Difference between revisions of "Special Items"
From Ancient Anguish Mud Wiki - AAwiki
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== Club == | == Club == | ||
− | * | + | *A branding iron: Fire damage, more when heated in a fire. |
− | * | + | *An ironwood club: Psionic channelling. Identify shows "You sense that this weapon once belonged to an adventurous gnome. It was enchanted to drain mental energies." |
− | * | + | *A quadrelle mace: ID suggests extra damage vs dwarves. |
+ | |||
+ | *A well-balanced battlehammer: Great for two weapon, more extra hits for Dwarves. | ||
== Curved Blade == | == Curved Blade == |
Revision as of 18:08, 2 August 2014
This is listings for items that are not quite considered uniques but have unique properties.
Contents
Axe
- Hooked axe: Grants extra hits for your offhand weapon when wielded in main hand if you are fighting things that have weapons and/or shields. "You hook your opponent's weapon/shield with your axe, pull it aside and land a blow with your off-hand!"
- Butterfly wing axe: Chance of two hits in a round. Doesn't stack when dual, though.
Club
- A branding iron: Fire damage, more when heated in a fire.
- An ironwood club: Psionic channelling. Identify shows "You sense that this weapon once belonged to an adventurous gnome. It was enchanted to drain mental energies."
- A quadrelle mace: ID suggests extra damage vs dwarves.
- A well-balanced battlehammer: Great for two weapon, more extra hits for Dwarves.
Curved Blade
- an assassins blade: Bonus for dual wielding
- a hasashiyyini blade: Bonus for dual wielding
- a steel backsword: +1 Parry and riposte per level (it might cap at +20)
Exotic
- A pair of steel blade shears: made to dual, like savage halfspears but exotic. Halfshears? From Rays Sheep Farm
- Elemental orbs: Fire or frost damage, ignores enemy armour!
Flail
None?
Knife
- Assassin's dagger: Two weapon bonus (extra attacks, for example). "Wielding an assassin's dagger in both hands you sense they are balanced for each other and you feel more sure of yourself." From Hasashiyyini Compound.
- Spirit knife: Special somehow?
- Silver Knife: Bonus damage to undead
- Stone dagger: Bonus damage to stone golems
Longsword
- Silver longsword: Bonus damage to undead
- An outstanding sword: ?
- Sword of fire: ?
- Vorpal Blade: ?
- Exquisite Rune Sword: ?
Marksmanship
Polearm
Rapier
- an elven foil: identify shows "You realise that this weapon was forged centuries ago during the elf-human wars. It was magically forged to be more deadly against human opponents and the fact it has survived so well down countless years attests to its power."
Shortsword
Spear
Staff
Rowan Staff: "Energize Staff" to charge it up, "Engulf Opponent" to release gust of wind, Randomly knocks down opponent... and you.
Elven Quarterstaff: More damage vs orcs. Maybe better for elves/helves/mages?
Snake Staff: Poisons things, random extra damage.
Two Handed Sword
Two Handed Axe
Unarmed
Head Armours
- Neutral Mask:
Look at Mask:
This is a strange mask made of leather and dyed to look wooden. It appears to be a stylised human face, sexless and without expression.
Evaluation:
"A neutral mask should provide very poor protection for your head. This armour looks like it would be more effective against slashing attacks, and less effective against crushing attacks."
Message on Equip:
You place the mask over your face and discover what it is to be without an identity.
Effect:
- +10 Ambushing (rogue only)
- +10 Seclusion (rogue only)
- +10 Stealth (rogue only)
Location:
- Sometimes equipped by Adventurers in Ravel when Flaw visits.
Neck Armours
Heavy Body
Light Body
- Some enchanted robes: +15 Cold, fire, and magic resist, Evaluates poor, better at piercing, less effective vs chopping.
- Fleece-lined cloak: +10 Cold resist, Evaluates poor, slashing > crushing. From Rays Sheep Farm
Legs
Feet
Arms
Hands
Other Magical
- Garnet ring: +45 cold resist, +10 magical resist
- Gold amulet: Negligible protection
- Whitegolden ring: ?
- Gold Pendant: Minor protection, from Trolls Den
- Silver Pendant: +20 magical resistance, from Dangerous Flora
- Powder of Sympathy (Red or Blue): "sprinkle powder on [target]" to transfer ~10 HP (Blue) or SP (Red) to your target.