04-04-2001, 10:20 PM | #1 |
Dungeon Master
Join Date: March 19, 2001
Location: Hiawassee, Ga. usa
Posts: 52
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are the artifact spells worth having? what are they good for?
Kathy |
04-04-2001, 10:23 PM | #2 |
Drow Warrior
Join Date: March 6, 2001
Location: Mesa, AZ, USA
Posts: 295
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The Artifact spells are used to enchant or bless items once you have the traits and skills necessary.
Artifact of Stone will let you bless items to improve Armor Class. Artifact of Fiend will let you increase the damage a weapon does. Artifact of Vines will let you improve the toughness of an item. There is more, but they are definately worth having, although you cannot make use of them early in the game. Knarfling |
04-04-2001, 10:25 PM | #3 |
Ironworks Moderator
Join Date: January 7, 2001
Location: Monroe, LA
Age: 60
Posts: 7,387
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Artifact of Vines: Use in Temple to bless objects with Toughness (which makes them wear out much less frequently and slows the need to repair them). Not really worth it...get one of the Warriors trained in Blacksmith/Forge instead and have them repair.
Artifact of Spirit: Use in Temple to bless objects with +Hit blessings, and armor and bracers with +Regeneration bonuses. Artifact of Fiends: Use in Temple to bless weapons with +Damage bonuses. Artifact of Stone: Use in Wizard's Guild to enchant armor and bracers with "Magic Resistance", and weapons with "Zap" spells. Use in Temple to bless Armor with +AC bonuses. Artifact of Fire: Use in Wizard's Guild to enchant armor and bracers with "Fire Resistance", and Weapons with "Flamestrike" spells. Artifact of Ice: Use in Wizard's Guild to enchant armor and bracers with "Cold Resistance", and Weapons with "Iceball" spells. I wish one of them let you bless Poison resistance! -Sazerac [This message has been edited by Sazerac (edited 04-04-2001).] |
04-04-2001, 10:44 PM | #4 |
Drow Warrior
Join Date: March 6, 2001
Location: Mesa, AZ, USA
Posts: 295
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Ya know Sazerac, I was hoping that the artifact of Vines would do that. I mean, the Vines spells not only have poison but cure poison as well. I think that the Artifact of vine should allow you to create poison weapons and enchant bracers and rings with protection from poison. Wouldn't it be cool to have a sword that does major damage AND poisons people? Or have rings that protected everyone completely from those mantraps?
Too bad they didn't do that. I wonder if it was planned and then taken out, if it was not put in because they were rushing the game, or if it was just overlooked? We may never know. Knarfling ------------------ Only two of my personalites have delusions, but one of them is paranoid and the other is out to get him. |
04-05-2001, 03:34 AM | #5 |
The Magister
Join Date: March 19, 2001
Location: Hamburg/Germany
Posts: 146
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>Artifact of Stone: Use in Wizard's Guild to enchant armor and bracers with "Magic Resistance", and weapons with "Zap" spells. Use in Temple to bless Armor with +AC bonuses.< Are you quite sure? In my current game my Bless/Enchant specialist had the Artifact of Stone spell from the Cradle (started as a wizard) but could only increase AC at the temple after she got Artifact of Fiends. At least that's how I remember it. I'll check an old save. Traute |
04-05-2001, 09:36 AM | #6 |
Dungeon Master
Join Date: March 16, 2001
Location: Ottawa, ON, Canada
Posts: 53
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This is the latest version of my Blessings/Enchants table. Sorry that
