Artifacts

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19.10.1 Weapon Artifacts

Enhanced weapons


For 750 credits, you may add the Asp ability to any artifact edged weapon. The Asp ability causes the weapon to hit with a random toxin when not envenomed, and 1/3 of the time no specific toxin message is given, so triggers will not work against it 1/3 of the time.

Weapon Weapon Damage To-Hit Speed Cost
Longswords Truesilver longsword 125 168 168 350 credits
Mithril longsword 125 176 173 800 credits
Doomforge longsword 137 184 180 1600 credits
Scimitars Truesilver scimitar 110 173 176 350 credits
Mithril scimitar 115 181 184 800 credits
Aesirian scimitar 120 188 192 1600 credits
Broadswords Truesilver broadsword 145 160 160 350 credits
Mithril broadsword 151 167 167 800 credits
Broadsword of Vahin 158 174 174 1600 credits
Sabres Truesilver sabre 86 182 209 350 credits
Mithril sabre 86 190 219 800 credits
Souledge sabre 90 198 228 1600 credits
Battleaxes Truesilver battleaxe 159 157 149 350 credits
Mithril battleaxe 167 165 155 800 credits
Fleshrender battleaxe 174 172 162 1600 credits
Claymores (two-handed) Truesilver claymore 204 165 136 350 credits
Mithril claymore 213 173 143 800 credits
Dreadscythe claymore 222 180 149 1600 credits
Warhammers Truesilver maul 175 142 143 350 credits
Mithril hammer 183 148 148 600 credits
Wyrldmaker 191 155 155 1200 credits
Throwing axes Sylayan axe 111 198 208 250 credits
Hunter's axe 116 207 217 600 credits
Axe of Asakan Fury 121 216 227 1200 credits
Spears Silver-spiked spear 91 215 165 250 credits
Mithril spear 95 224 173 600 credits
Spear of the True Hunter 100 234 180 1200 credits
Tridents Truesilver trident 91 215 165 250 credits
Mithril trident 95 224 173 600 credits
Trident of Fears 100 234 180 1200 credits
Flails a Darkwood flail 110 166 166 350 credits
a Shadowthorn flail 115 174 174 800 credits
a flail of Ravening Hunger 120 181 181 1600 credits
Maces (only usable if you have Fayth) Truesilver mace 165 220 220 350 credits
Mithril mace 173 230 230 800 credits
Mace of Vahin 180 240 240 1600 credits
Whips Bladed whip 77 187 165 300 credits
Diamoned-tipped whip 81 196 173 700 credits
Whip of Nemesis' Fury 84 204 180 1400 credits
Glaive Truesilver glaive 265 155 88 350 credits
Mithril glaive 273 163 99 800 credits
Wolf's Fang glaive 280 171 110 1600 credits
Javelins Truesilver javelin 265 155 88 350 credits
Reinforced mithril glaive 273 163 99 800 credits
Swiftviper javelin 280 171 110 1600 credits
Sitaras (only usable if you have Knifeplay) Deathwind sitara 85 238 216 350 credits
Spellscourge sitara 89 249 226 800 credits
Insidian's Bane 93 261 237 1600 credits
Dirks (These influence the speed of doublestab) An assassins dirk - - +8% 300 credits
Demon's tooth - - +15% 700 credits
Shadowblade - - +23% 1500 credits
Daeggers (These influence the recovery speed of hunt) A bloodstone daegger 70 210 210/+8% 300 credits
A scourgebone daegger 74 218 218/+15% 700 credits
A Sukhder daegger 78 225 225/+23% 1500 credits
Bows Heartwood Bow - - +7% 250 credits
Cloudpiercer Bow - - +14% 550 credits
Bow of Asaka - - +22% 1000 credits


19.10.2 Special Weapon Artifacts

Special Weapons


Taekate belts: (to increase Taekate punch and kick damage)

  a bronze Taekate belt :  400 credits  +10% damage
  a gold Taekate belt   :  800 credits  +15% damage
  a black Taekate belt  : 1600 credits  +20% damage

Collars:

  - These increase damage done to opponents from abilities that are
    based on intelligence. For instance, even if a spell did cold 
    damage, these would increase the damage done, as the spell is of
    the intellect variety. If you'd like to know if one of your
    specific abilities will be increased by one of these collars,
    send Jeremy a message and he will be happy to help you.
  Collar of Pyralis:    400  credits (+10% damage)
  Collar of Diablerie:  800  credits (+15% damage)
  Collar of Gazali:     1600 credits (+20% damage)

Quarterstaves:

  - The increase damage done by Evocation abilities. They provide a straight
    damage increase but do not have increased weapon stats. They are also
    sharpened by default.
  a polished ebony quarterstaff:        350  cr (+10% damage)
  an elegant mahogany quarterstaff:     700  cr (+20% damage)
  a hardened quarterstaff of the Wilds: 1400 cr (+30% damage)

Boomerangs: 350 credits

  - Throw these at someone in your line of sight (up to 10 rooms away) and
    the boomerang will try to bring your target to you.

