Antiquated Artifacts

23.3.1 Antiquated Artifacts

Antiquated artifacts are old artifacts once utilized by the Ankyrean Order and rediscovered in recent times. Unlike the modern artifacts Qeddwyn makes, antiquated artifacts contain levels of power beyond the standard artifacts, using techniques now lost to time. 

Antiquated artifact salvage may be sometimes made available as part of a promotion. This salvage can be taken to Qeddwyn in Esterport, who will either work the salvage into an antiquated artifact, or will upgrade the level of an existing antiquated artifact you own. 

Commands:
ASK QEDDWYN EXCHANGE <type>
This will turn a piece of artifact salvage into the specified antiquated artifact type (level 1). Only the person who the salvage bears the mark of can exchange it for an antiquated artifact.

ASK QEDDWYN UPGRADE <item>
Upgrades an antiquated artifact you already possess to the next level. You do not need to be the owner of the salvage to do this.

Available antiquated artifacts:
(crop)     - a riding crop of the dragoon
(gauntlet) - an ornate venantium-chased gauntlet
(ring)     - a venantium ring of camaraderie
(goggles)  - venantium, multi-lens goggles

These items are fully described below.

A VENANTIUM RING OF CAMARADERIE
-------------------------------
The ring can be attuned to a single person who is your mutual ally, and grant a variety of powers that will affect your attuned target, and often yourself too. If both of you have the artifact, and both have it attuned to each other, some of the artifact's powers will be upgraded assuming both of your artifacts are high enough level to have that power.  

The ring uses up charges to utilize most of its active abilities. It starts with five charges, and all charges will replenish at the Howling. You can PROBE the ring to reveal its current charge count. Please note that most of the abilities will have eq/bal costs to use, and also some standard affliction restrictions. The ring must be worn for its effects and skills to work.

Level 1:
- ATTUNE <ring> <target> to attune the ring to a new target. If it's your first time attuning, it costs nothing. Otherwise, it has a charge cost of 5.
- You can WATCHEYES to see the output of the attuned target. You will see ALL OUTPUT they see, should they AGREE to it. Either you or the attuned target may SHUTEYES at anytime to end it. Charge cost: 1.

Level 2:
- You unlock the BOOSTSKILLS ability, which will give your attuned target a skill-increasing effect similar to a divine boon. This lasts for two hours. Charge cost: 1.

Level 3:
- You unlock the RING GUARD ability. If your attuned target is in the same room as you, this will give them the magical shield defence. Charge cost: 1.

Level 4:
- The critical hit rate of you and your attuned target is increased by 3% when you are in the same room. If both of you have the ring at level 4, and are attuned to each other, this is increased to 5%.

Level 5:
- You may immediately RING RESURRECT your attuned target from death, even without their corpse. Resurrecting without their corpse, however, will send them to the Cave/Font instead of your room. Charge cost: 2.

Level 6:
- You and your attuned target have 10% increased experience gain while in the same room. If both of you have the ring at level 6, and are attuned to each other, experience gain is increased to 15%.

Level 7:
- You can now RING ABSORB. This will cure two random afflictions from your attuned target, and transfer them to yourself. Works from anywhere on the same continent/plane. Charge cost: 1.

Level 8:
- Damage against NPCs for you and your attuned target is increased by 7% while you're in the same room. This is increased to 15% if you both have the ring at level 8, and are attuned to each other.

Level 9:
- You can now RING TRANSFER KNOWLEDGE. This will transfer some of your experience (worth roughly equal to a PvE starburst death) to your attuned target. This amount will be capped at lower levels for the target, and you will only lose the reduced amount. Charge cost: 4.
- You ring has additional 1 charge (6 total).

Level 10:
- You can DEFEND your attuned target, taking their place in most attacks directed at them, assuming you're not hindered. Should you both have the the ring at level 10 and are attuned to each other, you can FULLDEFEND instead, which reduces your damage taken on intercepted attacks by 50%. Full damage applies to attacks directed against just you. You cannot defend someone that is already defended, or someone that is defending. Charge cost on both: 1.

Level 11:
- You ring has additional 2 charges (8 total).

Level 12:
- You can now RING SWAP on your attuned target, to immediately swap rooms with them so long as you are on the same continent and plane. Charge cost: 2.

Level 13:
- The resistances of you and your attuned target are increased by 4% when you are in the same room. If both of you have the ring at level 13 and are attuned to each other, this is increased to 6%.

