Difference between revisions of "DNetHack artifacts"

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(totally out of date entry for claws of the revenancer)
(add some new artifacts, fix up phrasing, remove unused artifacts)
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*lawful intelligent knight-favoring long sword
 
*lawful intelligent knight-favoring long sword
 
**Can be wished for as any material or size valid for a normal long sword, since an Excalibur with those properties could be obtained from dipping regardless
 
**Can be wished for as any material or size valid for a normal long sword, since an Excalibur with those properties could be obtained from dipping regardless
*Automatic searching
+
*+1d20 to hit, +1d10 damage
*Adds enhancement bonus to search attempts
+
*Grants drain resistance and searching while wielded
*+1d20 to hit
+
**Boosts the success rate of all searches performed, depending on its enchantment
*+1d10 damage
 
 
*If blessed, grants +7 to-hit and +3d7 damage vs holy-haters
 
*If blessed, grants +7 to-hit and +3d7 damage vs holy-haters
*Resists drain life attacks
 
  
 
==== Vorpal Blade ====
 
==== Vorpal Blade ====
 
*neutral long sword
 
*neutral long sword
 +
*+1d5 to hit, +1 damage
 +
*Rolls 2d8 or 2d12 [https://1d4chan.org/wiki/Exploding_die exploding dice] for damage
 
*Randomly beheads targets (5%)
 
*Randomly beheads targets (5%)
*+1d5 to hit
 
*+1 damage
 
*Rolls 2d8 or 2d12 [https://1d4chan.org/wiki/Exploding_die exploding dice] for damage
 
  
 
==== Stormbringer ====
 
==== Stormbringer ====
 
*chaotic intelligent runesword
 
*chaotic intelligent runesword
 
*Bloodthirsty (attacks peaceful monsters without prompting for confirmation)
 
*Bloodthirsty (attacks peaceful monsters without prompting for confirmation)
*+1d5 to hit
+
*+1d5 to hit, +1d2 drain damage
*+1d2 damage
+
*Drains target's levels on hit
*Drains target's levels
+
**Gains +1d8 damage vs non-life-drain-resistant targets, reducing the target's maximum HP by the extra damage dealt, and healing you for half the extra damage dealt
**Gains +1d8 damage vs non-life-drain-resistant targets
+
**Occasionally (10%) converts its entire base damage to level drain damage, rolling one d8 per per 4 points of damage
**Reduces maximum HP by an amount equal to the extra d8's damage
 
**Heals you by {{frac|2}} the extra d8's damage
 
**Occasionally (10%) converts its entire base damage to level drain (1 level per 4 points of damage)
 
 
*Grants drain resistance when wielded
 
*Grants drain resistance when wielded
*Always counts as cursed vs unholy-hating monsters, and gets +4d9 extra damage against them
+
*Always counts as cursed for unholy damage damage, and does an extra 4d9 unholy damage vs unholy haters
 
*Grants 25 Str and 25 Con when wielded in main hand.
 
*Grants 25 Str and 25 Con when wielded in main hand.
*Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
+
*Ignores equipped armor for calculating hits and DR and deals full damage to insubstantial targets (shades, sharab kamerel)
  
 
=== Nameable artifacts ===
 
=== Nameable artifacts ===
 
==== Orcrist ====
 
==== Orcrist ====
 
*chaotic elf-favoring elven broadsword
 
*chaotic elf-favoring elven broadsword
 +
*Against orcs and demons grants 1d5 to hit, 2x damage, and [[Warned of monster type|warning]] while carried
 
*Does not resist being held second to other artifacts
 
*Does not resist being held second to other artifacts
 
**However, it is too heavy to use in the offhand without suffering a −20 penalty to hit.
 
**However, it is too heavy to use in the offhand without suffering a −20 penalty to hit.
*Against orcs and demons grants 1d5 to hit, 2x damage, and [[Warned of monster type|warning]].
 
  
 
==== Sting ====
 
==== Sting ====
 
*chaotic elf-favoring elven dagger
 
*chaotic elf-favoring elven dagger
 +
*Against orcs and spiders grants +1d5 to hit, 2x damage, and warning while carried
 
*Does not resist being held second to other artifacts
 
*Does not resist being held second to other artifacts
*Against orcs and spiders grants +1d5 to hit and 2x damage.
 
*Grants warning vs orcs
 
  
 
==== Grimtooth ====
 
==== Grimtooth ====
 
*chaotic orc-favoring orcish dagger
 
*chaotic orc-favoring orcish dagger
 +
*Against elves, humans, and godly minions, grants +1d5 to hit, 2x damage, and warning while carried
 
*Does not resist being held second to other artifacts
 
*Does not resist being held second to other artifacts
*Grants +1d5 to hit, 2x damage, and warning against elves, humans, and minions.
 
  
 
==== Carnwennan ====
 
==== Carnwennan ====
 
*lawful knight-favoring dagger
 
*lawful knight-favoring dagger
 
*Can be named by knights only
 
*Can be named by knights only
*Grants +1d5 to hit, +1d10 damage, and warning vs [[magic-hoarding]] monsters
+
*Against monsters that pick up magic items, grants +1d5 to hit, +1d10 damage, and warning while carried
 
*Grants stealth when wielded
 
*Grants stealth when wielded
 
*Invoke to toggle [[invisibility]]
 
*Invoke to toggle [[invisibility]]
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*lawful dwarf-favoring dwarvish mattock
 
*lawful dwarf-favoring dwarvish mattock
 
*Bloodthirsty (attacks peaceful monsters without prompting for confirmation)
 
*Bloodthirsty (attacks peaceful monsters without prompting for confirmation)
*Grants +1d5 to hit and 2x damage against elves, orcs, always-peaceful monsters, and monster lords.
+
*Against elves, orcs, always-peaceful monsters, and monster lords, grants +1d5 to hit and 2x damage
  
 
==== Claideamh ====
 
==== Claideamh ====
 
*unaligned long sword
 
*unaligned long sword
*Grants +1d5 to hit and 2x damage against elves, [[Fey (dnethack)|fey]], giants, elementals, and [[Primordials (dnethack)|primordials]].
+
*Against elves, [[Fey (dnethack)|fey]], giants, elementals, and [[Primordials (dnethack)|primordials]], grants +1d5 to hit, 2x damage, and warning while wielded
*While wielded, grants warning against the same.
 
  
 
=== Banes ===
 
=== Banes ===
 
==== Dragonlance ====
 
==== Dragonlance ====
 
*lawful lance
 
*lawful lance
*Grants reflection, including against dragonbreath
+
*Against dragons and reptilians, grants +1d10 to hit, +1d20 damage, and warning while carried
 +
*Grants dragonbreath reflection
 
*Can't break when used to joust
 
*Can't break when used to joust
*Against dragons and reptilians it grants slotless warning, +1d10 to hit, and +1d20 to damage.
 
  
 
==== Nodensfork ====
 
==== Nodensfork ====
 
*unaligned silvered shell trident
 
*unaligned silvered shell trident
*Against [[Primordials (dnethack)|primordials]] (elementals and similar), aliens (mind flayers, U (unknown abominations), and a couple drow) and telepathic monsters it grants slotless warning, +1d10 to hit, and +1d20 to damage.
+
*Against [[Primordials (dnethack)|primordials]] (elementals and similar), aliens (mind flayers, U (unknown abominations), and some others), telepathic monsters, and natives of R'lyeh, grants slotless warning, +1d10 to hit, +1d20 damage and warning while carried
*Deals both silver damage and iron damage to appropriate monsters
 
 
*Grants shock resistance while carried
 
*Grants shock resistance while carried
 
*Reduces sanity loss to 1/10 of normal when wielded in the main hand
 
*Reduces sanity loss to 1/10 of normal when wielded in the main hand
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*Does not resist being held second to other artifacts
 
*Does not resist being held second to other artifacts
 
**However, the character must be skilled enough in Two-weapon fighting to use it in the off-hand without suffering −20 to-hit.
 
**However, the character must be skilled enough in Two-weapon fighting to use it in the off-hand without suffering −20 to-hit.
*Against plants, insects, arachnids, avians, reptilians, animals, [[Fey (dnethack)|fey]], elves, and elementals it grants slotless warning, +1d10 to hit, and +1d20 to damage.
+
*Against plants, insects, arachnids, avians, reptilians, animals, [[Fey (dnethack)|fey]], elves, and elementals, grants +1d10 to hit, +1d20 damage, and warning while carried
*Because of its long warning list, it's absolutely worth keeping around in open inventory.
 
  
 
==== Demonbane ====
 
==== Demonbane ====
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*Does not resist being held second to other artifacts
 
*Does not resist being held second to other artifacts
 
**However, the character must be Expert in two-weapon fighting to use it in the off-hand without suffering −20 to-hit.
 
**However, the character must be Expert in two-weapon fighting to use it in the off-hand without suffering −20 to-hit.
*Against demons it grants slotless warning, +1d10 to hit, +1d20 damage.
+
*Against demons, grants +1d10 to hit, +1d20 damage, and warning while carried
 
*Blocks demons' passive summoning abilities
 
*Blocks demons' passive summoning abilities
  
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*Does not resist being held second to other artifacts
 
*Does not resist being held second to other artifacts
 
**However, the character must be Expert in two-weapon fighting to use it in the off-hand without suffering −20 to-hit.
 
**However, the character must be Expert in two-weapon fighting to use it in the off-hand without suffering −20 to-hit.
*Against lycanthropes and demihumans it grants slotless warning, +1d10 to hit, and +1d20 damage
+
*Against lycanthropes and demihumans, grants slotless warning, +1d10 to hit, +1d20 damage, and warning while carried
**Demihumans: minotaurs, gnolls, nagas, mind flayers, deep ones, centaurs, Medusa
+
**Also attempts to cancel applicable struck targets on 10% of hits
*Protects against lycathropy.
+
**Demihumans include minotaurs, gnolls, nagas, mind flayers, deep ones, centaurs, and Medusa
 +
*Protects against lycanthropy while wielded
  
 
==== Giantslayer ====
 
==== Giantslayer ====
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**However, the character must be a Grand Master in two-weapon fighting to use it in the off-hand without suffering −20 to-hit. In practice, only Monks can do this.
 