Scorpion's Tail: 400 credits

  - Wear it and then you may sting people with your tail, delivering the
    Formaldehyde toxin (which hits the person with a random toxin).

Whip of Taming: 400 credits

  - Gives someone the pacification affliction when hit.

Torc of Malkav: 700 credits

  - Lets you use mind paralyse and mind stupidity on people.

Bracers of Frost: 500 credits

  - Allows you to 1) Cover the ground in ice. 2) Freeze an opponent.
    3) Deepfreeze everybody in the room.
    ('freeze ground', 'freeze <player>', 'cast deepfreeze')

Bracers of the Wyrm: 500 credits

  - Increase damage done by Wyrmriding cold attacks by 15%.
  - Attacks increased: icecoat, iceblast, bloodfreeze, and deluge.

Silver Statuette of a Basilisk: 600 credits

  - Increases damage of basilisk actions by 20%.
  - Attacks increased: lash, lacerate, and brainmelt

Critical Hit Pendants

 These pendants allow you to get extra critical hits when bashing. By way of
 comparison, a level 50 person will get a critical hit about 1.6% of the
 time. A level 65 person will get a critical hit about 6.4% of the time, and
 a level 80 person will get a critical hit about 16.6% of the time.

Fire pendant  : 200 credits An extra 2/100 critical hits. Blood pendant  : 500 credits An extra 4/100 critical hits. Stygian pendant : 1200 credits An extra 6/100 critical hits.

Armbands of the Fist

 - These armbands allow Taekate users to hit more often with their punches and
   kicks. It's difficult to express precisely the effect they have, due to
   the fact that they affect one part of a complicated formula, but the effect
   of them is the same as raising the to-hit of a weapon by 10%, 15% and 20%.

Bronze Armband of the Fist: 200 credits Raises to-hit by 10% (see above) Copper Armband of the Fist: 500 credits Raises to-hit by 15% (see above) Steel Armband of the Fist: 1000 credits Raises to-hit by 20% (see above)

Armbands of the Wilds

 - These armbands allow players with Bonding the ability to strike more
   accurately with the scratch, shred, claw, strike, and maul commands.
   It's difficult to express precisely the effect they have, due to the fact
   that they affect one part of a complicated formula, but the effect of them
   is the same as raising the to-hit of a weapon by 10%, 15%, and 20%.

Leather Armband of the Wilds: 200 credits Raises to-hit by 10% Wyrmskin Armband of the Wilds: 500 credits Raises to-hit by 15% Wyvernhide Armband of the Wilds: 1000 credits Raises to-hit by 20%

Dartsheaths

 - These dartsheaths will increase the base accuracy and speed of darts.
   Base accuracy is then subject to a number of modifiers based on the
   status of the attacker and the target.

Stealth dartsheath: 350 credits (Raises speed by 8%, accuracy by 10%) Icewyrm dartsheath: 800 credits (Raises speed by 15%, accuracy by 18%) Phantom's Haste 1600 credits (Raises speed by 22%, accuracy by 25%)

A Silver Flintlock: 150 Credits - No failure when firing, loads 33% faster, does not need ammo.

19.10.3 Defensive Artifacts


DEFENSIVE ARTIFACTS


Artifact Shields:

                    Cutting  Blunt    Cost
                    -------  -------  -------
 Truesilver Shield   20%      20%      250 Credits
 Mithril Shield      30%      30%      500 Credits
 Lunar Shield        43%      43%      800 Credits

 - Wardancers will find the Mithril Shield is equivalent to the
   Tower Shield for damage and a buckler for speed and to-hit.
   The Truesilver Shield is 10% less in those stats and the Lunar
   Shield is 10% better.

Wand of Reflection: 800 credits

 - Causes reflections of yourself to appear. Most attacks made
   upon you will hit and destroy a reflection, and all reflections
   must be destroyed before you can be hit. Any aggressive moves by
   you will destroy all your reflections. These wands are great for
   when you get jumped, or when you're in battle and need a short
   breather to catch up on healing afflictions. They can be used as 
   often as the owner wants on a 2s balance.  Each use only generates
   a single reflection.

