Difference between revisions of "Uniques"
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=====Linguafacilis, the great helm===== | =====Linguafacilis, the great helm===== | ||
Raises all languages to 100, including Cityspeak and Rodentid. Switch to a language and say something in it to raise it by 1 point each reset. From Sand Dragon area. | Raises all languages to 100, including Cityspeak and Rodentid. Switch to a language and say something in it to raise it by 1 point each reset. From Sand Dragon area. | ||
+ | |||
+ | <pre> | ||
+ | Merklyn closes his eyes and touches Linguafacilis, the great helm. | ||
+ | Merklyn says in an eerie voice: | ||
+ | You sense that this was once owned by a powerful orcish military leader | ||
+ | from the desert city of Drakhiya. Grim... something. Grimtusk. Yes, General | ||
+ | Humrus Grimtusk. | ||
+ | </pre> | ||
=====Magic surcoat===== | =====Magic surcoat===== |
Revision as of 19:31, 17 May 2015
This is listings for uniques and semi-unique weapons and armours. For design documents items see the relevant page.
See Special Items for things that aren't quite uniques, but have special properties.
Axe | Club | Curved Blade | Exotic |
Flail | Knife | Longsword | Marksmanship |
Polearm | Rapier | Shortsword | Spear |
Staff | Two Handed Sword | Two Handed Axe | Unarmed |
Armour | Magical Equipment, Other |
Axe
Currently no (one handed) axe uniques.
Club
The Big Un
Seems to be a non-unique version and a unique version. Unique version varies to your skill. Unknown beyond that knowledge
The Destructor
+1 Dex for Dwarves, evals better for Dwarves.
Krakadoom
Can "wave warhammer at opponent" for a shock attack, no sps but has recharge time ~ 30 seconds.
Onix, Horn of Power
15-20 Skill, Average Damage, Poor Parry. Gives strange healing bonuses, seems to have chance of 1hp/1sps(maybe more?) per round when fighting enemies of equal or higher level.
Stone Smasher Maul
+1 Strength
Hammer of Gralain
Does extra damage against orcs.
Curved Blade
Andellen's Wrath
Two handed. Bonus hits vs. humans, hurts humans that try to wield it. Seems to do more damage when wielded by elves.
Blade of Sethic
Two handed curved blade. Damage/parry/protection/ etc depends on the runes you activate. Works better for elves.
After attaching the green gem dagger to the Blade of Sethic, you can unleash it's power by activating the runes. There are six runes, one inscribed on each emerald. You recognise them as ancient elven runes, and are just able to recognise their names. In order, they are: 'Pararan', 'Gaialcir', 'Elencir', 'Elbelle', 'Ulgaiar' and 'Edelia'.
Each of these runes correspond to the abilities associated below, in order:
Pararan: This rune is in the shape of a three-armed spiral. You understand that it means something vaguely akin to 'power'.
Gaialcir: This rune is a circle pierced by two lines that originate within the circle. You think it has something to do with 'pain'.
Elencir: Two parallel lines crossed by a third line form this rune, which you think means something similar to 'skill'.
Elbelle: This rune is triangle inscribed in a circle and you think it means 'protection'. -- Gives magic resistance
Edelia: This rune appears to be two inverted triangles side by side. It means something akin to 'immunity'. -- gives poison resistance
You must "activate" these runes using their Elvish names. They do wear off and recharge over time.
Draqisfang
A scimitar when wielded by Masrur, Draqisfang will transform into the most appropriate weapon type for its current wielder (based on the highest skill of its current wielder, excluding marksmanship and unarmed. and is always called "The Sacred <weapon>, Draqisfang". Evaluates around moderately difficult and is generally unremarkable, although the knife form is a good rogue secondary and, as knives go, is pretty decent to wield as a primary weapon. The staff form is two-handed. If highest skills are equal then it will transform into whichever of the skills comes first alphabetically - so for 1700 characters, it's always an axe.
The Eagle Talon
Has a bonus for Parry and Block. One handed or Two handed. Weighs 4, but you must also have the talisman (weighs 1) to wield it. Requires 1 million xp to wield
Flamberge, the flame sword
Changes to suit the wielder's skill. Switches between flame attacks and normal. Better vs. bigger things, dragons specifically. If it feels you're attacking a worthy opponent, it will advise you which body part to aim at. From Sand Dragon area.