**However, the character must be a Grand Master in two-weapon fighting to use it in the off-hand without suffering −20 to-hit. In practice, only Monks can do this.
 
*Does +1d4 vs small, +2d4 to large
 
*Does +1d4 vs small, +2d4 to large
*Against large monsters, +1d10 to-hit, +2d4+1d20 damage
+
*Against large creatures, grants +1d10 to-hit, +1d20 damage.
*Against giants and boulder-throwing enemies, deducts movement points if used in combat
+
*Against giants and boulder-throwing enemies, deducts 6 movement points on hit and grants warning while carried
*Grants slotless detection of giants and boulder-throwers.
 
  
 
==== Vampire Killer ====
 
==== Vampire Killer ====
 
*lawful bullwhip
 
*lawful bullwhip
 
*Does not resist being held second to other artifacts
 
*Does not resist being held second to other artifacts
*+12 damage vs small creatures
+
*Deals +12 damage vs. smallc reatures and +1d12 damage vs large creatures
*+1d12 damage vs large creatures
+
*Against undead, demons, and werecreatures, grants +1d10 to hit, +1d20 damage, and warning while carried
*Grants [[drain resistance]] when wielded.
+
*Deals +7 holy damage to holy-haters
*Against undead, demons, and werecreatures it grants slotless warning, +1d10 to hit, and +1d20 damage
+
*Grants [[drain resistance]] and protects against lycanthropy when wielded
 
*Invoke to [[bless]], repair [[erosion]], set erodeproof, and raise enchantment to +3 if 2 or lower.
 
*Invoke to [[bless]], repair [[erosion]], set erodeproof, and raise enchantment to +3 if 2 or lower.
*Deals +7 holy damage to holy-haters
 
*Protects against lycanthropy
 
  
 
==== Kingslayer ====
 
==== Kingslayer ====
 
*chaotic stiletto
 
*chaotic stiletto
 
*Does not resist being held second to other artifacts
 
*Does not resist being held second to other artifacts
*Against monster lords and princes (including the late-game demon and devil lords) it grants slotless warning, +1d10 to hit, and +1d20 damage
+
*Against monster lords and princes (including demon and devil lords and princes), grants +1d10 to hit, +1d20 damage, and warning while carried.
 +
**Also attempts to cancel applicable struck targets on 10% of hits
 
*Permanently poisoned
 
*Permanently poisoned
  
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*lawful silvered athame
 
*lawful silvered athame
 
*Does not resist being held second to other artifacts
 
*Does not resist being held second to other artifacts
*Against always hostile creatures it grants +1d5 to hit, +1d10 damage, and slotless warning.
+
*Against always hostile creatures, grants +1d5 to hit, +1d10 damage, and warning while carried
 +
**Also cancels applicable struck targets on 10% of hits
  
 
==== Ogresmasher ====
 
==== Ogresmasher ====
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*Does not resist being held second to other artifacts
 
*Does not resist being held second to other artifacts
 
**However, the character must be a Master in two-weapon fighting to use it in the off-hand without suffering −20 to-hit.  In practice, only Monks can do this.
 
**However, the character must be a Master in two-weapon fighting to use it in the off-hand without suffering −20 to-hit.  In practice, only Monks can do this.
*Grants slotless warning against ogres
+
*Against ogres, grants +1d10 to-hit, warning while carried, and smashes them on hit, instantly killing them
*Smashes ogres, killing them instantly
 
 
**Smashing ogres exercises strength and wisdom
 
**Smashing ogres exercises strength and wisdom
*Sets strength and constitution to 25 when wielded or in unused secondary weapon slot (even if your role can't twoweapon)
+
*Sets strength and constitution to 25 when wielded or in offhand weapon slot (even if not currently two-weaponing)
  
 
==== Trollsbane ====
 
==== Trollsbane ====
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*Does not resist being held second to other artifacts
 
*Does not resist being held second to other artifacts
 
**However, it is too heavy to use it in the off-hand without suffering −20 to-hit.
 
**However, it is too heavy to use it in the off-hand without suffering −20 to-hit.
*Grants slotless warning against trolls
+
*Against trolls and any other monsters that naturally regenerate health, grants +1d10 to hit and +1d20 damage
*Petrifies trolls
+
*Grants +1d10 to hit, +2d20 damage plus doubled enchantment again vs covetous monsters (those "nasty trolls that pop in to ruin your day")
*Turns gremlins to dust
+
*Counts as a sunlight-emitting artifact, instantly killing some trolls and gremlins on hit
*Grants +1d10 to hit and +1d20 damage vs regenerating monsters
 
*Grants +1d10 to hit, +2d20 damage plus doubled enchantment again vs covetous monsters
 
  
 
=== First gifts ===
 
=== First gifts ===
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*Does not resist being held second to other artifacts
 
*Does not resist being held second to other artifacts
 
*+1d5 to-hit
 
*+1d5 to-hit
** Post Binder quest 1d5 to-hit, 2x damage
+
**After the Binder quest has been completed, also does 2x damage
*Can hold a summoned spirit, granting various special powers
+
*Can hold a summoned spirit, granting various special effects. An explanation of this mechanic can be found [[The Pen of the Void|here]].
**An explanation of this mechanic can be found [[The Pen of the Void|here]].
+
*Resists being placed in containers and can't be destroyed ala other [[unique item]]s
*Resists being placed in containers
 
*Can't be destroyed
 
  
 
==== Luck Blade ====
 
==== Luck Blade ====
*chaotic Convict-favoring intelligent short sword
+
*chaotic Convict-favoring short sword
 
*First gift given to Convicts
 
*First gift given to Convicts
*+1d7 to hit, +1d7 damage, uses luck-biased damage dice.
+
*+1d7 to hit, +1d7 damage, and uses luck-biased damage dice
 +
*Acts as a luckstone when carried
  
 
==== Rhongomyniad ====
 
==== Rhongomyniad ====
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*First gift given to female Samurai
 
*First gift given to female Samurai
 
*+1d4 to hit, +1d12 damage
 
*+1d4 to hit, +1d12 damage
*As a naginata, can be used in melee
 
 
*When blessed, an extra +5 to-hit and +1d12 damage vs holy-haters
 
*When blessed, an extra +5 to-hit and +1d12 damage vs holy-haters
*Gives a bonus to AC equal to 2+enchantment
+
*When wielded, grants a bonus to AC equal to 2+enchantment, doubled from the normal naginata AC bonus
  
 
==== The Singing Sword ====
 
==== The Singing Sword ====
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*+1 to hit, +1 damage
 
*+1 to hit, +1 damage
 
*Uses the [[musicalize spell]] skill instead of the [[long sword]] skill.
 
*Uses the [[musicalize spell]] skill instead of the [[long sword]] skill.
*Passively learns songs while wielded, and can be instructed to sing a known song via #invoke
+
*Passively learns songs while wielded, and can be instructed to sing a known song via #invoke. An explanation of this mechanic can be found [[The Singing Sword|here]].
**An explanation of this mechanic can be found [[The Singing Sword|here]].
 
  
 
==== Mjollnir ====
 
==== Mjollnir ====
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*Does not resist being held second to other artifacts by Valkyries
 
*Does not resist being held second to other artifacts by Valkyries
 
**However, it is too heavy to use it in the off-hand without suffering −20 to-hit.
 
**However, it is too heavy to use it in the off-hand without suffering −20 to-hit.
*+1d5 to hit, +1d24 electricity damage, +2d4+2 to small, +2d4 to large
+
*+1d5 to hit and +2d4+2 to small and +2d4 to large, in addition to +1d24 eectriacl damage
*Randomly fires 6d6 lightning bolts when swung (as wand of lightning).
+
*Randomly fires 6d6 lightning bolts on hit, including thrown hits.
*Can be thrown by a Valkyrie wearing Gauntlets of Power. It will return to the hand of the wielder when thrown.
+
*Can be thrown by a Valkyrie wearing Gauntlets of Power. It will return to the hand of the wielder when thrown. As long as the Valkyrie is not confused, stunned, etc. and Mjollnir is not cursed, it will always be successfully caught.
*As long as the Valkyrie is not confused, stunned, etc. and Mjollnir is not cursed, it will always be successfully caught.
 
*When thrown it will randomly cause explosions of lightning upon striking a target.
 
  
 
==== Magicbane ====
 
==== Magicbane ====
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*Does not resist being held second to other artifacts by Wizards
 
*Does not resist being held second to other artifacts by Wizards
 
*+1d3 to hit, +1d4 damage
 
*+1d3 to hit, +1d4 damage
*grants magic resistance
+
*Grants magic resistance and curse protection when wielded
*guards against curses
 
 
*[[Magicbane|Additional magic effects based on enchantment]]
 
*[[Magicbane|Additional magic effects based on enchantment]]
 
**Magicbane's magic fanfare effects are more frequent against magic-resistant creatures (unlike in vanilla, where they are less frequent)
 
**Magicbane's magic fanfare effects are more frequent against magic-resistant creatures (unlike in vanilla, where they are less frequent)
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*lawful silver saber
 
*lawful silver saber
 
*+1 to hit, 2x damage
 
*+1 to hit, 2x damage
*[[Warning]] while carried
 
 
*Grants hallucination resistance while wielded
 
*Grants hallucination resistance while wielded
 +
*Grants warning while carried
  
 
==== Frost Brand ====
 
==== Frost Brand ====
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==== Mirror Brand ====
 
==== Mirror Brand ====
 
*neutral silver long sword
 
*neutral silver long sword
*Vs non-neutral targets it grants +1 to hit, 2x damage, as well as additional magic effects ala [[Magicbane]]
+
*Against non-neutral targets, grants +1 to hit, 2x damage, and triggers extra magical effects like [[Magicbane]]
 
**Deals an extra 2d10 damage when a magic effect is triggered
 
**Deals an extra 2d10 damage when a magic effect is triggered
 
*Grants reflection while wielded
 
*Grants reflection while wielded
  
 
==== Sunsword ====
 
==== Sunsword ====
*lawful silvered long sword
+
*lawful silvered gold long sword
 
