Artefact Powers

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Artefact powers are special enchantments bestowed upon items to give them the powers of artefacts, obvious as that may be. Artefact powers can be purchased directly for an item, or consolitated amonsgst items and artefacts that already hold such powers. The known artefact powers are listed below.

anti_spying' 400 credits Anti-spying protects one from attempts to spy upon their person, including grove watch, mind listening, subterfuge, vodun and puppetry listen, and angel and baalzadeen mindread. This artefact power must be bestowed on a wearable item and must be worn to take effect.

anti_web

800 credits Anti-web makes one immune to the effect of a player's web tattoo, and immune to web bombs when they are detonated in the room. This artefact power must be bestowed on a wearable item and must be worn to take effect.

banking

900 credits This artefact power allows access to all personal bank accounts from any location. This artefact power functions only for the owner, and does not exempt the owner from bank fees.

batch_enchantments

300 credits This artefact power allows one to create enchantments in batches, up to five at a time.

battlerage_decay

350 credits Increases the length of time until the wearer's battlerage decays by five seconds. This artefact power must be bestowed on a wearable item and must be worn to take effect.

battlerage_support

250 credits Increases the damage of conditional (affliction-based) battlerage attacks for the wearer's allies. This artefact power must be bestowed on a wearable item and must be worn to take effect.

bomb_duplication

250 credits Has a chance to duplicate a Jester's bomb on creation. This artefact power only works for the owner.

bonding

500 credits This artefact power makes one immune to effects that revert a metamorph back into their racial form. This artefact power must be bestowed on a wearable item and must be worn to take effect, and only works for the owner.

breathe_underwater

400 credits This artefact power functions much the same as prickly pear, allowing one to breathe and move about with ease underwater. This artefact power must be bestowed on a wearable item and must be worn to take effect.

burrow

500 credits This artefact power allows one to BURROW underground. This artefact power must be bestowed on a wearable item and must be worn to take effect.

celerity

500 credits This artefact power allows its wearer one additional movement per second before the movement penalty kicks in. This artefact power must be bestowed on a wearable item and must be worn to take effect, and stacks with other bonuses such as the Mhun racial.

class_switch_reduction

350/800/1600 credits This artefact power reduces the cooldown on switching classes to one hour/ten minutes/one minute for its owner. This artefact power only works for the owner, and must be in your inventory at the time of the class switch to function.

commodity_market

200 credits This artefact power allows one to buy from and sell on the commodities market from anywhere.

conceal_illusions

500 credits This artefact power makes your illusions 33% less likely to be caught by those with the lifevision defence.

constitution

400/1000/2000 credits This artefact power increases the wearer's constitution by 1/2/3 points. This artefact power must be bestowed on a wearable item and must be worn to take effect.

criticals

200/600/1200 credits This artefact power increases the wearer's chance to land a critical hit by 2/4/6%. This artefact power must be bestowed on a wearable item and must be worn to take effect.

dash

500 credits This artefact power enables the wearer to SPRINT and DASH at will, allowing for faster travel. This artefact power must be bestowed on a wearable item and must be worn to take effect.

dauntless

250 credits This artefact power allows the owner to join and rejoin the Dauntless from anywhere at no cost, and prevents them from being removed from the organization automatically. This artefact power only works for the owner.

dexterity

500/1250/2500 credits This artefact power increases the wearer's dexterity by 1/2/3 points. This artefact power must be bestowed on a wearable item and must be worn to take effect.

elemental_resistances

600 credits This artefact power bestows resistance enchantments for cold, magic, fire and electrical type damages on an item. This artefact power must be bestowed on a wearable item and must be worn to take effect. This artefact power does not stack with the resistance enchantments from Augmentation, but stacks normally with other resistances.

endurance_regen

250/850 credits This artefact power increases the endurance regeneration of the wearer. This artefact power must be bestowed on a wearable item and must be worn to take effect.

enhanced_wormholes

350 This artefact power halves the time it takes for a Serpent to cancel or splice a wormhole. This artefact power must be bestowed on a wearable item and must be worn to take effect.

faster_eq

500/1000 credits This artefact power reduces the time it takes to recover equilibrium for the wearer (approx 15% for the level two power). This artefact power must be bestowed on a wearable item and must be worn to take effect.