Level 14:
- You can now RING FULLGUARD while your attuned target is in the same room as you. This will give both of you the magical shield defence, and fully heal both of your health points to full. Charge cost: 2.

Level 15:
- The ring has an additional 4 charges (12 total).
- You can now RING EQUALIZE, causing each of your stats and your attuned target's stats to become the highest out of the two. i.e. if your attuned target has 13 str and you have 15, they'll be raised to 15 str. If they have 15 con and you have 13, you'll be raised to 15 con. This lasts for two minutes. If you both have the ring at level 15 and attuned to each other, it'll add +1 to all stats for both of you for the duration. Charge cost: 2. 





AN ORNATE VENANTIUM-CHASED GAUNTLET
-----------------------------------
The ornate venantium-chased gauntlet functions like the currently available ylem-binding gauntlets and contains the following powers at each level. The gauntlet must be worn in order for its powers to work.

Level 1:
There is a 10% chance that you'll gain two mists instead of one when using ABSORB YLEM.

Level 2:
You can now ABSORB YLEM while off balance/equilibrium, and it'll no longer take any equilibrium to use.

Level 3:
The Refining Irradiance passive skill now refills your ylem reserves 50% more than it normally does.

Level 4:
Your damage done against elds is increased by 15%.

Level 5:
You can now GRAB ELD with your gauntlet to instantly kill it, once every three hours. The eld will turn into three random mists that you can absorb on death. Some stronger eld may be immune to this (generally ones that can't be shackled).

Level 6:
The time to fully bring a focus under your control with Refining Control when contesting an active extraction is decreased by 20%.

Level 7:
You will gain 1 free Manipulation transmute charge, which will be used in place of the normal gold cost. Charges will replenish six hours after it is used.

Level 8:
Your chance to gain two mists instead of one has been increased to 25% when using ABSORB YLEM.

Level 9:
You can now DRAIN GAUNTLET once every 24 hours to instantly gain back 50% of your ylem reserves.

Level 10:
You can now INFUSE PYLON when at your city's pylon to give your city 1,000 ylem. Can only be done once per Howling.

Level 11:
The CITY PORTALS command no longer costs equilibrium. Additionally, CITY PORTALS can now be used outside of your city, but has a 4 second channel.

Level 12:
New Manipulation: MANIPULATE YLEM FOR SCATTERING. For the next five minutes, mobs have a 50% chance to gain two mists instead of one when using ABSORB YLEM. Costs 30% ylem reserves.

Level 13:
The cooldown on GRAB ELD is decreased to one hour.

Level 14:
You gain another free Manipulation transmute charge, for a total of 2. Each charge will replenish on a separate timer.

Level 15:
New Manipulation: MANIPULATE YLEM FOR SHACKLING. Instantly shackles all restrainable eld in room. Costs 15% ylem reserves.
New Manipulation: MANIPULATE YLEM FOR FREEDOM. Instantly frees all shackled eld in room. Costs 15% ylem reserves.

Level 16:
The time to fully bring a focus under your control with Refining Control when contesting an active extraction is decreased by another 20%, for a 40% total reduction in time.

Level 17:
Your damage done against elds is now increased by another 25%, for a total bonus of 40%.

Level 18:
You gain another free Manipulation transmute charge, for a total of 3. Each charge will replenish on a separate timer.

Level 19:
New Manipulation: MANIPULATE YLEM FOR ELEMENT <element>. Increases your resistance against that element (excluding shadow/spirit) by 10% for one hour. Costs 40% ylem reserves.

Level 20:
The cooldown on DRAIN GAUNTLET is reduced to five hours, and will now refill your reserves to 100%.

Some standard ability restrictions and balance/equilibrium costs may apply to some of the powers.


A RIDING CROP OF THE DRAGOON
----------------------------
The riding crop grants various mount-related powers. These powers will work for 
whatever mount you currently have out and active, and the crop must be in your inventory to work.

Level 1:
Your mount is immune to fearing abilities.

Level 2:
You can now ORDER <mount> EMOTE <pre-defined emote>, or ORDER <mount> EMOTE EMOTE <custom emote>.

Level 3:
If your mount is attacked when you're not in the room with it, it'll panic and roam out of the room, making it harder to kill. If you are online you'll be alerted that your mount is being attacked, but not by who.

Level 4:
Your mount will take 10% less damage from attacks.

Level 5:
Riding your mount gives you an extra +1 to your maximum moves per second.