**If you are more skilled in short swords than in long swords, uses the short sword skill
 
**If you are more skilled in short swords than in long swords, uses the short sword skill
*+1 to hit
+
*Against undead and demons, +1 to hit and 2x damage
 +
*Grants searching and resistance to blindness when wielded
 +
*Acts as a light source when wielded, radius 1/2/3 when cursed/uncursed/blessed
 +
*As a light-emitting artifact, instantly kills some trolls and gremlins on hit
 +
*May blind struct targets
 
*Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
 
*Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
*2x damage vs undead and demons
 
*Petrifies trolls
 
*Dusts gremlins
 
*May blind targets
 
*Serves as a light source
 
*Grants resistance to blindness
 
  
 
==== Axe of the Dwarvish Lords ====
 
==== Axe of the Dwarvish Lords ====
 
*lawful battle axe
 
*lawful battle axe
*+1 to hit
+
*+1 to hit, 2x damage
*2x damage
+
*Grants teleport control when wielded
 +
*Grants X-ray vision to dwarves when wielded
 
*Can be thrown by dwarves, and returns to their hands
 
*Can be thrown by dwarves, and returns to their hands
*Grants X-ray vision to dwarves
 
*Grants teleport control
 
 
*Can be used to dig with
 
*Can be used to dig with
  
 
==== Windrider ====
 
==== Windrider ====
 
*unaligned boomerang
 
*unaligned boomerang
*+1 to hit
+
*+1 to hit, 2x damage
*2x damage
+
*Returns to the quiver when thrown and can be multishot
*Returns to the quiver when thrown
 
*Can be multishot
 
 
*Does not shatter if wielded in melee
 
*Does not shatter if wielded in melee
  
 
==== Rod of the Ram ====
 
==== Rod of the Ram ====
 
*neutral mace
 
*neutral mace
*+1 to hit
+
*+1 to hit, 2x damage
*2x damage
+
*Knocks back struck creatures, subtracting 10 movement points and stunning in the process
*Knocks back struck creatures, subtracts 10 movement points, and stuns
 
  
 
==== Atma Weapon ====
 
==== Atma Weapon ====
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**Apply the Atma Weapon to turn it on and off.
 
**Apply the Atma Weapon to turn it on and off.
 
**If used to attack with while off, damage drops to 1d2.
 
**If used to attack with while off, damage drops to 1d2.
*+1d6 to hit and +3d6 damage vs [[M2_NASTY|nasty]] monsters
+
*Against [[M2_NASTY|nasty]] monsters, grants +1d6 to hit and +3d6 damage
 
*If you are '''not''' life drain resistant, Atma Weapon
 
*If you are '''not''' life drain resistant, Atma Weapon
 
**Adds d(current level) extra damage
 
**Adds d(current level) extra damage
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==== Limited Moon ====
 
==== Limited Moon ====
 
*chaotic silver two-handed moon axe
 
*chaotic silver two-handed moon axe
*+1 to hit
+
*+1 to hit, 3x damage
*3x damage
+
**Bonus damage is adjusted by your current energy percentage, so being at 50% of max Pw would be 2x damage, ranging from 1x to 3x at empty to full
**2x Damage is adjusted by your current energy %
+
**Drains 3 Pw per hit
**Drains 3 pw per hit
 
**Being at 0 power deals the normal two-handed moon axe damage
 
  
 
==== The Black Arrow ====
 
==== The Black Arrow ====
 
*unaligned ancient arrow
 
*unaligned ancient arrow
*+1000 to hit
+
*+1000 to hit, 4x base damage followed by additional +108 damage
*4x base roll followed by additional +108 damage
+
*Instantly kills [[Smaug]]
*instantly kills [[Smaug]]
 
  
 
==== Tensa Zangetsu ====
 
==== Tensa Zangetsu ====
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==== Tobiume ====
 
==== Tobiume ====
 
*chaotic metallic long sword
 
*chaotic metallic long sword
*+1 to hit, +1 fire damage.
+
*+1 to hit, +1 fire damage, but suffers from -2 damage to small and -3 damage to large targets
**−2 damage vs small targets, −3 damage vs large.
 
 
*Grants fire resistance when wielded
 
*Grants fire resistance when wielded
 
*Automatically disarms weapon wielding targets.
 
*Automatically disarms weapon wielding targets.
 
*Invoke to cast the fireball spell, using the higher of your attack magic skill and your longsword skill
 
*Invoke to cast the fireball spell, using the higher of your attack magic skill and your longsword skill
**If your skill permits, casts firestorm instead. This triggers (2*skill)+d(2*skill) fire explosions, where skill is 1 for basic, 2 for skilled, and 3 for expert, using higher of long sword & attack spell skill. Damage is (level/2)+10+enchantment per explosion
+
**If your skill permits, casts firestorm instead. This triggers (2*skill)+d(2*skill) fire explosions, where skill is 1 for basic, 2 for skilled, and 3 for expert, using higher of long sword and attack spell skill. Damage is (level/2)+10+enchantment per explosion
 
*If a target is killed by Tobiume, their body is launched backwards and explodes as a fireball.
 
*If a target is killed by Tobiume, their body is launched backwards and explodes as a fireball.
 
*If enchantment is above 0, adds enchantment to AC
 
*If enchantment is above 0, adds enchantment to AC
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*lawful silver spear
 
*lawful silver spear
 
*When wielded, conveys half physical and spell damage, magic resistance, and reflection.  
 
*When wielded, conveys half physical and spell damage, magic resistance, and reflection.  
*Deals an extra 3d7 holy damage or 3d9 unholy damage when blessed/cursed again those who hate holy/unholy
+
*Deals an extra 3d7 holy damage or 3d9 unholy damage when blessed/cursed against those who hate holy/unholy
*When carried, grants life drain resistance.
+
*Grants drain resistance when carried
 
*Toggles water walking when invoked.
 
*Toggles water walking when invoked.
 
*The Lance of Longinus angers demon lords when wielded, following the same rules that [[Excalibur#Demon princes|Excalibur does]].
 
*The Lance of Longinus angers demon lords when wielded, following the same rules that [[Excalibur#Demon princes|Excalibur does]].
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==== The Arkenstone ====
 
==== The Arkenstone ====
 
*chaotic diamond
 
*chaotic diamond
*Acts as a light source
+
*Acts as a light source and grants [[aggravate monster]] when carried
*Gives [[aggravate monster]] when carried
 
 
*Invoke to toggle conflict
 
*Invoke to toggle conflict
  
 
==== Release from Care ====
 
==== Release from Care ====
 
*unaligned scythe
 
*unaligned scythe
*+1 to hit
+
*+1 to hit, +1d10 damage
*+1d10 damage
 
 
*Can behead target
 
*Can behead target
 
*Grants life drain resistance while wielded
 
*Grants life drain resistance while wielded
 
*Grants cold resistance while carried
 
*Grants cold resistance while carried
*Invoke for healing
+
*Invoke for healing, healing you by half of the health needed to get to your maximum and curing illness, slime, and blindness
  
 
==== The Lifehunt Scythe ====
 
==== The Lifehunt Scythe ====
 
*large chaotic scythe
 
*large chaotic scythe
*First gift for female half-dragons. All female half-dragons can reach expert skill in Farm Implements.
+
*First gift for female half-dragons
 +
*Bloodthirsty (attacks peaceful monsters without prompting for confirmation)
 
*Against living or undead creatures (ie, not golems and other non-living creatures):
 
*Against living or undead creatures (ie, not golems and other non-living creatures):
 
**+1d6 to hit and 1d6 damage
 
**+1d6 to hit and 1d6 damage
Line 464: Line 434:
 
*Grants cold resistance while carried
 
*Grants cold resistance while carried
 
*Invoke to toggle invisibility
 
*Invoke to toggle invisibility
*Bloodthirsty (attacks neutral targets)
 
  
 
==== The Holy Moonlight Sword ====
 
==== The Holy Moonlight Sword ====
 
*unaligned metallic long sword
 
*unaligned metallic long sword
*Unlit, blessed sword has +1d20 to hit, +1d10+Enchantment vs holy-haters (undead, demons, etc.), and counts as silver against silver-haters
+
*When unlit, is silvered, and grants +1d20 to hit, +1d10+enchantment holy damage vs holy-haters
*Apply to light up and become a larger, 2-handed, non-silver long sword that deals 2x damage to magic-sensitive targets. While lit:
+
*Apply to light up and become a huge long sword that deals 2x damage to magic-sensitive targets. While lit:
 
**Effective size increases from medium to huge (2 steps)
 
**Effective size increases from medium to huge (2 steps)
 
***Size increase makes the sword two-handed for most characters
 
***Size increase makes the sword two-handed for most characters
Line 481: Line 450:
 
*Heals you for a portion of base damage dealt. Heals 30% rounded up when lit, 10% rounded up when unlit.  
 
*Heals you for a portion of base damage dealt. Heals 30% rounded up when lit, 10% rounded up when unlit.  
 
**The heal amount is calculated before the double damage to magic-sensitive targets, or any silver/holy bonus damage. It DOES include the increased die size from a lit sword.
 
