"; } } ?> "; } } ?>

Artifacts
Among the myriad of wearable objects you can find and create in-game, there are some that are more difficult to acquire. These artifacts are imbued with powerful magic that can significantly enhance the abilities of the wearer. Some can be stolen, others must be earned in battle, and some may be crafted if the right ingredients are obtained.

Doom Artifacts:

The chance of an artifact dropping in Doom is handled a little differently than standard loot. Each player character participating against a gauntlet boss or the Dark Father will accumulate artifact reward points. The more artifact reward points a player character accumulates, the more likely an artifact will spawn in his/her backpack. Player characters who score higher on the Top Attacker list will earn more points. However, everyone in the Top Attackers list that stays the entire duration of the combat (even if slain) will still earn points.

Click on the artifact name for the image and full property list.

Weapons
Boss Loot Artifact Rarity Speed Damage Range Damage Type (Ph/F/C/Po/E) One- or Two-Hands Skill Req. Ideal For Strength Req. Entitlement Needed
The Taskmaster 11 3.50 12-13 Po 100% 1 Fencing Fighting Groups 45 None
The Dragon Slayer 11 3.00 17-18 E 100% 1 Any (UBWS) Slaying Dragons 95 None
The Beserker's Maul 11 3.75 14-16 Ph 100% 1 Mace Fighting Fighters 45 None
Staff of the Magi 11 3.50 13-16 E 100% 1 Mage Fighting/Magery Mages 35 None
Serpent's Fang
11 3.00 10-12 Ph 25% / Po 75% 1 Fencing Fighting Groups 10 None
Legacy of the Dread Lord 1 3.00 17-18 Ph 100% 2 Swordsmanship Tank Mages 45 None
Breath of the Dead 11 3.25 13-15 Ph 100% 1 Swordsmanship Magic Users 25 None
Bone Crusher 11 2.25 16-17 Ph 100% 1 Mace Fighting Fighters 80 None
Blade of Insanity 11 2.50 11-13 Ph 100% 1 Swordsmanship Fighters 25 None
Frostbringer 11 2.50 16-18 C 100% 2 Archery Archers 30 None
Axe of the Heavens 11 2.50 15-17 Ph 100% 2 Swordsmanship Fighters 45 None
Stealable Artifact Rarity Speed Damage Range Damage Type (Ph/F/C/Po/E) One- or Two-Hands Skill Req. Ideal For Strength Req. Entitlement Needed
Zyronic Claw 10 2.75 15-17 20% / 20% / 20% / 20% / 20% 2 Swordsmanship Fighting Elementals 40 None
Titan's Hammer 10 2.50 17-18 Ph 100% 2 Mace Fighting Fighting Groups 95 None
Blade of the Righteous 10 3.25 15-16 Ph 100% 1 Swordsmanship Fighting Daemons 35 None
Armor
Boss Loot Artifact Rarity Physical Resist Fire Resist Cold Resist Poison Resist Energy Resist Ideal For Strength Req. Entitlement Needed
Voice of the Fallen King 11 2% 4% 18% 3% 18% Fighters 20 None
Tunic of Fire 11 24% 34% 4% 1% 2% Dungeon Crawling 60 None
Spirit of the Totem 11 20% 3% 8% 4% 4% Fighters 10 None
Shadow Dancer Leggings 11 17% 4% 3% 18% 18% Ninja/Thieves 20 None
Ornate Crown of the Harrower 11 3% 3% 4% 17% 4% Fighters 20 None
Midnight Bracers 11 23% 3% 4% 2% 4% Necromancers 55 None
Leggings of Bane 11 4% 4% 4% 36% 2% Fighters 60 None
Jackal's Collar 11 5% 23% 17% 3% 2% Fighters Needing Dexterity 45 None
Hunter's Headdress 11 2% 6% 23% 1% 7% Archers 10 None
Holy Knight's Breastplate 11 35% 3% 2% 3% 2% Fighters 95 None
Helm of Insight 11 5% 3% 3% 3% 17% Paladins 80 None
Hat of the Magi 11 10% 5% 9% 20% 20% Magic Users 10 None
Gauntlets of Nobility 11 18% 3% 1% 20% 3% Adventurers 40 None
Divine Countenance 11 6% 9% 0% 4% 25% Magic Users 10 None
Armor of Fortune 11 2% 4% 3% 3% 4% Adventurers 35 None
Stealable Artifact Rarity Physical Resist Fire Resist Cold Resist Poison Resist Energy Resist Ideal For Strength Req. Entitlement Needed
The Inquisitor's Resolution 10 5% 3% 22% 3% 17% Magic Users 70 None
Shields
Boss Loot Artifact Rarity Resists (Ph/F/C/Po/E) Magic Property Magic Property Magic Property Magic Property Ideal For Strength Req. Entitlement Needed
Arcane Shield 11 E 1% Spell Channeling Night Sight DCI 15% FC 1 Magic Users 20 None
Aegis 11 Ph 15%/F 1% Self Repair 5 Reflect Phys 15% DCI 15% LMC 8% Fighters 90 None
Jewelry
Boss Loot Artifact Rarity Magic Property Magic Property Magic Property Magic Property Magic Property Ideal For -- Entitlement Needed
Ring of the Vile 11 Dex Bonus 8 Stam Regen 6 HCI 15% Poison Resist 20% -- Fighters -- None
Ring of the Elements 11 Luck 100 Fire Resist 16% Cold Resist 16% Poison Resist 16% Energy Resist 16% Adventurers -- None
Ornament of the Magician 11 FCR 3 FC 2 LMC 10 LRC 20 -- Magic Users -- None
Bracelet of Health 11 HP Increase 5 HP Regen 10 -- -- -- Adventurers -- None
Magic Properties: See the Item Properties page for an explanation of the magic properties.
Speed indicates base Swing Speed in seconds. To determine actual swing speed, use the following:
1. Take the speed in seconds, above and multiply it by 4 to get the speed in "ticks." If you are barehanded, you swing at 2.5 seconds, or 10 ticks. Example: The Halberd (4.25 second base speed) has a base speed of 17 ticks.
2. Figure out Stamina Ticks (Current Stamina / 30, rounded down.) Example: Current Stamina = 50. So Stamina Ticks = 1.
3. Figure out Swing Speed Increase item property modifier. Example: 20.

Apply those results to the following:
a. Hit Start = ((Base Weapon Speed - Stamina Ticks) * (100.0 / (100 + Swing Speed Increase)))
ex. Hit Start = ((17 - 1) * (100.0 / (100 + 20)))
c. Make sure minimum swing time is never less than 5 ticks (1.25 seconds).
ex. The calculated Halberd Hit Start speed = 13 ticks (3.25 seconds)

Last Updated: Thu, 26 Mar 2009 16:34:55 +0000
Ultima Online ESRB Rating
© 2017 Electronic Arts Inc. All rights reserved.
Legal Information      Privacy Policy      Terms of Service
/** //