furs make you rush into the melee right away. Don't put them on your Mages, even though they're light! PROT 9, Auto-Berserk (NO ADDED BERSERKER BONUS!) |
Boots of Water Walking | 1 • 5 | ||
These let you cross Rivers at any time, regardless of the Temperature on either side. Swimming |
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Boots of Long Strides | 1 • 5 | ||
These double your movement speed in battle, and provide a lesser-but-still-needed boost outside it. MM +6, Swiftness 100 |
Ring of Fire | 1 • 5 | ||
This adds Fire Resistance, and a lot of it; you might want a little more, though. FR +15 |
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Ring of Tamed Lightning | 1 • 5 | ||
This adds Shock Resistance, enough to brave Lightning Bolts. SR +15 |
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Ring of Frost | 1 • 5 | ||
This adds Cold Resistance, enough to tank a Frozen Heart. CR +15 |
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Bear Claw Talisman | 11 • 55 | ||
This grants a significant boost to damage output, and is supposed to make you a dude. STR +5, Morale +2 |
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Rabbit Foot Charm | 1 • 5 | ||
This will protect you from the first thing to damage you each turn, as long as it's not an instakill. Twist Fate |
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Skull Talisman | 1 • 5 | ||
This will give you a nationally-Reanimated Longdead protector at all times, and the means to lead it. Undead Leadership +5, Retinue of 1 nationally-available Longdead |
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Snake Ring | 1 • 5 | ||
This adds Poison Resistance, enough to handle all but the nastiest of sources, and an icky finger. PR +30, Poison Touch Spell |
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Slave Collar | 1 • 5 | ||
This makes Commanders braver and Assassins calmer, but don't put it on Mages! It won't come off! Morale +20, Patience +1, adds Feeblemind, Unlootable |