**The heal amount is calculated before the double damage to magic-sensitive targets, or any silver/holy bonus damage. It DOES include the increased die size from a lit sword.
 +
*Counts as an insight weapon, gaining extra bonus damage when used by a Madman
 +
 +
====Bloodletter====
 +
*unaligned iron morning star
 +
*+1d8 to hit and +1d12 blood damage
 +
**Blood damage triggers versus targets with blood, and has a flat bonus equal to the target's level. Bloodletter only grants the extra damage when activated.
 +
*At under 1/4 of your maximum health, deals an extra 2d12 blood damage, or an extra 1d12 at under 1/2 of your maximum health but above 1/4. This does not multiply the base damage or flat blood bonus, only the d12 extra, but does not require Bloodletter to be activated.
 +
*Can be #invoked to activate it, dealing damage to you equal to 1/5 of your max health and coating it in blood for 20 + 2d10 turns.
 +
**While active, grants the bonus damage based on the target's level, but successfully triggering the extra blood damage will reduce the turns remaining by anywhere from <target's level>/10 to <target's level>/10 - 4. This will never add time.
 +
**While wielded and active, invoking it again or applying it will slam Bloodletter down. This shakes off the blood on it, ending the active effect but causing a 6d6 rotten blood damage explosion of radius 1 (one square around the player, like a fireball).
 +
*Counts as an insight weapon, gaining extra bonus damage when used by a Madman
  
 
==== The Silence Glaive ====
 
==== The Silence Glaive ====
 
*unaligned glaive
 
*unaligned glaive
*+1 to hit
+
*+1 to hit, +1 life drain damage
*+1 life drain damage
+
*Drains one level from the target on hit
*drains one level from the target on hit
+
*Grants drain resistanc when wielded
*protects against life drain
 
 
*Offers a variety of special effects when invoked
 
*Offers a variety of special effects when invoked
 
**Invoke and specify direction: magic missile attack, using attack skill
 
**Invoke and specify direction: magic missile attack, using attack skill
Line 495: Line 474:
 
==== The Garnet Rod ====
 
==== The Garnet Rod ====
 
*unaligned silver key
 
*unaligned silver key
*When wielded:
+
*When wielded, grants energy regeneration and health regeneration, and adds +6 movement points per turn, but drains 9 extra nutrition per turn.
**Grants energy regeneration  
+
**The extra nutrition is blocked by slow digestion and does not apply to undead
**Grants HP regeneration
+
*Acts as a universal [[spellcasting focus]] when wielded
**+6 movement points per turn
 
**Drains 9 extra nutrition per turn, for a total of 10. Blocked by slow digestion, does not apply to undead
 
**Acts as a universal [[spellcasting focus]]
 
 
*Offers a variety of special effects when invoked
 
*Offers a variety of special effects when invoked
 
**Invoke and specify direction: magic missile attack
 
**Invoke and specify direction: magic missile attack
Line 509: Line 485:
 
*lawful grappling hook
 
*lawful grappling hook
 
*Invoke to untrap specified square
 
*Invoke to untrap specified square
*When wielded:
+
*Grants searching, stealth, and warning when wielded
**Automatic searching
+
**Boosts the success rate of all searches performed, depending on its enchantment
**Adds enhancement bonus to search attempts
+
*Grants curse protection when carried
**Grants stealth
 
*Warns of all enemies
 
*Blocks curses if held in open inventory (as wielded Magicbane)
 
 
*Can be used to rapidly engrave (as athame)
 
*Can be used to rapidly engrave (as athame)
  
Line 529: Line 502:
 
**Makes you very fast for d(level)+50 (+50 again if singer with dancer offhanded)
 
**Makes you very fast for d(level)+50 (+50 again if singer with dancer offhanded)
 
**Casts protection with a duration of ((Level)*2(if invoking singer with dancer offhanded) * (30|15|5|)(for B|U|C))/30. After this duration, protection begins falling off at a rate of one ever 10|5|1 turns (determined by B|U|C)
 
**Casts protection with a duration of ((Level)*2(if invoking singer with dancer offhanded) * (30|15|5|)(for B|U|C))/30. After this duration, protection begins falling off at a rate of one ever 10|5|1 turns (determined by B|U|C)
 +
*As a rakuyo, counts as an insight weapon, gaining extra bonus damage when used by a Madman
  
 
==== Blade Dancer's Dagger ====
 
==== Blade Dancer's Dagger ====
Line 539: Line 513:
 
**When Blade Singer's Saber is offhanded (regardless of two-weaponing), grants another +2 points per hit for +6 total
 
**When Blade Singer's Saber is offhanded (regardless of two-weaponing), grants another +2 points per hit for +6 total
 
*Shares an invoke with Blade Singer's Saber
 
*Shares an invoke with Blade Singer's Saber
 +
*As a rakuyo, counts as an insight weapon, gaining extra bonus damage when used by a Madman
  
 
==== Limb of the Black Tree ====
 
==== Limb of the Black Tree ====
Line 545: Line 520:
 
*Grants Fire Resistance when carried
 
*Grants Fire Resistance when carried
 
*Causes a 6d6 fiery explosion whenever it strikes a target
 
*Causes a 6d6 fiery explosion whenever it strikes a target
 
==== Hellfire ====
 
*chaotic crossbow
 
*Grants bolts fired from it +1d4 to hit and +1 fire damage
 
*Causes a 6d6 fiery explosion whenever a bolt fired from it strikes a target, consuming the bolt in the process
 
*Grants Fire Resistance while wielded
 
  
 
====The Lash of the Cold Waste====
 
====The Lash of the Cold Waste====
* chaotic onyx (mineral) bullwhip
+
*chaotic onyx (mineral) bullwhip
** As an onyx bullwhip, deals 1d4 to small and 1d2 to large
+
**As an onyx bullwhip, deals 1d4 to small and 1d3 to large
* +1d4 to hit, +1 cold damage
+
*+1d4 to hit, +1 cold damage
* Grants cold resistance while carried and sleep resistance while wielded
+
*Grants sleep resistance while wielded
* Causes a 6d6 cold explosion whenever it strikes a target
+
*Grants cold resistance while carried
* Deals extra damage depending on your insight and level, up to 1d(insight) or 1d(level), whichever stat is lower
+
*Causes a 6d6 cold explosion whenever it strikes a target
 +
*Deals extra damage depending on your insight and level, up to 1d(insight) or 1d(level), whichever stat is lower
 +
*Counts as an insight weapon, gaining extra bonus damage when used by a Madman
  
 
==== Ramiel ====
 
==== Ramiel ====
 
*lawful partisan
 
*lawful partisan
 
*Grants +1d4 to hit and +1 electrical damage
 
*Grants +1d4 to hit and +1 electrical damage
*When applied, it causes a 6d6 shocking explosion whenever it strikes a target
+
*When used at range, causes a 6d6 shocking explosion whenever it strikes a target
 
*When used in melee on horseback, fires a 6d6 lightning bolt whenever it strikes a target
 
*When used in melee on horseback, fires a 6d6 lightning bolt whenever it strikes a target
  
Line 570: Line 541:
 
*Grants +1 to hit and +1d6 damage
 
*Grants +1 to hit and +1d6 damage
 
*Grants stealth while wielded
 
*Grants stealth while wielded
*Allows wielder to make sneak attacks like a [[Rogue]]
+
*Allows wielder to make sneak attacks like a [[Rogue]] and does extra sneak attack damage when used to attack a foe from behind
**Does extra sneak attack damage when used to attack a foe from behind
 
  
 
==== Quicksilver ====
 
==== Quicksilver ====
Line 577: Line 547:
 
*Grants +1d4 to hit and +1d8 damage
 
*Grants +1d4 to hit and +1d8 damage
 
*Gains an extra attack at xp level 16, however the extra attack is made with a -15 to-hit penalty
 
*Gains an extra attack at xp level 16, however the extra attack is made with a -15 to-hit penalty
*Invoke to toggle extrinsic ([[very fast]]) speed.
+
*Invoke to toggle extrinsic ([[very fast]]) speed
  
 
==== Sky Render ====
 
==== Sky Render ====
*lawful katana
+
*lawful silvered katana
 
*Grants +1d10 to hit and +1d10 damage
 
*Grants +1d10 to hit and +1d10 damage
 
*Grants displacement while carried
 
*Grants displacement while carried
Line 586: Line 556:
 
==== Fuma-itto no Ken ====
 
==== Fuma-itto no Ken ====
 
*chaotic broadsword (Ninja-to)
 
*chaotic broadsword (Ninja-to)
*Grants +1 to-hit and +1d8 damage vs cross-aligned
+
*Against cross-aligned targets, grants +1 to-hit and +1d8 damage
 
*Invoke to create shuriken
 
*Invoke to create shuriken
 
*Permanently poisoned
 
*Permanently poisoned
 
+
 
==== Fluorite Octet ====
+
====Callandor====
*8 unaligned blue fluorite gems
+
*lawful crystal sword
**The full set is called the Fluorite Octet
+
*For anybody who did not start the game as a male, it is merely a normal crystal sword
**A single gem is called a Fluorite Octahedron
+
*Otherwise, grants 1/2 spell damage, 2x damage to beam and ray spells, and energy regeneration
**Multiple gems are called Fluorite Octahedra
+
*When casting spells with it wielded, grants a bonus to failure rate, but each cast has a 5% chance of costing 1d * (spell level) sanity.
*The Fluorite Octet is a throwing weapon.
+
*Will only ever be given to male characters
**Each gem deals 1d8 damage.  Throwing the full set therefore deals 8d8 damage.
 
***The gems' damage dice are luck-biased and exploding.
 
***At 13 luck, each lucky exploding 1d8 deals an average of 19 damage.
 
**Fewer gems may be thrown using the same system as for throwing a specified amount of gold (for example, n4t or 4t, depending on control scheme)
 
**The gems may also be used as sling ammo.
 
*As a gem, may be slotted into non-artifact lightsabers, beamswords, and double lightsabers.
 
**Doing so, even unlit, turns their damage dice into luck-biased exploding d8s
 
 
 
The formula for the expected value of exploding lucky dice is given by:
 
 
 
<math>X</math> is die size (8 for the Fluorite Octet)
 
 
 
<math>L</math> is luck, if X>15, or luck/3, if X<=15
 
 
 
<math>J = \frac{49-luck}{50-luck}</math>
 
 
 
<math>EV(X,L) = \left[\frac{X+1}{2} + J \cdot L \cdot (1 - \frac{L+1}{2 \cdot X})\right] \left[ \frac{1}{1 - \frac{1 + J \cdot L}{X}} \right] </math>
 
  
 
====Staff of Necromancy====
 
====Staff of Necromancy====
 
*chaotic bone quarterstaff
 
*chaotic bone quarterstaff
*+1d5 to hit and double life draining damage
+
*+1d5 to hit and 2x life draining damage
 
*Grants cold resistance while wielded
 
*Grants cold resistance while wielded
 
*Invoke to raise a corpse as a skeletal minion
 
*Invoke to raise a corpse as a skeletal minion
Line 629: Line 582:
 
*Staggers enemies when struck with a (skill)/20 chance, where skill is 1/2/3 for skilled/basic/expert
 
*Staggers enemies when struck with a (skill)/20 chance, where skill is 1/2/3 for skilled/basic/expert
 
*Shatters the weapons of enemies with a (skill+2)/20 chance
 
*Shatters the weapons of enemies with a (skill+2)/20 chance
 +
 +
==== Hellfire ====
 +
*chaotic crossbow
 +
*Grants bolts fired from it +1d4 to hit and +1 fire damage
 +
*Causes a 6d6 fiery explosion whenever a bolt fired from it strikes a target, consuming the bolt in the process
 +
*Grants fire resistance while wielded
 +
 +
==== The Unstoppable ====
 +
*neutral crossbow
 +
*+1d8 to hit, +1d12 damage
 +
*Fired bolts pierce enemies on hit or miss
  
 
====[[Plague]]====
 
====[[Plague]]====
Line 638: Line 602:
 
*Confers poison resistance and sickness resistance while wielded
 
*Confers poison resistance and sickness resistance while wielded
  
====Callandor====
+
====Epoch's Curve====
*lawful crystal sword
+
*unaligned wooden bow
*For anybody who did not start the game as a male, it is merely a normal crystal sword
 
*Otherwise, grants 1/2 spell damage, 2x damage to beam and ray spells, and energy regeneration
 
*When casting spells with it wielded, grants a bonus to failure rate, but each cast has a 5% chance of costing 1d * (spell level) sanity.
 