Level 6:
Who said you shouldn't beat a dead horse? Your mount's corpse will go to your inventory if killed and you can revive your mount by pointing the crop at it. Only works once per Aetolian year so if the corpse decays while it's on cooldown you're out of luck!

Level 7:
Leaping over someone blocking an exit while on your mount will cause your mount to kick them to the ground as they pass by, dealing damage, stun and prone.

Level 8:
Your mount will take 30% less damage from attacks.

Level 9:
Your mount has a 15% chance to intercept NPC attacks upon you, blocking it. This can only proc once every 5 minutes.

Level 10:
Mounts equipped with saddlebags can now sell the goods they have in them! Use PRICE MOUNT <item> <price>, and people can ASK <mount> WARES/BUY <item> FROM <mount> like a normal NPC seller. 

Saddlebags are sold from the city stables and allow your mount to hold 15 items. Items return to your inventory if mount dies. This does not support most of the features an actual shop has and is a simplistic one item at a time system. Things like kegs, shelves, price policies, cache, etc are non-existent. Items will also still decay.

Level 11:
You gain a new Horsemanship ability to have your mount track you to any outdoors player on same continent/plane instantly. Only works once per Howling. Does not bring any following players with you.

Level 12:
You'll now be told the name of the person attacking your mount, if you're online.

Level 13:
You can CRACK CROP to gain a monolith effect for 10 minutes. Only works once per Howling.

Level 14:
Track ability now works once per four hours.

Level 15:
If you are offline and your mount is attacked, it will flee to the stables.

Level 16:
Saddlebags can now hold 30 items.

Level 17:
Your mount's chance to intercept an attack is increased to 30% and has a 2 minute cooldown.

Level 18:
Track ability now works once per hour.

Level 19:
Your mount will take 50% less damage from attacks.

Level 20:
Saddlebags can now hold 50 items.


A Pair of Venantium Clockwork Goggles
---------------------------
This Antiquated Artifact replicates the function of your standard goggles for seeing mists, but also includes a large number of lenses designed to boost your visual acuity.

GOGGLE MODEL will tell you the interesting things about your particular goggles. 

Defenses are turned off or on with GOGGLE TOGGLE <defense>.

Level 1: 
HEATSIGHT and NIGHTSIGHT -  without mana/eq cost

Level 2: 
MINDSEYE and THIRDEYE -  without mana/eq cost

Level 3: 
Enhanced RITES/VIBES/SECRETS/TRAPS/FORTS - If you possess one of these skills, it will no longer take balance/equilibrium

Level 4: 
AUDITSIGHT <target>. See someone else's Audit

Level 5: 
OVERWATCH. This is like Treewatch and Skywatch combined, but it doesn't have a mana or willpower drain.

Level 6: 
Weatherbane: See through Blizzards and Fog.

Level 7: 
Hypersight becomes less mana intensive, and Vigilance has its efficacy increased.

Level 8:
INSIGHT - You may see others' thoughts. (Thoughts made through the THINK command)

Level 9: LIFEVISION
See all that shows signs of life, even undead.

Level 10: 
PHASESENSE - PHASESENSE <target> Like farsee for the phased.

Level 11: 
Deathsight messages come with information on the room where the person died

Level 12: 
OBSERVE - without mana/eq cost

Level 13: 
GOGGLE SCAN <target> - Look at someone's SCORE

Level 14: 
SHAREDSIGHT - Share your improved sight with allies in the room. Has a mana drain.

Level 15:
LEYLINES will have improved range

Level 16: 
FISHSIGHT - Learn all about those fishies. How many, what those elusive 'unknown' types are, even what you have on the line.

Level 17: 
LIPREADING - Hear while deaf, and in high winds.

Level 18: 
GOGGLE SEEK <target>: Find out where they are, how they're doing, and who they're with.

Level 19: 
Focisight - GOGGLE ATTUNE, and now you will see exactly where Foci appear in that area, no matter where you are.

Level 20: 
DIVINESIGHT - Full information on WHO. (planes, continents, chameleon) See through doors/walls, and see if someone is looking for you. It does not cancel out other artifacts for hiding, though.

Special: At level 4, you unlock the ability to modify the Goggles description, name, and wearlocation into an alternate version. Every 4 levels after that unlocks another 'skin'. 
0: goggles
4: glasses
8: circlet
12: eyeball (single eyesocket location)
16: thirdeye (new wear location)
20: cuff (earcuff)