19.10.1 WEAPON ARTIFACTS

(see also HELP ARTIFACTS, HELP ARTIFACT_TRADEINS, HELP ARTIFACT_TRANSFERS)

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WEAPON ARTIFACTS
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Please note that runes must be attached to the weapons they are intended to 
modify in order to take effect. For more information on runes, please read 
HELP ARTIFACTS.

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GREAT RUNES FOR MONKS AND WARRIORS
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Great Rune of the Elite Weaponsmith (300 credits)
  - This rune may be attached to any knighthood weapon, and will increase the available enhancement slots on that weapon.
  - Multiples of this rune may be applied to a given weapon.
  - Up to three enhancement slots may be added to a weapon using these runes.
  - Each rune attached to a one-handed weapon increases available slots by one.
  - Each two runes attached to a two-handed weapon increases available slots by one. Two runes are necessary for the first new slot to be gained.

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OTHER WEAPON RUNES
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The following runes may ONLY be attached to the following items: mage staves, 
druid cudgels, wiccan athames, guardian symbols, illuminati gauntlets, institute instruments and bard instruments.

Great Rune of Gripping
  o This will make your rune act as though you had the knight ability of 
    the same name, causing you to grip your item so that it is difficult 
    to drop. 
  o 150 credits.

Great Rune of Shielding
  o Grants a 5% damage reduction shield.
  o 350 credits.

Great Rune of Superior Enchantment
  o This rune will allow the object to be enchantable for up to 75 
    charges. 
  o NOTE: If this rune is placed on a staff and charged with an enchantment
    you need to POINT, remember you need to POINT STAFF AT <target> to 
    use the enchantment and POINT STAFF <target> to use the normal staff 
    attack.
  o 100 credits.

Great Rune of Musical Enhancement
  o Attaches to bard musical instruments.
  o Increases song length on that instrument by 50%.
  o 350 credits.

SPECIAL FOR GUARDIANS: If you are a Nihilist or Celestine and rune a 
symbol, you must still be deep bonded with a cosmic lord to be able to use 
that symbol. However, the symbol will transform to whatever cosmic lord to 
whom you are deep bonded.

NOTE FOR BARDS: Attaching any rune on an instrument will automatically 
raise it to maestro-level.

NOTE: The special weapon runes do not transfer between summoned items
except in the case of changing a cosmic lord with a symbol (while in the
same guild). Thus, if you change from being an Aquamancer to a Geomancer,
or Mage to Druid, your rune will _not_ transfer to the new summoned weapon.

Please note that any permanent item with one of these runes can be customised 
normally for a further 50 credits - see HELP CUSTOMISATION).

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COMMANDANT ITEMS
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These artifacts are used for squad leaders.

Commandant's Shoulderknot: 125 credits
  - A squad led by the wearer will generate 5% extra gold when divided.

Commandant's Medal: 125 credits
  - Any squad led by the wearer will generate power at a much faster rate.

Commandant's Sash: 200 credits
  - Any squad led by the wearer will generate 5% extra xp.