Artifact Weapons
Melee Weapons
Longswords
Damage To-hit Speed Cost Runed steel longsword: 110 165 165 400 credits Venantium longsword: 115 173 173 800 credits Midnight Blade: 120 180 180 1600 credits
Scimitars
Damage To-hit Speed Cost Runed steel scimitar: 104 159 174 400 credits Venantium scimitar: 109 167 182 800 credits a Crimson Crescent: 114 174 189 1600 credits
Broadswords
Damage To-hit Speed Cost Runed steel broadsword: 123 149 165 400 credits Venantium broadsword: 129 156 173 800 credits Wrath Reaver: 134 163 180 1600 credits
Rapiers
Damage To-hit Speed Cost Runed steel rapier: 70 158 209 400 credits Venantium rapier: 74 167 219 800 credits Soulsting Rapier: 78 176 230 1600 credits
Battleaxes:
Damage To-hit Speed Cost Runed steel battleaxe: 175 130 130 400 credits Venantium battleaxe: 184 137 137 800 credits Skullcleaver: 190 144 144 1600 credits
Bastard swords:
Damage To-hit Speed Cost Runed steel bastard sword: 186 165 136 400 credits Venantium bastard sword: 194 173 142 800 credits Grim Impaler: 203 180 149 1600 credits
Warhammers:
Damage To-hit Speed Cost Runed steel warhammer: 175 175 164 350 credits Venantium warhammer: 183 181 169 700 credits Soulforge Hammer: 191 188 176 1400 credits
Throwing axes:
Damage To-hit Speed Cost Runed steel throwing axe: 96 198 187 350 credits Venantium throwing axe: 101 207 196 700 credits Truestrike Axe: 106 216 206 1400 credits
Spears:
Damage To-hit Speed Cost Runed steel spear: 112 200 162 300 credits Venantium spear: 116 209 170 600 credits Beast Pike: 121 219 177 1200 credits
Tridents:
Damage To-hit Speed Cost Runed steel trident: 115 194 162 300 credits Venantium trident: 119 203 170 600 credits Hunter's Talon: 124 213 177 1200 credits
Maces (these particular maces can only be used if you have Spirituality)
Damage To-hit Speed Cost Runed steel mace: 165 190 160 400 credits Venantium mace: 173 200 170 800 credits Hellsmite Mace: 180 210 180 1600 credits
Whips:
Damage To-hit Speed Cost Runed whip: 87 201 186 350 credits Venantium whip: 93 210 194 700 credits Dire Lasher: 99 218 201 1400 credits
Bardiches:
Damage To-hit Speed Cost Runed bardiche: 210 165 114 350 credits Venantium bardiche: 219 173 122 700 credits Bonerend bardiche: 228 180 129 1400 credits
Stone Clubs (These can only be used by Terramancers)
Damage To-hit Speed Cost Runed club: 175 187 158 400 credits Venantium spiked club: 183 197 168 800 credits The Underking's Fist: 193 207 175 1600 credits
Javelins:
Damage To-hit Speed Cost a runed steel javelin: 257 148 81 400 credits a venantium javelin: 269 155 85 800 credits a Radiant Impaler: 281 162 89 1600 credits
Scythe (These can only be used by those with Hematurgy.)
Damage To-hit Speed Cost a runed steel scythe 146 156 130 400 credits a venantium scythe 152 162 135 800 credits a Dread Reaper 158 168 140 1600 credits - Please note that these are the base stats. After purchasing the scythe, you can perform the 'thirst scythe' ritual, which will increase the stats of the weapon by up to 12 points, based on your skillrank in Hematurgy.
Dagger:
Damage To-hit Speed Cost a runed steel dagger 56 125 160 200 credits a venatium dagger 61 131 168 400 credits a Death's Kiss 66 137 176 800 credits
Dirks (These will increase the speed of dstab, which is not dependent on weapon stats. They can also be used as 'jab' weapons, to quickly deliver venoms, by anyone with the dirk proficiency. Stats do matter for the purpose of 'jab'.)
Damage To-hit Speed Cost Dirk of the viper: 350 credits (8% faster for dstab) 91 150 205 Shiny dirk of the viper: 700 credits (15% faster for dstab) 95 176 214 Celestine dirk of the viper: 1400 credits (23% faster for dstab) 100 203 226
Special Weapons
Bows (these shoot more quickly, do more damage, and hit more easily than a darkbow. The damage and to-hit percentages aren't possible to give because they are only one factor in how well you hit and how much damage you do, but the bows are more accurate and do more damage as they increase in price. Note that these bows will let those who don't have archery skills shoot. They will NOT give skills such as aim or snipe)
Bows of the Hunt: 350 credits (7% faster) Damage: 42 To hit: 70 Darkbow of the Hunt: 700 credits (14% faster) Damage: 44 To hit: 72 Lupine Bow of the Hunt: 1400 credits (21.5% faster) Damage: 47 To hit: 73
Upgrades for weapons
The following upgrades can be added to a weapon
Asp: 750 credits - Poisons someone if there is no venom on the blade with a random poison. 1/3 chance they will get a unknown poison effect on each hit (like Loki)
Leech: 750 credits - Returns 5% of the damage caused back to the attacker.
Serration: 500 credits - 1/3 chance of doing 3x your normal bleeding amount.
Cutting_power: 500 credits - Adds 5% cutting damage to your target.
Blunt_power: 500 credits - Adds 5% blunt damage to your target.
Targeted_power: 500 credits - Adds 5% bodypart damage to your targeted attacks with a blunt weapon.
Absorb_sunlight: 100 credits / 200 credits / 400 credits - Increases the amount of sunlight a druidic staff can hold by 15% at level 1, 25% at level 2, and 50% at level 3.