Exotic
There are currently no unique Exotic weapons
Flail
Flail of Ancient Demolition
Causes lovely knockdown effects, based on wielders strength
Morningstar
Extra damage vs humans.
a two handed mithril flail
Semi-unique, two handed, good damage. Hit messages: barely grazed, connected with part, took some skin off, dug into, dug deeply into, excavated a gaping hole in, ripped chunks of flesh from
Knife
Gemmed Rondel Dagger
Modifies rogue skills, +to ambush alert, - to dis
Shadowspawn
+2(?) strength (rogues only) Have to feed corpses or it'll reduce your strength
Longsword
Bloodred
Has a small bonus while using it at evil alignment, seems to do more damage against good aligned, high-level monsters. Will turn against you if your alignment becomes too positive.
Diablo, the devil sword
Weight three, nice parry, not great damage.
Starblade
+30 to all resistances and gives 5 special magic attacks.
Sword of Virgis
Only usable by female characters. +20 longsword skill, +10 magic and poison resistance See: purple cloak
Evil Blacksword
Eval changes presumably with race and/or alignment, best for very evil humans.
Pendragon
The quality and eval of this weapon changes depending on race and alignment. Below are some evaluations we have so far.
Race | Alignment | Skill | Damage | Parry | Note |
---|---|---|---|---|---|
human | nice | ex. skill | average | nearly perfect | |
human | good | ex. skill | average | absolutely perfect | |
human | evil | v diff | average | splendid | burned, 2hps |
helf | nasty | v diff | average | splendid | |
helf | good | ex skill | average | nearly perfect | |
orc | nice | diff | average | fine | |
orc | good | mod diff | average | fine | |
dwarf | good | mod diff | average | good | clumsy message |
Marksmanship
Crossbow
Does not require arrows. Mechanically it is a melee weapon that uses Marksmanship skill with combat usage emotes that imply it is shooting bolts. NPCs react to it normally, rather than the way they to do being shot with arrows.
Silver Longbow
Evals as staff, as all bows do. +20 archery.
Polearm
Awesome Scythe
Two handed. Hit messages: hardly scratched, cut, slashed, wounded, hacked into, wrecked to a bloody heap, bits of flying tissue temporarily darken the sky.
Orcish Poleaxe
Semi-unique, one handed. Hit messages: barely nicked, bloodily slashed, viciously hacked, brutally chopped, brutally chopped very hard, brutally chopped to bits, cleaved in twain
Malign Pikestaff
+1 str for orcs. -1 wis, -1 int for non-orcs.
Rapier
Crystal Blade
16(ish) str required, +2 dex, vanishes if dropped.
Sword Of Gilian
Needs 15 str, 17 dex to wield. +2 con, can't be dropped.
Shortsword
Blade Of Losoth
Bonus damage for mages, elves and half-elves.
Ebonblade
Occasionally performs additional elemental attacks.
Spear
Currently no unique spears.
Staff
Crosier of Pain
+2 wis
Black staff
Semi-unique. +1 dex, -1 con, +10 magic resist, +50 cold resist
an oaken staff
Semi unique from Linnhe. Can only be wielded by elves, half elves, and humans.
a sceptre
Sceptre of Fools in its description. One handed, cures plague.
Staff of Tarran
AC bonus. One or two handed. Automagically changes grip so mages can cast spells.
Tetsubo
Semi unique, two handed, very heavy.
Glimmer
Increased study hours gain for mages from physical hits, no change in study hours for kill xp or spell damage.
Two Handed Sword
Elvenheart
+4 Strength to Elves, +3 strength to half-elves. Slight healing effect for elf/half-elf wielders every few rounds.
Two-Handed Powersword
??
Two Handed Axe
a nice elven axe
Daffyd's axe, whatever it's called. Works better as an elf.
Rakar, Mattock of the Giant
Special attack akin to kraky, "ravage". ~1 minute cooldown, can only be used indoors. Hits harder vs bigger enemies. Hit messages: hewed, rent, cleaved, destroyed, sundered, pulverized, mangled ruin
Unarmed
Brass knuckles
+2 str, +15 unarmed.
Reflective Bracers
+5 all resistances, +1 con.
Slap glove
+1 str, +1 dex.
Armour
Armour of Gaius
Great eval, hurts opponents.