Ring of Magick's Bane: 750 credits

 - Offers protection vs. magickal damage. (Approximately 15%
   protection.)

Gem of Cloaking: 400 credits

 - Gives you the ability to hide your location and/or presenceon the
   WHO/BW/QW lists.
 - SAY TULAHUAR to hide your location from WHO.
 - SAY TULAHURI to remove yourself from WHO.
 - Use CONFIG GEMSHOW to hide your online presence from HELP <org>.

Golden Lyre of Shallah: 500 credits

 - A divine lyre that allows you to summon a prismatic barrier around
   you. This barrier stops nearly all attacks and cannot be removed by
   almost any abilities. What you can do while in one is, however,
   severely limited.

Bracelets: (to increase your maximum health and mana. Only one works at a time)

   Silver bracelets:               350  credits (increases by 5%)
   Diamond bracelets:              700  credits (increases by 10%)
   Bracelets of Epiphany's Grace:  1400 credits (increases by 15%)

Rings: (to increase how much a health elixir heals you)

   Truesilver ring:          500 credits   (increases by 10%)
   Diamond ring:             1000 credits  (increases by 20%)
   Ring of Epiphany's Gift:  2000 credits  (increases by 30%)
   

Rings: (to increase how much a mana elixir restores per sip)

   a ring of Sukhder's Fortune:  500 credits  (increases by 10%)
   a ring of Moradeim's Favour:  1000 credits (increases by 20%)
   a ring of Aryana's Bounty:    2000 credits (increases by 30%)

Quicksilver Boots OR Quicksilver Amulet: 800 credits

 - Lets you avoid the web tattoo attack from players.

Veil of the Obtenebrate: 2000 credits

 - Hides you from nearly all mortal abilities that can pinpoint your
   location.
 - Owning a Veil (not just borrowing one), allows you to cut past
   the Veil defence of an opponent when locating him or her. However,
   this will generally only work for one-time abilities, like 'sense'.
   Owning a veil will not aid you in sensing with abilities that trace 
   someone on an on-going basis, like seraph trace or forest track.
 - Does NOT hide you from abilities that do more than simply locate
   you, such as Bonding tracking.

Regeneration Rings


 - These rings provide the equivalent of level 1 and level 2 racial
   regeneration advantages. They are cumulative with racial advantages,
   and with the runes from Runelore that may provide regeneration.
   Total regeneration may never exceed level 3.
   Ring of Vitality -    Level 1 Health Regen:      300 credits
   Golden Band of Baar - Level 2 Health Regen:      850 credits
   Ring of Meditation -  Level 1 Mana Regen:        300 credits
   Ring of Illuminas -  Level 2 Mana Regen:        850 credits

Stone Rings: 800 Credits

 - Gives the benefit of mass salve while worn, of course along with all
   the disadvantages that mass brings.

A Steelweave Surcoat: 750 credits

 - The steelweave surcoat grants a 15% reduction of damage from a
   physical attack.

Holy symbol of the Circle: 300 credits

 - Prevents the wearer from being animated.

Silvery crest: 750 credits

 - Gives the wearer a 33% chance to be unaffected by Telepathy attacks.

A pair of Renascent Armguards: 300 credits

 - These armguards allow you to store all your defences, then
   instantly recall them. Ideal to raise all your necessary
   combat defences instantly, without any delays! Restoring
   defences can only be done once per 60 minutes.
 - TWIST ARMGUARD: stores all (allowed) defences in the armguard.
   Clears any previously-stored defences
 - UNTWIST ARMGUARD: releases defences stored for your current profession,  
   including profession-agnostic defences.
 - TAP ARMGUARD: restore saved defences. Does not delete saved
   defences. 60 minute cooldown.
 - Note that certain defences, especially momentum-based
   defences, are excluded, such as engage, most of Kanai,
   shield tattoo, numbness, or kai deliverance.