*Will only ever be given to male characters
 
 
 
====[[Wallet of Perseus]]====
 
*unaligned bag of holding
 
*Contents are lighter than normal, with 1/3 and 1/6 when uncursed/blessed, up from 1/2 and 1/4. When cursed, multiplies the weight by 4 (up from 2).
 
 
 
====Hellrider's Saddle====
 
*unaligned saddle
 
*grants reflection and MR to both steed and rider
 
 
 
====Epoch's Curve====
 
*unaligned wooden bow
 
 
**appears as "white ash longbow" when un-identified
 
**appears as "white ash longbow" when un-identified
 
*+5 to hit, +1d6 to damage
 
*+5 to hit, +1d6 to damage
Line 663: Line 612:
 
*If an arrow fired by it is not destroyed, it will jump back to your inventory after 5 turns
 
*If an arrow fired by it is not destroyed, it will jump back to your inventory after 5 turns
  
====Bloodletter====
+
==== Fluorite Octet ====
*unaligned iron morning star
+
*8 unaligned blue fluorite gems
*+1d8 to hit and +1d12 blood damage
+
**The full set is called the Fluorite Octet
**Blood damage triggers versus targets with blood, and has a flat bonus equal to the target's level. Bloodletter only grants the extra damage when activated.
+
**A single gem is called a Fluorite Octahedron
*At under 1/4 of your maximum health, deals an extra 2d12 blood damage, or an extra 1d12 at under 1/2 of your maximum health but above 1/4. This does not multiply the base damage or flat blood bonus, only the d12 extra, but does not require Bloodletter to be active.
+
**Multiple gems are called Fluorite Octahedra
*Can be #invoked to activate it, dealing damage to you equal to 1/5 of your max health and coating it in blood for 20 + 2d10 turns.
+
*The Fluorite Octet is a throwing weapon.
**While active, grants the bonus damage based on the target's level, but a successful triggering will reduce the turns remaining by anywhere from <target's level>/10 to <target's level>/10 - 4. This will never add time.
+
**Each gem deals 1d8 damage.  Throwing the full set therefore deals 8d8 damage.
**While wielded and active, invoking it again or applying it will slam Bloodletter down. This shakes off the blood on it, ending the active effect but causing a 6d6 rotten blood damage explosion of radius 1 (one square around the player, like a fireball).
+
***The gems' damage dice are luck-biased and exploding.
 +
***At 13 luck, each lucky exploding 1d8 deals an average of 19 damage.
 +
**Fewer gems may be thrown using the same system as for throwing a specified amount of gold (for example, n4t or 4t, depending on control scheme)
 +
**The gems may also be used as sling ammo.
 +
*As a gem, may be slotted into non-artifact lightsabers, beamswords, and double lightsabers.
 +
**Doing so, even unlit, turns their damage dice into luck-biased exploding d8s
 +
 
 +
The formula for the expected value of exploding lucky dice is given by:
 +
 
 +
<math>X</math> is die size (8 for the Fluorite Octet)
 +
 
 +
<math>L</math> is luck, if X>15, or luck/3, if X<=15
 +
 
 +
<math>J = \frac{49-luck}{50-luck}</math>
 +
 
 +
<math>EV(X,L) = \left[\frac{X+1}{2} + J \cdot L \cdot (1 - \frac{L+1}{2 \cdot X})\right] \left[ \frac{1}{1 - \frac{1 + J \cdot L}{X}} \right] </math>
 +
 
 +
====[[Wallet of Perseus]]====
 +
*unaligned bag of holding
 +
*Contents are lighter than normal, with 1/3 and 1/6 when uncursed/blessed, up from 1/2 and 1/4. When cursed, multiplies the weight by 4 (up from 2).
 +
 
 +
====Hellrider's Saddle====
 +
*unaligned saddle
 +
*grants reflection and MR to both steed and rider
 +
*Invoke to toggle invisibility
  
 
=== Artifact armors ===
 
=== Artifact armors ===
Line 694: Line 667:
 
*Rare drop from scorpion enemies
 
*Rare drop from scorpion enemies
  
==== Aegis ====
+
==== Beastmaster's Duster ====
 +
*lawful leather jacket
 +
**Will sometimes blast cross-aligned characters when they are hit in combat ({{frac|10}} chance per hit)
 +
*Invoke to pull something out of your pockets (chosen via menu)
 +
**magic whistle
 +
**leash
 +
**saddle
 +
**tripe ration
 +
**apple
 +
**banana
 +
*Can be enchanted to +7
 +
*If gifted, unrestricts beast mastery skill
 +
 
 +
==== Aegis ====
 
*lawful leather cloak / leather roundshield
 
*lawful leather cloak / leather roundshield
 
*Lawful crowning gift for Healers, but still wishable
 
*Lawful crowning gift for Healers, but still wishable
Line 712: Line 698:
 
*If gifted, unrestricts martial arts skill
 
*If gifted, unrestricts martial arts skill
  
==== Beastmaster's Duster ====
+
==== Cloak of the Unheld One ====
*lawful leather jacket
+
*neutral intelligent oilskin cloak
**Will sometimes blast cross-aligned characters when they are hit in combat ({{frac|10}} chance per hit)
+
*Grants sleep resistance while carried
*Invoke to pull something out of your pockets (chosen via menu)
+
*Grants free action while worn
**magic whistle
+
*Grants magic resistance while worn
**leash
+
*Grants MC3 while worn
**saddle
+
*Invoke to teleport
**tripe ration
+
**If not worn, it will teleport away without you.
**apple
+
**If on a no-teleport level, will first try to lift you up one level, and if that fails drop you one
**banana
+
*Can enchant to +7
*Can be enchanted to +7
 
*If gifted, unrestricts beast mastery skill
 
  
 
==== Mirrorbright ====
 
==== Mirrorbright ====
Line 777: Line 761:
 
*Can enchant to +7
 
*Can enchant to +7
  
==== Shield of the Resolute Heart ====
+
====Frost Treads====
*unaligned gauntlets of dexterity
+
*unaligned water walking boots
*Half physical damage when worn
+
*Grants cold resistance while worn
*Invoke to bless, clear erosion, raise enchantment to +3
+
*+1 to hit and +1d8 cold damage when kicking
*Can enchant to +7
+
*Freezes water and lava underfoot
  
 
==== Helm of Undeath ====
 
==== Helm of Undeath ====
Line 806: Line 790:
 
*Invoke for enlightenment
 
*Invoke for enlightenment
 
*Can be enchanted to +7
 
*Can be enchanted to +7
 +
 +
==== Shield of the Resolute Heart ====
 +
*unaligned gauntlets of dexterity
 +
*Half physical damage when worn
 +
*Invoke to bless, clear erosion, raise enchantment to +3
 +
*Can enchant to +7
  
 
==== Gauntlets of Spell Power ====
 
==== Gauntlets of Spell Power ====
Line 847: Line 837:
 
*Grants drain resistance when worn
 
*Grants drain resistance when worn
  
==== Cloak of the Unheld One ====
+
====Grappler's Grasp====
*neutral intelligent oilskin cloak
+
*unaligned gauntlets of power
*Grants sleep resistance while carried
+
*+1 to hit and +1d6 damage
*Grants free action while worn
 
*Grants magic resistance while worn
 
*Grants MC3 while worn
 
*Invoke to teleport
 
**If not worn, it will teleport away without you.
 
**If on a no-teleport level, will first try to lift you up one level, and if that fails drop you one
 
*Can enchant to +7
 
 
 
====Frost Treads====
 
*unaligned water walking boots
 
*Grants cold resistance while worn
 
*+1 to hit and +1d8 cold damage when kicking
 
*Freezes water and lava underfoot
 
 
 
====Grappler's Grasp====
 
*unaligned gauntlets of power
 
*+1 to hit and +1d6 damage
 
 
*Grabs monsters when you make a successful unarmed attack against them
 
*Grabs monsters when you make a successful unarmed attack against them
 
*While grabbed, monsters take crushing damage every turn. Damage is Xd6, where X is 1 at unskilled/basic, 2 at skilled/expert, and 3 at master/grandmaster. X is increased by 1 if you know martial arts.
 
*While grabbed, monsters take crushing damage every turn. Damage is Xd6, where X is 1 at unskilled/basic, 2 at skilled/expert, and 3 at master/grandmaster. X is increased by 1 if you know martial arts.
Line 880: Line 853:
 
*Can cut through stone
 
*Can cut through stone
 
*Can be invoked to pinpoint the location of pets and increase their tameness
 
*Can be invoked to pinpoint the location of pets and increase their tameness
*When wielded or kept in the secondary weapon slot, it doubles the bonus pets receive from the [[beast mastery]] skill.
+
*When wielded or kept in the secondary weapon slot, it doubles the bonus pets receive from the beast mastery skill.
  