faster_extract

300 credits This artefact power halves the balance time while extracting for the wearer, as well as increasing potential yields. This artefact power must be bestowed on a wearable item and must be worn to take effect.

faster_harvest

300 credits This artefact power halves the balance time while harvesting plants or plant-based ingredients, as well as increasing potential yields. This artefact power must be bestowed on a wearable item and must be worn to take effect.

faster_inscribe

250 credits This artefact power halves the balance time for inscribing tarot cards. This artefact power only works for the owner.

faster_mindlock

500 credits This artefact power reduces the time required to mind lock an opponent by approximately 40%.

fire_mastery

400 credits This artefact power allows the wearer to cast firelashes and conjure firewalls. This artefact power must be bestowed on a wearable item and must be worn to take effect.

fluid_expansion

300/400/500 credits This artefact power doubles/triples/quadruples the capacity of one's liquid rift. This artefact power only functions for the owner.

flying

400 credits This artefact power allows one to FLY. This artefact power must be bestowed on a wearable item and must be worn to take effect.

frost_mastery

1000 credits This artefact power allows the wearer to FREEZE GROUND, FREEZE targets, conjure icewalls to block entry and exit, and CAST DEEPFREEZE, which will freeze all personal enemies in the current room. This artefact power must be bestowed on a wearable item and must be worn to take effect.

hand_to_hand

400/800/1600 credits This artefact power increases the damage from a Monk's punches by 15/25/35%, as well as the damage from a Metamorph's Maul ability by 10/15/20%. This artefact power must be bestowed on a wearable item and must be worn to take effect.

harmonics_call

250 credits This artefact power approximately halves the time it takes a bard to CALL their HARMONICs.

health_regen

300/850 credits This artefact power bestows one/two level(s) of health regeneration on the wearer. This artefact power must be bestowed on a wearable item and must be worn to take effect.

health_sip

500/1000/2000 credits This artefact power increases the health gained from sipping a health elixir by 10/20/30%. This artefact power must be bestowed on a wearable item and must be worn to take effect.

homunculus_boost

250 credits This artefact power increases the health and movement speed of an Alchemist's homunculus.

illusion

500 credits This artefact power allows one to CONJURE ILLUSIONs in the current room. The item in question must be wielded for the artefact power to take effect.

imprint_capacity

200/400/800 credits This artefact power increases the number of imprints that a hypnotist can store by 3/6/9.

intelligence

500/1250/2500 credits This artefact power increases the intelligence of the wearer by 1/2/3 points. This artefact power must be bestowed on a wearable item and must be worn to take effect.

jester_props

350 credits This artefact power removes the cost of a Jester's WISHing for props. This artefact power only works for the owner.

leap

500 credits This artefact power allows the wearer to LEAP into an adjacent room over obstacles such as walls. This artefact power must be bestowed on a wearable item and must be worn to take effect.

lifevision

500 credits This artefact power enables the wearer to use the LIFEVISION ability. This artefact power must be bestowed on a wearable item and must be worn to take effect.

magic_damage

400/800/1600 credits This artefact power increases the magical damage its wearer deals by 10/15/20%. This artefact power must be bestowed on a wearable item and must be worn to take effect.

magic_defence

700 credits This artefact power offers its wearer a 15% resistance to magical damage. This artefact power must be bestowed on a wearable item and must be worn to take effect.

mana_regen

300/850 credits This artefact power offers the wearer one/two level(s) of mana regeneration. This artefact power must be bestowed on a wearable item and must be worn to take effect.

mana_sip

500/1000/2000 credits This artefact power increases the mana gained by sipping a mana elixir by 10/20/30%. This artefact power must be bestowed on a wearable item and must be worn to take effect.

mindprint_capacity

100/300/500 credits This artefact power increases the number of mindprints that a telepath can store by 3/6/9. This artefact power only works for the owner.

mine_capacity

200/350 credits This artefact power allows the owner to own one/two extra mine(s). This artefact power only works for the owner.

mouse_lure

100/300/500 credits This artefact power allows a Jester to capture and train 1/2/3 extra suicide mice. This artefact power only works for the owner.

outfit_expansion

150 credits This artefact power increases the number of outfits that one can store by five. This artefact power only works for the owner.

portal_identify

350 credits This artefact power allows its holder to identify the location at the other end of a portal when PROBEd, as well as who created the portal.

