|Staff||Two Handed Sword||Two Handed Axe||Unarmed|
|Armour||Magical Equipment, Other|
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.
Uniques are items which are unusually powerful or have other special qualities (such as boosting stats). They are called unique because, in many cases, there can be only one in existence at a time. For example, if a player is already using Elvenheart, you will not be able to acquire a second Elvenheart until the previous one has been destroyed through some means. "Semi" refers to uniques there can be more than one instance of, though still limited in quantity (black robe, for example).
Uniques can be destroyed deliberately by a player. They can also disappear on their own if they are unused for a period of time. This reduces hoarding of powerful items by players who are not using them. They have a cumulative lifespan which, per in-game boards, can be restored with active use.
NOTE ON KEEPINK: Some of the items below might be disproved as being unique by the new NPC Keepink. Please do not remove the entry completely if that happens. Instead we should investigate if the amount of versions or items is really limited and consider moving it to Special Items instead.
Currently no (one handed) axe uniques.
The Big Un
Seems to be a non-unique version and a unique version. Unique version varies to your skill. Unknown beyond that knowledge
+1 Dex for Dwarves, evals better for Dwarves.
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
Hammer of Gralain
Does extra damage against orcs.
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.
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. 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.
There are currently no unique Exotic weapons
Flail of Ancient Demolition
Causes lovely knockdown effects, based on wielders strength
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
Gemmed Rondel Dagger
Modifies rogue skills, +to ambush alert, - to dis
+2(?) strength (rogues only) Have to feed corpses or it'll reduce your strength
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.
+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
Eval changes presumably with race and/or alignment, best for very evil humans.
The quality and eval of this weapon changes depending on race and alignment. Below are some evaluations we have so far.
|human||nice||ex. skill||average||nearly perfect|
|human||good||ex. skill||average||absolutely perfect|
|human||evil||v diff||average||splendid||burned, 2hps|
|helf||good||ex skill||average||nearly perfect|
|dwarf||good||mod diff||average||good||clumsy message|
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.
Evals as staff, as all bows do. +20 archery.
Two handed. Hit messages: hardly scratched, cut, slashed, wounded, hacked into, wrecked to a bloody heap, bits of flying tissue temporarily darken the sky.
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
+1 str for orcs. -1 wis, -1 int for non-orcs.
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.
Blade Of Losoth
Bonus damage for mages, elves and half-elves.
Occasionally performs additional elemental attacks.
Currently no unique spears.
Crosier of Pain
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.
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.
Semi unique, two handed, very heavy.
Increased study hours gain for mages from physical hits, no change in study hours for kill xp or spell damage.
The Staff of Azakath
Requires high int+wis to wield, builds charge through combat, "raise staff" to release energy, can add bands to increase weight and difficulty(?)
Two Handed Sword
+4 Strength to Elves, +3 strength to half-elves. Slight healing effect for elf/half-elf wielders every few rounds.
Two Handed Axe
an elvish battleaxe
Daffyd's axe. 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
+2 str, +15 unarmed.
+5 all resistances, +1 con.
+1 str, +1 dex.
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.
+15 fire and magic resistance, amazing armour.
Legal speedwalk, weighs 1
Gauntlet of tarran
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.
+30 to cold/fire/magic/poison
Changes your gender when worn.
Ring of Tongues
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.
occasionally gives substantial damage increase (can also take on bonuses of brass knuckles).
small damaging random special.
+5 to all resists, awesome AC.
Strangely Patterned Cloak
+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.
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.
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