19.10.4 Statistic Altering Artifacts


STATISTIC-ALTERING ARTIFACTS


Gauntlets: (to increase strength)

  Ogre's Gauntlets:        500 credits (+1 strength)
  Gauntlets of Aesir:      1250 credits (+2 strength)
  Gauntlets of Avasyu:     2500 credits (+3 strength)

Belts: (to increase constitution)

  Hunter's Belt:           400 credits  (+1 constitution)
  Girdle of the Titans:    1000 credits (+2 constitution)
  Girdle of Aesir:         2000 credits (+3 constitution)

Sashes: (to increase intelligence)

  Scholar's Sash:          500 credits  (+1 intelligence)
  Sash of Wisdom:          1250 credits (+2 intelligence)
  Sash of Malkav:          2500 credits (+3 intelligence)

Boots: (to increase dexterity)

  Pixie's Boots:           500 credits  (+1 dexterity)
  Boots of Dexterity:      1250 credits (+2 dexterity)
  Ethereal Boots:          2500 credits (+3 dexterity)

19.10.5 Miscellaneous Artifacts


MISCELLANEOUS ARTIFACTS


Orphanim Angel Wings: 800 credits

 - Enables you to fly to 'On the clouds' where there are exits to
   various parts of the land.

Seraphim Angel Wings: 2000 credits

 - Enables you to fly to a room above where the Orphanim wings take
   you. It has more exits, and you can get to the Orphanim wings
   rooms from there too.

Rings of Flying: 400 credits

 - Enables you to fly like an owl.

Earrings of Gazalis: 800 credits

 (e-mail avasyu@imperian.com for purchasing)
 - A pair of earrings. You wear one, and somebody else wears the
   other. As long as you are both wearing yours, you can travel to
   each other, provided that you're on the same continent, plane, 
   and phase.
 - Syntax: TRAVEL <person>
 - These earrings are unlike other artifacts in that they are
   permanently bound and linked to the buyer and one other person.
   That other person must be specified to Avasyu when the artifact
   is purchased. The link and binding of the earrings cannot be
   changed, like all other artifacts.

Band of Fasting: 550 credits

 - A bracelet that, while worn, will obviate your need for sleep
   and food.

Wolverine's Claws: 400 credits

 - Specially designed claws you wear on your hands which will allow
   you to burrow like an Arboreal bonded with a wolverine.

A Liturgical Symbol: 250 credits

 - Reduces all ritual belief and faith costs by 25%

Saboteur's bone: 800 credits

 - Enables you to warp through wormholes in space-time.

Cloak of Obfuscate: 800 credits

 - A cloak that lets you use the shroud ability.
 - The shroud defence wears off after forty minutes.
 - The shroud defence is identical to the defence granted by Trailblazing's
   Camouflage.

Diadem of the Quickening: 850 credits

 - Reduces the time it takes to recover equilibrium, by about 15%.

Gem of Transmutation: 1000 credits

 - Enables you to change race and statpack up to once an Imperian month
   (once per RL day).
 - This will not work for anyone but the owner.

Hammer of Forging: 400 credits

 - A hammer that cuts smithing balance time in half.
 - Increases the average quality of weapons that a Smith creates.

Mask of Lifevision: 750 credits

 - Enables you to use lifevision to see most hidden people.

Darrinic Robes: 1000 credits

 - Cuts your mana usage by 1/3.

Wand of Portals: 800 credits

 - Opens up a portal between you and another player. Takes 6 seconds
   and is stopped by a monolith sigil, a rapped fork, a hazeward stone,
   and holy ground.

Clay flowerpot: 200 credits

 - 33% chance of growing one random flower (out of 36 types) every day.
 - The flowerpot can hold up to 6 flowers, at which time it will stop
   producing them until you pick one. Open your own flower business!

Staff of Illusion: 500 credits

 - Cast an illusion in your room. Takes a 2 second equilibrium.
 - Syntax: CONJURE ILLUSION <target>|ALL <illusion>

Anklet of Dashing: 500 credits

 - Enables you to  use the DASH/SPRINT ability to move through multiple
   rooms at once.

Armband of Celerity: 500 credits

 - Gives you an extra move/second before the "Don't be so hasty"
   message kicks in.

Harp of Harmonies: 450 credits

 - This is a powerful artifact, allowing the bard to play any Thespia
   song without the use of any other instruments.

Silver Papermill: 100 credits

 - This small device will allow bards to create 50 pieces of paper with
   only 10 wood commodities, instantly.
 - Syntax: PUT WOOD IN PAPERMILL, CRANK PAPERMILL

Truesilver Quill: 350 credits

 - Allows you to create sketches with 100 attacks.

Torc of Enunciation: 750 credits

 - Increases the duration of your Yoth Voice attack by 50%.