quickmount

500 credits This artefact power allows the wearer to MOUNT their steed more swiftly, and to VAULT without a balance cost. This artefact power must be bestowed on a wearable item and must be worn to take effect.

reduce_mana

1000 credits This artefact power reduces the mana costs of most abilities by one-third. This artefact power must be bestowed on a wearable item and must be worn to take effect.

reduced_endurance

1000 credits This artefact power reduces the endurance costs of most abilities by one-third. This artefact power must be bestowed on a wearable item and must be worn to take effect.

reserves

350/700/1400 credits This artefact power increases the health and mana reserves of the wearer by 5/10/15%. This artefact power must be bestowed on a wearable item and must be worn to take effect.

rift_expand

350/500 credits This artefact power doubles/quadruples the amount of riftables (excepting liquids) that one can store in the rift. This artefact power only works for the owner.

schematics

350 credits This artefact power doubles the number of schematics that a Magi can store for their golem.

shin_drain

250 credits This artefact power slows the rate at which Shin decays for a blademaster. This artefact power must be bestowed on a wearable item and must be worn to take effect.

shroud

800 credits This artefact power enables the wearer to use the SHROUD ability. This artefact power must be bestowed on a wearable item and must be worn to take effect.

sphinx

2000 credits This artefact power functions like a Veil of the Sphinx, making most attempts to locate them without a Veil fail. This artefact power must be bestowed on a wearable item, and must be worn for the protection to take effect. You can still locate others with the item in your inventory. This artefact power only functions for the owner.

stability

150 credits This artefact power prevents one from being knocked sideways by the wind when FLYing. This artefact power must be bestowed on a wearable item and must be worn to take effect.

sting

800 credits This artefact power enables the wearer to STING their enemies, delivering the loki venom. This artefact power must be bestowed on a wearable item and must be worn to take effect. This artefact power only functions for the owner.

stonewall_duration

200 credits This artefact power increases the length of time that the owner's STONEWALLs will remain before crumbling.

strength

500/1250/2500 credits This artefact power increases the wearer's strength by 1/2/3 points. This artefact power must be bestowed on a wearable item and must be worn to take effect.

suppression

500 credits This artefact power will hide all artefacts in your inventory from onlookers, appraisers, and from being seen when worn or unworn.

sustenance

550 credits This artefact power prevents the wearer from growing hungry or tired. This artefact power must be bestowed on a wearable item and must be worn to take effect.

swift_runes

350 credits This artefact power increases the speed at which a Runewarden can sketch runes. This artefact power does not affect sketching on totems, nor does it affect the Thurisaz and Hugalaz runes.

swiftcurse

350/800/1600 credits This artefact power extends the length of SWIFTCURSE by 2/4/6 extra curses.

tekura_accuracy

200/500/1000 credits This artefact power increases the accuracy of Tekura punches and kicks by approximately 10/15/20%. This artefact power must be bestowed on a wearable item and must be worn to take effect.

tinkering

800 credits This artefact power allows one to REPAIR and ENGRAVE jewellery, and to EMBROIDER clothing, without skill in Tailoring or Jewellery. This artefact power only works for the owner.

totems

350 credits This artefact power halves the time for one to uproot and implant their own totems, and decreases the time it takes to uproot another's totems by 25%. This artefact power must be bestowed on a wearable item and must be worn to take effect. This artefact power only works for the owner.

tuning

200 credits This artefact power doubles the lifespan of Crystalism vibes, Harmonics, and Devotion rites.

venom_yield

250 credits This artefact power doubles the yield of a toxicologist's venom production. This artefact power must be bestowed on a wearable item and must be worn to take effect.

water_sketch

300 credits This artefact power allows one to sketch runes in watery environments.

weaponmastery_spec

350/800 credits Allows a Knight to change their Weaponmastery specialisation for free, once every 24/12 hours. This artefact power only works for the owner.

whitesight

150 credits This artefact power allows the wearer to see in and through blizzards. This artefact power must be bestowed on a wearable item and must be worn to take effect.

willpower_regen

300/850 credits This artefact power increases the willpower regeneration of the wearer. This artefact power must be bestowed on a wearable item and must be worn to take effect.

wormholes

800 credits This artefact power allows one to WORM WARP and WORM SEEK.

wyvern_flame

350 credits This artefact power increases the speed at which a metamorph can SUMMON FLAME.