Armour of Ichor
Turns corpses into HP/SP
Black Mithril Platemail
Good mithril Scrap. not too terrible eval, I guess.
Black Robe (semi-unique)
+30 magic resistance, +20 fire and cold resistance.
Dragon Platemail
+15 fire and magic resistance, amazing armour.
Flying Shield
Legal speedwalk, weighs 1
Gauntlet of tarran
+40 blocking???
Helm of Hanza
Deflect blows, has map ability (like sorcerer's map).
Linguafacilis, the great helm
Raises all languages to 100, including Cityspeak and Rodentid. Switch to a language and say something in it to raise it by 1 point each reset. From Sand Dragon area.
Merklyn closes his eyes and touches Linguafacilis, the great helm. Merklyn says in an eerie voice: You sense that this was once owned by a powerful orcish military leader from the desert city of Drakhiya. Grim... something. Grimtusk. Yes, General Humrus Grimtusk.
Magic surcoat
+30 to cold/fire/magic/poison
Nightblue Cloak
+2 int.
Purple Cloak
Changes your gender when worn.
Ring of Tongues
+0-100 to all languages (bringing them to 100). From Budi in Academy.
Shield of Gralain
+10 block for dwarf, +5 block for human.
dirs: 21n, 6w, n, 2w, sw, w.
lie, crawl into opening, w, stand, search, open d, d, 3w, dig rubble*3, enter rubble, d, s, w, u, n, search, open w, w, d, s. kill leader, open tomb, get key, n, u, e, s, d, search, open s, s, u. search, unlock door, open w, w, n, open tomb. kill ghost, get all from tomb to get shield of gralain and hammer if they not out.
to get back: s, e, d, n, e, n, u, enter rubble, 3e, u, 2e, stand, e, ne, 6e, s, 2e, 21s.
The Shroud of Gustanado
Weight changes from 0-10 along with its eval from poor-AP.
- When worn, Shroud weighs 0.
- When NOT worn, I -think- Shroud weighs 4. Meaning, when you go from grabbing it (unworn), then switch to wearing it, you're given the false notion of being able to carry more.
- Shroud does NOT give extra carrying capacity, it's simply weightless when worn.
- The wind emotes do nothing, but alert you of it's blocking powers withering. Starts absolutely perfect in the beginning of a fight and progressively falls to poor, then regenerates and starts at AP again.
- There is a UNIQUE Shroud, which possesses a command called "evacuate", in which overwrites your wimpy, allowing you to wimpy with no xp loss. The downside to this is, you must preprogram it to flee in a certain direction, which you can do before every fight.
Spiked gauntlets
occasionally gives substantial damage increase (can also take on bonuses of brass knuckles).
Spiked shield
small damaging random special.
Star Armour
+5 to all resists, awesome AC.
Strangely Patterned Cloak
Absolutely perfect protection, bonus to seclusion ability (rogues). strangely patterned cloak or SPC. Unique, go find Annac at the Elven Defense Fortress.
Thinking Cap
+2 int, -1 dex for mages; +2 wis, -1 dex for clerics. (can any others use?)
Weird looking blue robe
+20 magic resistance.
Wigwog Skin: Shield
+10 to cold and fire resistance.
Magical Equipment, Other
The belt of the giant
High capacity container.
Drute's Bauble
Lets you emote at people from afar.
The Evil Eye
Can use scry on lower level players, need sps?
Garnet ring (semi-unique)
Increased cold and magic resistance.
A golden amulet (semi-unique)
Significant AC bonus.
A horseskin pouch
One of the three "newbie uniques" only usable by low level characters. This one is an excellent container. Weighs 1, capacity 20, and 100% compression. Must be worn to use, and only wearable below level 6.
The Medallion of Night
lowers align to evil, AC boost, resistances.
A petrified oak amulet
('Amulet of the Order'), from Drakon Encampment. Shapeshifters can wear this regardless of what form they are in. Examine the amulet when worn for a clue about your progress in that form. The sun and moon indicate time, skull and claw are for experience. The colour progression is: glowing barely, dull red, red, orange, dull yellow, bright yellow, green, pulsing blue, blinding violet, bright white. Note that 'bright white' means you are in the final phase, but not necessarily at the goal for time/exp yet.
A spidermedallion
+2 int