 
==== The Bow of Skadi ====
 
==== The Bow of Skadi ====
Line 984: Line 957:
 
*Invoke and select adjacent square to create a pool there
 
*Invoke and select adjacent square to create a pool there
  
=== Racial artifacts: female drow Priest, Ranger, Rogue, and Wizard ===
+
<!-- Commented out because unfinished, but to save me the effort of retyping the basic bits out in the future
==== Silver Starlight ====
+
==== Sickle of Thunderblasts ====
*Original quest object
+
*lawful intelligent Madmen-favoring sickle
*Drow-favoring intelligent silvered rapier
+
*Lawful crowning gift for Madmen
*Grants +1d4 to hit and +1d4 damage
+
*+1d3 to hit and double damage
*Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
+
 
**Grants +2d4 precision damage (vs corporeal, non-amorphous, non-stationary targets).
+
==== War-helm of the Dreaming ====
**Grants 2d20 silver damage, rather than 1d20
+
*neutral intelligent Madmen-favoring faceless helm
**Increases the size of your sneak-attack damage die by 50%.
+
*neutral crowning gift for Madmen
*Invoke to bless and generate a small stack of throwing stars
+
*Grants magical breathing and nightmares when worn
**Throwing stars count as silver as long as you are wielding Silver Starlight
+
 
*Apply to play as a magic flute
+
==== Spear of Peace ====
**If invoke cooldown is active, drains a point of enchantment
+
*chaotic intelligent Madmen-favoring faceless helm
**Otherwise, sets invoke cooldown.
+
*chaotic crowning gift for Madmen
 +
*Grants clear thoughts, confusion immunity, hallucination resistance, half spell damage, and half physical damage when worn
 +
*Invoke for phasing and temporary invulnerability
 +
 
 +
==== Ibite Arm ====
 +
*unaligned madmen-favoring gigantic flesh arm
 +
*+1d20 to hit and double acid damage
 +
*Acts as a living weapon when wielded, lashing out randomly. Can be invoked to lash out immediately.
 +
**At above 40 insight, thrashes randomly, attacking all enemies within 2 tiles
 +
**At above 50 insight, has a 1/20 chance to instead cast a clerical spell at a random enemy within 2 tiles, choosing from Plague, Acid Rain, Geyser, Open Wounds, Fire Pillar, and Psi Bolt. Can use Fire Pillar during gibbous moons only, and has a double chance to cast Psi Bolt.
 +
**At above 60 insight and also invoked, instead summons 6d6 beings of Ib and 3d3 priests of Ib at random locations across the level. Beings of Ib are a kind of ghost with a 6d6 acid touch, and Priests of Ib are similar but level 15 vs. level 10 and have clerical spellcasting instead. They are summoned for a duration scaling with charisma, enchantment, and your missing sanity.
 +
-->
 +
=== Role-specific artifacts: Android ===
 +
==== The Eyes of the Oracle ====
 +
*neutral intelligent human eyeballs
 +
*Grants half spell damage and [[magic resistance]] when carried
 +
*Can be invoked to act as a [[crystal ball]]
 +
*Found on the [[Android]] quest
 +
 
 +
=== Role-specific artifacts: Archeologist ===
 +
==== The Mask of Tlaloc ====
 +
*lawful Archeologist-favoring intelligent mask of a god
 +
**Found occasionally (10%) on the Archeologist quest locate level
 +
*Grants cold resistance, shock resistance, magic resistance, and half spell damage when carried.
 +
*Protects vs water damage when worn.
  
==== Wrathful Spider ====
+
==== Macuahuitl of Quetzalcoatl ====
*Original alternate quest object
+
*lawful Archeologist-favoring macuahuitl
*Chaotic, drow-favoring droven crossbow
+
**Found occasionally (10%) on the Archeologist quest locate level
*No bonus to attack or damage
+
*+1d5 to hit and double damage
**Fires 1d8 bolts in a single volley (You can tell it to shoot no more than n bolts by n{{kbd|f}} instead of {{kbd|f}})
+
*Can bisect opponents ala the Tsurugi of Muramasa
**Each bolt gets {{frac|2}} the normal damage bonus
 
**Total damage therefore is close to 2x base
 
***Crossbows get 3x the normal damage bonus from skill, and at expert get 3x the normal damage dice as well
 
*Invoke to generate a small stack of droven bolts
 
*Grants stealth while wielded
 
  
==== Tentacle Rod ====
+
=== Role-specific artifacts: Convice ===
*Traitor's quest object
+
==== The Iron Ball of Levitation ====
*Drow-favoring intelligent flail
+
*chaotic Convict-favoring intelligent heavy iron ball
*+1d7 to-hit and +1 to damage
+
*Given to Convicts by the quest leader at the start of the quest
**Receives no damage bonus from your skill or its enhancement (you still get the to-hit bonus)
+
*Grants +1d5 to hit and +1d10 damage
**Receives {{frac|2}} normal damage bonus from strength
+
*Grants life drain resistance and warning while carried
*Decreases spell failure while wielded
+
*Grants stealth while wielded
*Absorbs curses while wielded
+
*Invoke to toggle levitation
*Acts as a living weapon when wielded or held in offhand slot. When there are hostile monsters nearby, has a 1/4 chance of lashing out against each adjacent monster.
+
*Grants increased carrying capacity equal to its current weight
*Attacks up to 7 times per swing
+
*Acts as a luckstone.
**If it hits 3 or more times it blinds, stuns, or confuses the target.
+
 
**If it hits 6 or more times, it also slows, paralyzes, or drives the target insane.
+
=== Role-specific artifacts: Knight ===
**If it hits 7 times, it also does an up to an additional 7d7 damage of various types.
+
==== Dirge ====
*** 1d7 per missing resistance of: shock, acid, poison, drain, magic, in addition to 2d7 if the monster doesn't resist both fire and cold.
+
*chaotic knight-favoring intelligent long sword
 +
*+1d5 to hit, +1d10 acid damage
 +
*Grants an additional +6 unholy damage vs. unholy-haters
 +
*Permanently acid-coated
 +
*Can be created via same-race sacrifice as a permanently converted chaotic Knight on a chaotic altar, while wielding a long sword. Any non-artifact long sword (regardless of size or material) will be converted, removing erosion, erosionproofing, and removing any negative enchantment.
  
==== Crescent Blade ====
+
=== Role-specific artifacts: Noble ===
*Traitor's alternate quest object
+
==== Avenger ====
*Lawful, drow-favoring intelligent silver saber
+
*lawful nobleman-favoring long sword
*Grants +1d4 to-hit, 2x fire damage.
+
**Is always generated as blessed and at least +3, as well as having both the unholy and holy [[Object properties#dNetHack|object properties]]
*Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
+
*+1d12 to hit, +1d7 damage
*Grants reflection while carried
+
*Grants magic resistance while wielded
*Can behead targets (as Vorpal Blade)
+
*Grants drain resistance while carried
 +
*Carried by the Rebel Ringleader
  
==== The Web of Lolth ====
+
=== Role-specific artifacts: Valkyrie ===
*Chaotic crowning gift
+
==== Gungnir ====
*Chaotic, drow-favoring intelligent silvered elven mithril coat
+
*lawful valkyrie-favoring intelligent atgeir
*Grants warning vs elves when worn
+
*+1d20 to hit, +1d12 damage
*Grants drain resistance while worn
+
*Can be created via a successful prayer by a lawful or neutral pious Valkyrie, while wielding a non-artifact spear-like (spear skill) weapon that is at least +5. Beatitude and erosion do not matter. The spear will be turned into Gungnir with no other changes made, including to base type.
*2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin)
 
*Grants magic resistance while worn
 
*Invoke to refill energy
 
  
==== The Claws of the Revenancer ====
+
==== Sol Valtiva ====
*Neutral crowning gift
+
*chaotic fire giant-favoring two-handed sword.
*Silver gauntlets of dexterity
+
**[[Lord Surtur]]'s weapon
*Adds life draining to your unarmed attacks
+
*+1d5 to hit, +1d24 fire damage.
*Invoke to resurrect corpses on a square or in a monster's inventory on an adjacent square. Does not [[turn undead]] as in the damaging effect, but otherwise identical to the unturn dead effects of [[spellbook of turn undead|the turn undead spell]]
+
*May cause a 6d6 fiery explosion centered on the target
*Dig up graves while wearing to recruit undead. If the grave would spawn a random zombie or mummy when dug up, the monster will become tame instead of hostile
+
*Petrifies trolls and dusts gremlins
*Grants energy regeneration, drain resistance, cold resistance, regeneration, fixed abilities, poison resistance, and see invisible when worn
+
*May blind targets
*Fills your right ring slot when worn, in addition to being gauntlets
+
*Serves as a light source
 +
*Can be applied like a polearm.
  
==== Sickle Moon ====
+
=== Role-specific artifacts: female drow Priest, Ranger, Rogue, and Wizard ===
*Lawful crowning gift
+
==== Silver Starlight ====
*Silvered sickle
+
*Original quest object
*+1 to+hit, 2x damage throwing weapon
+
*Drow-favoring intelligent silvered rapier
*Returns to the quiver when thrown
+
*Grants +1d4 to hit and +1d4 damage
*Can be multishot
+
*Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
*Gains a multishot bonus for Elf and Drow (may fire an additional time)
+
**Grants +2d4 precision damage (vs corporeal, non-amorphous, non-stationary targets).
 +
**Grants 2d20 silver damage, rather than 1d20
 +
**Increases the size of your sneak-attack damage die by 50%.
 +
*Invoke to bless and generate a small stack of throwing stars
 +
**Throwing stars count as silver as long as you are wielding Silver Starlight
 +
*Apply to play as a magic flute
 +
**If invoke cooldown is active, drains a point of enchantment
 +
**Otherwise, sets invoke cooldown.
  
=== Racial artifacts: male drow Priest, Ranger, Rogue, and Wizard ===
+
==== Wrathful Spider ====
==== Darkweaver's Cloak ====
+
*Original alternate quest object
*Drow-favoring intelligent droven cloak
+
*Chaotic, drow-favoring droven crossbow
*Original quest object
+
*No bonus to attack or damage
*Grants magic resistance when worn, and is a droven cloak, so MC3
+
**Fires 1d8 bolts in a single volley (You can tell it to shoot no more than n bolts by n{{kbd|f}} instead of {{kbd|f}})
*Can be enchanted to +7 (and will self-enchant to that level, see below)
+
**Each bolt gets {{frac|2}} the normal damage bonus
*When applied, releases a patch of darkness if standing in light, or of light if standing in darkness.
+
**Total damage therefore is close to 2x base
**Releasing darkness reduces the enchantment of the cloak, releasing light increases it.
+
***Crossbows get 3x the normal damage bonus from skill, and at expert get 3x the normal damage dice as well
**This will never disintegrate the cloak.
+
*Invoke to generate a small stack of droven bolts
 +
*Grants stealth while wielded
  
==== Spidersilk ====
+
==== Tentacle Rod ====
*Chaotic, drow-favoring intelligent elven mithril coat
 
*Original alternate quest object
 
*2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin)
 
*Prevents you from being trapped in webs (you will pass through the square as if it were floor)
 
** Does not conflict with the Black Web's bonus AC for being trapped in a web, simply standing on a web with Spidersilk will suffice
 
*Adds sleep poison to unarmed attacks.
 
