Difference between revisions of "Uniques"

From Ancient Anguish Mud Wiki - AAwiki

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This is listings for uniques and semi-unique weapons and armours. For [[design documents]] items see the relevant page.  
 
This is listings for uniques and semi-unique weapons and armours. For [[design documents]] items see the relevant page.  
  
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Evil Blacksword
 
Evil Blacksword
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=== Pendragon ===
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The quality and eval of this weapon changes depending on race and alignment. Below are some evaluations we have so far.
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{| class="wikitable"
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|-
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! Race !! Alignment !! Skill !! Damage !! Parry !! Note
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|-
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| human || nice || ex. skill || average || nearly perfect ||
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|-
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| human || good || ex. skill || average || absolutely perfect ||
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|-
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| human || evil || v diff || average || splendid || burned, 2hps
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|-
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| helf || nasty || v diff || average || splendid ||
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|-
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| helf || good || ex skill || average || nearly perfect ||
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|-
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| orc || nice || diff || average || fine ||
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|-
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| orc || good || mod diff || average || fine ||
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|-
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| dwarf || good || mod diff || average || good || clumsy message
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|}
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== Marksmanship ==
 
== Marksmanship ==

Revision as of 17:07, 14 August 2014

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

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: Some sort of bonus to dwarves, maybe humans?

Curved Blade

Blade of Sethic: Two handed, see page for more information.

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.

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

Sceptre of Fools: Cures plague, Apparently not wieldable?

Flail

Flail of Ancient Demolition: Causes lovely knockdown effects, based on wielders strength

Morningstar: Extra damage vs humans.

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

Andellens Wrath: Bonus hits vs. humans.

Bloodred: has a small bonus while using it Evil. Will turn against you if your alignment becomes too positive.

Pendragon: Bonus damage when wielded by positively-aligned human.

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

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: Semi, nothing special?

Orcish Poleaxe: Semi, nothing special?

Malign Pikestaff: +1 str for orcs, -1 wis for non-orcs.

Rapier

Crystal Blade: 16(ish) str required, +2 dex, can't be unwielded.

Sword Of Gilian: +2 con, can't be unwielded.

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

Staff of Tarran: AC bonus

Tetsubo: ??

Glimmer: Increased study hours gain for mages.

Two Handed Sword

Elvenheart: +4 Strength to Elves, +3 strength to half-elves

Two-Handed Powersword: ??

Two Handed Axe

Rakar, Mattock of the Giants: Some special attack akin to kraky, "ravage" I think. Hits harder vs bigger enemies.

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.
  • 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.
  • The Shroud of Gustanado - Weight chances from 0-10 along with its eval from poor-AP.
  • 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).
  • 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: 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