Special Items
From Ancient Anguish Mud Wiki - AAwiki
This is listings for items that are not quite considered uniques but have unique properties.
Contents
Axe
- Hooked axe: Grants extra hits for offhand
- Butterfly wing axe: Bonus to dual wielding.
Club
- Quadrelle mace: ID suggests extra damage vs dwarves.
- Branding Iron: Fire damage, more when heated in a fire.
- 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: +15 Parry and riposte (for level 15 character at least)
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
Shortsword
Spear
Staff
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