Mark of the Patron Lord: 200 credits

 - This item can be attached to an instrument, making it reset to its
   owner, not decay, and increases song length by 40% for songs that
   require one instrument, 20% for songs that require two instruments.
 - The effect is cumulative. A song that requires two instruments
   played with both instruments having Marks attached will be increased
   by 40%.

Goggles of Whitesight: 150 credits

 - Enables you to see in blizzards.

Dagger of Reincarnation: 100 credits

 - Allows you to reincarnate once.
 - Stand in Aryana's Spring and REINCARNATE INTO <statpack> <race>.
 - The dagger is destroyed upon sacrificing yourself.

Gloves of Harvesting: 300 credits

 - If you can harvest, cuts your balance recovery for harvesting
   approximately in half.
 - Doubles the number of plants you can harvest per 24 hour period.

Silver Keyring: 50 credits

 - Can be used to store your keys on. Only the owner can remove keys
   from the ring. ATTACH <key> TO KEYRING and REMOVE <key> FROM KEYRING
   are the required commands.

Brooch of the Tempest: 50 credits

 - You will never be blown laterally while flying, or blown out of the
   trees.
 - See also: an Icecloak Brooch in HELP ICECLOAK WARES.

Permanent Tattoos: 100 credits

 - Reverie can give you a permanent tattoo with the command:
   BUY <tattoo> ON <bodypart> PERMANENT.
 - Starburst Tattoos cannot be made permanent.

A Vorpal Knife: 400 Credits

 - Cut the time it take to splice and cancel wormholes. You must have
   the skills in order to use this.
 - The knife must be wielded to benefit from its effect.

Orb of Suppression: 200 Credits

 - Hides your worn artifacts from people looking at your description.

Silvery neck guard: 400 Credits

 - Has a chance to prevent behead/cleave from removing your head or
   chopping you in two.

A Prism Pouch: 200 Credits

 - Randomly generates inks. Ooer....

Horn of Terror: 300 Credits

 - Causes fear to everyone in the room.
 - BLOW HORN

Prayer Beads: 300 Credits

 - Reduces devotion usage by 1/2.

Zydramir Journal: 300 Credits

 - Reduces essence loss by 1/2.

Ivory Brooch: 100 Credits

 - Hides your might on honors.

Mahogany Reservoir: 250 credits

 - Evocation Imbue/Feather last 50% longer.

Pendant of Nature: 500 credits

 - All Naturebinding roots can do all actions.

Foreboding Stone: 400 Credits

 - Be warned whenever someone on your enemy list enters your area.
 - Use TOUCH <stone> to activate/deactivate the stone.

Ironwood Mask: 350 Credits

 - This mask can only be used by wardancers and will hold 2 ink
   colors on it.
 - PAINT IRONWOOD WITH <colour>
 - Paints will wear off 12 months after the first ink is painted.
 - Paint can be scrubbed early using SAND IRONWOOD.

The Neelamic Reservoir: 100 Credits

 - Holding this gem in your inventory will increase your reserve
   regeneration by 33%.

A Quicksilver Pole: 100 Credits

 - This pole reels faster, casts faster, and catches better fish more
   often.

A Bait Bucket: 100 Credits

 - This wonderful item is filled with an endless supply of bait.

A Collar of Taming: 100 Credits

 - This item will cause any killed pets to be revived one hour from the
   time of death. It will also allow you to NAME your animal.
 - Usage: ATTACH <collar> TO <animal>.

Money Pouch: 100 credits

 - Only holds gold, only you can take it out, not forceable.

Fishing Lure: 100 credits

 - Increased chance of catching a better fish. BAIT POLE WITH LURE to
   attach it. It must be used in conjunction with bait.

A Stone Totem: 350 credits

 - Totems with eight slots. If uprooted, it returns to the owners
   inventory.

Caravan Crop: 75 credits

 - Moves your caravan 25% faster.

Smoked Glass Pipet: 100 credits

 - Preserve toxins 33% faster.
 - Slightly increases the "sips" of toxins you can fit in a vial.

An Ornately Wrought Tablet: 250 Credits

 - Automatically contains all flareable runes, never needs to be reinked.

Ivory Figurine: 50 credits

 - Increases the amount of people allowed on your enemy, ally, and
   marked lists, from 20 to 30.

Lamiran Amulet: 100 credits

 - If worn, this amulet will allow you to breathe underwater.

An Aqueous Ring: 800 credits

 - Can create water rooms and part water rooms. POINT RING AT GROUND
   to flood a room POINT RING <dir> to part a room.

Piccolo of the Pests: 75 credits

 - Doubles the vermin allowed in any rooms you are in, if you have
   vermin on.