the formatting doesn't work well. Enchantment/Blessings table Note on costs: Costs double for every successive bless/enchant of the same type applied. Note that some items already have one or more blessings/enchantments on them which will affect both the amount of new enchantments possible, as well as the cost of new enchantments. Effect Type Works on School(s) Cost toughness Bless Weapons/Armour Vine (3) value hit +1 Bless Weapons/Jewel Spirit (7) 1000 Regen +1 (max +3) Bless Body Arm/Jewel Spirit (7) 10000 Damage (+amount varies) Bless Weapons Fiend (6) 1000 Armour +1 x mult Bless Armour/Jewelry Stone (4)+Fiend (6)1000 Pro Fire 20% x mult Enchant Armour/Jewelry Fire (5) 2500 x multiplier Pro Ice 20% x mult Enchant Armour/Jewelry Moon (6) 2500 x multiplier Pro Magic 20% x mult Enchant Armour/Jewelry Fiend (6) 2500 x multiplier Zap Enchant Weapons Stone (4) Flamestrike Enchant Weapons Fire (5) Iceball Enchant Weapons Moon (6) Multipliers: Jewelry: 100% Body Armour: 40% Head Gear: 20% Leggings: 20% Foot Gear: 15% Gauntlets: 15% Shields: Unknown [This message has been edited by Bear (edited 04-05-2001).] [This message has been edited by Bear (edited 04-05-2001).] [This message has been edited by Bear (edited 04-05-2001).] |
04-05-2001, 01:29 PM | #7 |
Dungeon Master
Join Date: March 19, 2001
Location: Hiawassee, Ga. usa
Posts: 52
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I am confused. You mean if I get/take that abilty when I go up a level, I still have to pay to use it? I hoped I could do it for free and anyplace I wanted, sigh. but wish the book told you more about what they do. thanks for the help. still don't like the idea if it means you still have to pay tho.
Kathy |
04-05-2001, 01:41 PM | #8 |
The Magister
Join Date: March 4, 2001
Location: U.K
Posts: 106
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Kathy, do not forget you need to get Occultist trait and Blessings/Enchant skill before you can put your Artifact spells into use (keep doin those Priest and Wizard guild quests to get the opportunity to learn these!)
Si. |
04-05-2001, 02:00 PM | #9 |
Dungeon Master
Join Date: March 16, 2001
Location: Ottawa, ON, Canada
Posts: 53
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Artifact Spells are used to improve items. To bless a sword (for e.g.) you need to have a character who has the Cabalist trait, enough skill in Blessings to add another blessing to the sword, and an artifact spell that will work on the sword (Vine, Spirit and Fiend are the only ones which work on a weapon). Then, you have to go to the Temple, choose the Bless option, pick the sword you want to bless, pick which blessing you want to put on (if there is more than one possible) and have enough gold to pay for the blessing.
To enchant an item you need Occultist trait, skill in Enchants, an artifact spell that can enchant the item and you do the enchanting and paying at the Magic Shop. Once an item is enchanted/blessed it stays forever enchanted/blessed and you don't have to pay again unless you bless/enchant the item some more. It is worth noting that the blessed/enchanted item is now more valuable than it was. If you bless a long sword and then sell it at a shop, you will get more than you would for a normal long sword. I suspect that with clever combinations of blessings and Merchant skill, you could probably make money blessing/enchanting items and then selling them to a store. Blessing and enchanting things is fun, and you can make some really cool and useful items. If you are willing to use gold cheats or loopholes, you can end up with items like a ring of +3 regeneration, +6 AC and 60% fire resistance (costs about 150K gold to make but it sure makes the character wearing it hard to kill!) You can also go for the world famous Wizard's blade with 12 damage blessings. For a mere 4 million (approx) gold you get a dagger that does 30-78 base damage. Not bad! Blessing and enchanting stuff is one of my favourite parts of W & W. Bear |
04-05-2001, 02:09 PM | #10 |
Dungeon Master
Join Date: March 19, 2001
Location: Hiawassee, Ga. usa
Posts: 52
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uggg, I may never take those spells then. I don't like to wait. lol. if I get a skill, I want to use it NOW. hehe
problay not worth it tho. and in the first of the game , i had hoped, for a price, the temple priest could bless it. just not worth it it seems. dang i even use walk thourough cheats, I have NO patients (or spelling abilitys is seems. ) Kathy |
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