 
 
==== ''Tentacle Rod'' ====
 
 
*Traitor's quest object
 
*Traitor's quest object
*[[#Tentacle Rod|See above]]
+
*Drow-favoring intelligent flail
 
+
*+1d7 to-hit and +1 to damage
==== Webweaver's Crook ====
+
**Receives no damage bonus from your skill or its enhancement (you still get the to-hit bonus)
*Traitor's alternate quest object
+
**Receives {{frac|2}} normal damage bonus from strength
*Lawful, drow-favoring fauchard
+
*Decreases spell failure while wielded
*Grants +1 to-hit and 2x damage
+
*Absorbs curses while wielded
**Adds sleep, blinding, and paralysis poison to strikes
+
*Acts as a living weapon when wielded or held in offhand slot. When there are hostile monsters nearby, has a 1/4 chance of lashing out against each adjacent monster.
***This will not cause an alignment penalty
+
*Attacks up to 7 times per swing
**Ensnares target in webbing
+
**If it hits 3 or more times it blinds, stuns, or confuses the target.
**Can be used in melee
+
**If it hits 6 or more times, it also slows, paralyzes, or drives the target insane.
 +
**If it hits 7 times, it also does an up to an additional 7d7 damage of various types.
 +
*** 1d7 per missing resistance of: shock, acid, poison, drain, magic, in addition to 2d7 if the monster doesn't resist both fire and cold.
  
==== Lolth's Fang ====
+
==== Crescent Blade ====
*Chaotic/Neutral crowning gift
+
*Traitor's alternate quest object
**Lawfuls learn the seal of the Black Web spirit, which grants shadow-based powers when bound
+
*Lawful, drow-favoring intelligent silver saber
*Drow-favoring intelligent silvered droven short sword
+
*Grants +1d4 to-hit, 2x fire damage.
*Adds +1d5 to-hit and +1d10 acid damage
+
*Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
**Permanently poisoned
+
*Grants reflection while carried
*Grants life drain resistance while wielded
+
*Can behead targets (as Vorpal Blade)
  
=== Racial artifacts: female drow Noble ===
+
==== The Web of Lolth ====
==== The Sceptre of Lolth ====
+
*Chaotic crowning gift
*First gift
+
*Chaotic, drow-favoring intelligent silvered elven mithril coat
*Chaotic, Noble-favoring silvered khakkhara, droven greatsword, droven spear, droven lance, or eclipse moon axe (variable)
+
*Grants warning vs elves when worn
*Grants +1 to-hit, 2x damage
+
*Grants drain resistance while worn
*Fast engraving: the Sceptre engraves as an athame while in greatsword form.
+
*2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin)
*Invoke for a variety of effects
+
*Grants magic resistance while worn
**'''At will''': The Sceptre can be ordered to assume a different form as often as desired.
+
*Invoke to refill energy
***Become Silver Khakkhara
 
***Become Moon Axe
 
***Become Greatsword
 
***Become Spear
 
***Become Lance
 
**'''Limited''': these powers are limited by the artifact's invoke cooldown. Once you invoke one of them, you can't invoke any of these powers for <code>[[rnz]](100)</code> turns.
 
***Become Ladder (Sceptre must be a silver khakkhara):
 
****''Prior to gaining the amulet'': Similar to quaffing a cursed [[potion of gain level]], allows you to escape through the ceiling to the level above.
 
****''After gaining the amulet'': Similar to zapping a [[wand of digging]] downward, allows you to escape through the floor to the level below.
 
****''While swallowed'': Similar to zapping a [[wand of digging]], the extending ladder seriously injures physical monsters engulfing you.
 
***Show Me My Surroundings: Maps local area using [[clairvoyance]].
 
***Inspire Fear: Scares nearby monsters that can see you.
 
***Give Me Your Life (Sceptre must be a silver khakkhara or a spear): Drains two levels from one adjacent monster, healing you for 4d8 HP.
 
***Kneel: Paralyzes one adjacent monster.
 
  
==== The Web of the Chosen ====
+
==== The Claws of the Revenancer ====
*Quest object
 
*Chaotic, Noble-favoring intelligent silvered droven cloak
 
*Grants reflection, half spell damage, and acid resistance while worn
 
*Grants 2x the normal AC bonus from enchantment
 
*Grants shock resistance while carried
 
 
 
==== ''The Web of Lolth'' ====
 
*Chaotic crowning gift
 
*[[#The Web of Lolth|See above]]
 
 
 
==== ''The Claws of the Revenancer'' ====
 
 
*Neutral crowning gift
 
*Neutral crowning gift
*[[#The Claws of the Revenancer|See above]]
+
*Silver gauntlets of dexterity
 +
*Adds life draining to your unarmed attacks
 +
*Invoke to resurrect corpses on a square or in a monster's inventory on an adjacent square. Does not [[turn undead]] as in the damaging effect, but otherwise identical to the unturn dead effects of [[spellbook of turn undead|the turn undead spell]]
 +
*Dig up graves while wearing to recruit undead. If the grave would spawn a random zombie or mummy when dug up, the monster will become tame instead of hostile
 +
*Grants energy regeneration, drain resistance, cold resistance, regeneration, fixed abilities, poison resistance, and see invisible when worn
 +
*Fills your right ring slot when worn, in addition to being gauntlets
  
==== Liecleaver ====
+
==== Sickle Moon ====
 
*Lawful crowning gift
 
*Lawful crowning gift
*Lawful drow-favoring droven crossbow
+
*Silvered sickle
*Grants +1d5 to-hit and +1d10 damage
+
*+1 to+hit, 2x damage throwing weapon
**In melee combat, does 1d12+1d10 damage and is a 2x damage scimitar
+
*Returns to the quiver when thrown
**Deals blunt damage in addition to slashing
+
*Can be multishot
*Invoke to generate a small stack of droven bolts
+
*Gains a multishot bonus for Elf and Drow (may fire an additional time)
*Grants life drain resistance when wielded
 
*Gives automatic searching and improved searching when wielded
 
*Cuts through webs while wielded
 
*Grants hallucination resistance when carried
 
  
=== Racial artifacts: male drow Noble ===
+
=== Role-specific artifacts: male drow Priest, Ranger, Rogue, and Wizard ===
==== The Death-Spear of Vhaerun ====
+
==== Darkweaver's Cloak ====
*First gift for male droven nobles
+
*Drow-favoring intelligent droven cloak
*Neutral drow noble favoring intelligent silvered droven spear
+
*Original quest object
**1d12 to all but two-handed, made of obsidian
+
*Grants magic resistance when worn, and is a droven cloak, so MC3
*+1d10 to-hit and +1d12 damage
+
*Can be enchanted to +7 (and will self-enchant to that level, see below)
*Grants magic resistance when carried
+
*When applied, releases a patch of darkness if standing in light, or of light if standing in darkness.
*Invoke in a direction to instantly kill an adjacent monster, as long as that monster isn't non-living, a demon, or an angel
+
**Releasing darkness reduces the enchantment of the cloak, releasing light increases it.
 +
**This will never disintegrate the cloak.
  
==== Cloak of the Consort ====
+
==== Spidersilk ====
*Quest artifact
+
*Chaotic, drow-favoring intelligent elven mithril coat
*Neutral drow noble favoring intelligent droven cloak
+
*Original alternate quest object
*Grants life drain resistance when worn
+
*2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin)
*Grants half physical damage when worn
+
*Prevents you from being trapped in webs (you will pass through the square as if it were floor)
*Grants cold resistance when carried
+
** Does not conflict with the Black Web's bonus AC for being trapped in a web, simply standing on a web with Spidersilk will suffice
 +
*Adds sleep poison to unarmed attacks.
 +
 
 +
==== ''Tentacle Rod'' ====
 +
*Traitor's quest object
 +
*[[#Tentacle Rod|See above]]
  
==== The Ruinous Descent of Stars ====
+
==== Webweaver's Crook ====
*Chaotic crowning gift
+
*Traitor's alternate quest object
*Chaotic, drow-favoring intelligence silvered morning star
+
*Lawful, drow-favoring fauchard
 
*Grants +1 to-hit and 2x damage
 
*Grants +1 to-hit and 2x damage
*Invoke to cause up to 1d4 (1d({{frac|level|10}} + 1)) clusters of fiery explosions and earthquakes at random places on the current level
+
**Adds sleep, blinding, and paralysis poison to strikes
*Grants magic resistance when carried
+
***This will not cause an alignment penalty
 +
**Ensnares target in webbing
 +
**Can be used in melee
  
==== ''Lolth's Fang'' ====
+
==== Lolth's Fang ====
*Neutral crowning gift
+
*Chaotic/Neutral crowning gift
*[[#Lolth's Fang|See above]]
+
**Lawfuls learn the seal of the Black Web spirit, which grants shadow-based powers when bound
 +
*Drow-favoring intelligent silvered droven short sword
 +
*Adds +1d5 to-hit and +1d10 acid damage
 +
**Permanently poisoned
 +
*Grants life drain resistance while wielded
  
==== ''Liecleaver'' ====
+
=== Role-specific artifacts: female drow Noble ===
*Lawful crowning gift
+
==== The Sceptre of Lolth ====
*[[#Liecleaver|See above]]
 
 
 
=== Racial artifacts: dwarf Knight ===
 
==== Glamdring ====
 
 
*First gift
 
*First gift
*Lawful, noble-favoring elven broadsword
+
*Chaotic, Noble-favoring silvered khakkhara, droven greatsword, droven spear, droven lance, or eclipse moon axe (variable)
*Grants +1d5 to-hit and +1d10 damage
+
*Grants +1 to-hit, 2x damage
**Grants +1d20 damage vs orcs and demons
+
*Fast engraving: the Sceptre engraves as an athame while in greatsword form.
*Grants warning of orcs and demons when wielded
+
*Invoke for a variety of effects
*Can't be knocked out of your hands
+
**'''At will''': The Sceptre can be ordered to assume a different form as often as desired.
 