A Steel Mallet: 100 credits

 - Construct, assemble, and disassemble siege weapons 33% faster.

Wheel Grease: 50 credits

 - This powerful lubricant will allow you to move siege weapons 33%
   faster.

Monocle of Acuity: 100 credits

 - You will not use equilibrium when using the glance or observe
   skills.
 - If you do not have the observe skill, it will give it to you.

An Aphotic Sieve: 300 Credits

 - Reduces haze cost by 1/2

Ivory Pipe: 50 Credits

 - This wonderful pipe will stay lit under any circumstance! Not
   smokeable underwater.

A glowing soulstone: 25 credits

- Crushing this stone will give you a temporary bonus of doubled
  bashing and questing experience gained for 8 hours of logged-in
  time.
- The double experience bonus does not stack with achievement timer
  bonuses or double experience days, but it will not count down while
  you have timers or during those days, either.

Intellect Crown: 500 credits

- Decreases the amount of time it takes to acquire a mindlock by
  40%.

Cardtable: 300 Credits

- Cardtables allow players to play custom card games.
- There are a variety of pre-defined games available to play.

Dragonskin Quiver: 75 Credits

- Unlike regular quivers, this dragonskin will never decay and
  cause you to lose your valuable arrows.

A pair of ivory dice: 50 credits

- A cosmetic item that allows you to use the ROLLDICE command

A wyrmskin pack: 100 credits

- This pack can store twice as many items (100) as other packs,
  and will never decay.

A vorpal key: 75 credits

- This artifact allows the owner to be able to add 4000 commodities
  into a shop cache.

A fragrant sachet of potpourri: 50 credits.

- Never smell foul again! When you are suffering from the stinky 
  affliction, holding this potpourri will nullify the intermittent
  messages of your stench.

An diamond-tipped spade: 100 credits.

- This artifact decreases the time it takes to dig or bury by 66%.

A miniature generator: 100 credits.

- This little generator can be carried with you wherever you go, 
  and any corpses placed into it will act as though placed in your 
  city or council's generator. Note: if your city or council does 
  not currently have a generator, this artifact will not work.

A truesilver mug: 100 credits.

- This mug, when filled with a libations fluid, will never empty!

A botanical guidebook: 150 credits.

- Doubles the number of plants you find in a room when using 
  SEARCH FOR PLANTS.
  Note: does not work with terrariums.

A truesilver pike: 50 credits.

- Heads piked upon this pike do not decay - the pike remains
  erected until its owner uses BECKON ARTIFACT <id>. Additionally,
  the description when piked includes your name for everyone to see!

A silver knife: 200 credits

- Ideal for all the trophy hunters, this knife allows you to
  cut off ears from player corpses!
- Once you have 5 or more ears, you can create a necklace
  from the trophies, and then add more as you acquire them
- The necklace decays in 30 RL days, but adding new ears to
  it resets the timer back to 30 days - you can get the ear
  count quite high if you keep them coming regularly!
- The necklace can be worn, and the short description
  (visible on LOOK <player>) includes the head count
- The created necklace -can- be kept safe in stockrooms and
  similar locations
- Usage: CUT EAR FROM <corpse>, FASHION TROPHY NECKLACE (the
  same command both creates it and adds more ears)

A headshrinker's kit: 200 credits

- This kit provides everything necessary to shrink decapitated
  heads, significantly extending their decay time.
- Usage: SHRINK HEAD

Shamanic Gloves: 600 credits

- While worn, these gloves increase the power of Wytch curses
  and Shamanism Marks by behaving as if your target was affected
  by one extra curse.
- This increases damage caused by burning Marks, allows Marks
  to automatically ignite sooner and last longer once burning,
  as well as reduces the time needed to activate the Mark of Marduk.

A polished bone hammer: 200 credits

- Having this hammer in the inventory doubles the amount of bone
  dust gained by the Wytch when crushing bones.

A rainbow-colored sieve: 250 credits

- Carrying this multi-colored sieve allows a Wytch to colorize
  bone dust without needing inks.
- Additionally, colorizing bone dust takes no balance!

A vialbelt of truesilver kegs: 100 credits

 - Can store up to 5,000 sips of each fluid (regular vialbelts
   store 3,000), and it never decays.

A crystehl whetstone: 350 credits

- Increases the effect of sharpening a weapon by 50% - this affects
  the damage that the weapon causes. Additionally, sharpening with this 
  whetstone does not damage the weapon.