+
***Become Silver Khakkhara
==== The Armor of Erebor ====
+
***Become Moon Axe
*Quest artifact
+
***Become Greatsword
*Lawful, dwarf-Noble-favoring plate mail
+
***Become Spear
*Grants magic resistance, half physical damage, +10 AC, and fire and cold resistance when worn.
+
***Become Lance
 +
**'''Limited''': these powers are limited by the artifact's invoke cooldown. Once you invoke one of them, you can't invoke any of these powers for <code>[[rnz]](100)</code> turns.
 +
***Become Ladder (Sceptre must be a silver khakkhara):
 +
****''Prior to gaining the amulet'': Similar to quaffing a cursed [[potion of gain level]], allows you to escape through the ceiling to the level above.
 +
****''After gaining the amulet'': Similar to zapping a [[wand of digging]] downward, allows you to escape through the floor to the level below.
 +
****''While swallowed'': Similar to zapping a [[wand of digging]], the extending ladder seriously injures physical monsters engulfing you.
 +
***Show Me My Surroundings: Maps local area using [[clairvoyance]].
 +
***Inspire Fear: Scares nearby monsters that can see you.
 +
***Give Me Your Life (Sceptre must be a silver khakkhara or a spear): Drains two levels from one adjacent monster, healing you for 4d8 HP.
 +
***Kneel: Paralyzes one adjacent monster.
 +
 
 +
==== The Web of the Chosen ====
 +
*Quest object
 +
*Chaotic, Noble-favoring intelligent silvered droven cloak
 +
*Grants reflection, half spell damage, and acid resistance while worn
 +
*Grants 2x the normal AC bonus from enchantment
 +
*Grants shock resistance while carried
  
==== The Arkenstone ====
+
==== ''The Web of Lolth'' ====
*Crowning gift
+
*Chaotic crowning gift
*[[#The Arkenstone|See above]]
+
*[[#The Web of Lolth|See above]]
  
=== Racial artifacts: dwarf Noble ===
+
==== ''The Claws of the Revenancer'' ====
==== The Armor of Khazad-dum ====
+
*Neutral crowning gift
*First gift
+
*[[#The Claws of the Revenancer|See above]]
*Lawful, dwarf-noble-favoring intelligent dwarvish mithril coat
 
*Grants magic resistance when worn
 
*Grants +4 AC when worn
 
*Can be enchanted to +7
 
  
==== The War-mask of Durin ====
+
==== Liecleaver ====
*Quest artifact
+
*Lawful crowning gift
*Lawful, dwarf-noble-favoring intelligent mask
+
*Lawful drow-favoring droven crossbow
*Grants half spell damage when worn
+
*Grants +1d5 to-hit and +1d10 damage
*Grants +5 to-hit and damage with axes when worn by a dwarf
+
**In melee combat, does 1d12+1d10 damage and is a 2x damage scimitar
*Grants fire, acid, and poison resistance when worn
+
**Deals blunt damage in addition to slashing
 
+
*Invoke to generate a small stack of droven bolts
==== Durin's Axe ====
 
*Crowning gift
 
*Lawful, noble-favoring intelligent silvered axe
 
*Grants +1d5 to-hit, +1d10 damage
 
 
*Grants life drain resistance when wielded
 
*Grants life drain resistance when wielded
*Grants automatic searching and improved searching when wielded
+
*Gives automatic searching and improved searching when wielded
*Can be used to dig with
+
*Cuts through webs while wielded
 +
*Grants hallucination resistance when carried
  
=== Racial artifacts: elf Noble, Priest, Ranger, and Wizard ===
+
=== Role-specific artifacts: male drow Noble ===
==== The Rod of the Elvish Lords ====
+
==== The Death-Spear of Vhaerun ====
*First gift for elvish Nobles
+
*First gift for male droven nobles
*Lawful, elf-noble-favoring elven mace, elven sickle, elven lance, elven broadsword, or elven spear (variable)
+
*Neutral drow noble favoring intelligent silvered droven spear
*Grants +1d3 to-hit, 2x damage
+
**1d12 to all but two-handed, made of obsidian
*Fast engraving: the Rod engraves as an [[athame]] while in broadsword form.
+
*+1d10 to-hit and +1d12 damage
*Invoke for a variety of effects
+
*Grants magic resistance when carried
**'''At will''': The Rod can be ordered to assume a different form as often as desired.
+
*Invoke in a direction to instantly kill an adjacent monster, as long as that monster isn't non-living, a demon, or an angel
***Become Mace
 
***Become Sickle
 
***Become Broadsword
 
***Become Spear
 
***Become Lance
 
**'''Limited''': these powers are limited by the artifact's invoke cooldown. Once you invoke one of them, you can't invoke any of these powers for <code>[[rnz]](100)</code> turns.
 
***Become Ladder (Rod must be a mace):
 
****''Prior to gaining the amulet'': Similar to quaffing a cursed potion of [[gain level]], allows you to escape through the ceiling to the level above.
 
****''After gaining the amulet'': Similar to zapping a [[wand of digging]] downward, allows you to escape through the floor to the level below.
 
****''While swallowed'': Similar to zapping a [[wand of digging]], the extending ladder seriously injures physical monsters engulfing you.
 
***Show Me My Surroundings: Maps local area using [[clairvoyance]].
 
***Inspire Fear: Scares nearby monsters that can see you.
 
***Give Me Your Life (Rod must be a spear): Drains two levels from one adjacent monster, healing you for 4d8 HP.
 
***Kneel: Paralyzes one adjacent monster.
 
  
==== The Palantir of Westernesse ====
+
==== Cloak of the Consort ====
 
*Quest artifact
 
*Quest artifact
*Chaotic, elf-favoring intelligent crystal ball
+
*Neutral drow noble favoring intelligent droven cloak
*Invoke to tame nearby monsters
+
*Grants life drain resistance when worn
*Grants x-ray vision when carried
+
*Grants half physical damage when worn
*Grants telepathy when carried
+
*Grants cold resistance when carried
*Grants warning when carried
 
*Grants reflection when carried
 
  
==== Belthronding ====
+
==== The Ruinous Descent of Stars ====
*Alternate quest artifact
+
*Chaotic crowning gift
*Chaotic, elf-favoring intelligent elven bow
+
*Chaotic, drow-favoring intelligence silvered morning star
*Grants +1d5 to-hit and +1d6 damage
+
*Grants +1 to-hit and 2x damage
*Invoke to create a small stack of elven arrows
+
*Invoke to cause up to 1d4 (1d({{frac|level|10}} + 1)) clusters of fiery explosions and earthquakes at random places on the current level
*Grants displacement when carried
+
*Grants magic resistance when carried
*Grants stealth when wielded
 
  
==== Arcor Kerym ====
+
==== ''Lolth's Fang'' ====
 +
*Neutral crowning gift
 +
*[[#Lolth's Fang|See above]]
 +
 
 +
==== ''Liecleaver'' ====
 
*Lawful crowning gift
 
*Lawful crowning gift
*Lawful, elf-favoring intelligent iron crystal sword
+
*[[#Liecleaver|See above]]
**Base dice are 2d6/2d10, due to losing the +2 modifier from crystal material
 
*Grants +1d20 to-hit and 1d10 damage
 
*Invoke for healing
 
*Grants life drain resistance when wielded
 
*Grants light when wielded
 
  
==== Aryfaern Kerym ====
+
=== Role-specific artifacts: dwarf Knight ===
*Neutral crowning gift
+
==== Glamdring ====
*Neutral, elf-favoring intelligent runesword
+
*First gift
*Grants +1d5 to-hit and +1d10 electrical damage
+
*Lawful, noble-favoring elven broadsword
*Grants Shock resistance when wielded
+
*Grants +1d5 to-hit and +1d10 damage
*Grants light when wielded
+
**Grants +1d20 damage vs orcs and demons
*Grants 2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin)
+
*Grants warning of orcs and demons when wielded
 +
*Can't be knocked out of your hands
  
==== Aryvelahr Kerym ====
+
==== The Armor of Erebor ====
*Chaotic crowning gift
+
*Quest artifact
*Chaotic, elf-favoring intelligent silver long sword
+
*Lawful, dwarf-Noble-favoring plate mail
*Grants +1d5 to-hit and 2x damage
+
*Grants magic resistance, half physical damage, +10 AC, and fire and cold resistance when worn.
*Grants life drain resistance when wielded
 
*Grants reflection when wielded
 
*Grants light when wielded
 
  
=== Racial artifacts: gnomish Ranger ===
+
==== The Arkenstone ====
==== The Rogue Gear-spirits ====
+
*Crowning gift
*Neutral Gnomish Ranger-favoring intelligent crossbow.
+
*[[#The Arkenstone|See above]]
**Gnomish Ranger quest item
 
*Grants +1d5 to hit and 2x damage
 
**Shoots 2 bolts instead of 1
 
**If there is no ammo quivered, will automatically create and fire +0 bolts
 
**In melee combat, does 1d2 vs small, 1d4 vs large damage and is a 2x damage pick-axe
 
**Deals piercing and blunt damage in combat
 
*Grants warning, telepathy, and fire resistance while carried.
 
*Grants automatic searching and adds enhancement bonus to search attempts while wielded.
 
*Can speak.
 
*Apply to dig like a pick-axe.
 
*Invoke to untrap target square.
 
  
==== The Steel Scales of Kurtulmak ====
+
=== Role-specific artifacts: dwarf Noble ===
*Lawful gnome crowning gift
+
==== The Armor of Khazad-dum ====
*Lawful kobold-favoring iron grey dragon scales
+
*First gift
**Will blast gnomish characters in combat
+
*Lawful, dwarf-noble-favoring intelligent dwarvish mithril coat
**Since it's iron, it will weigh a lot and block spellcasting.
+
*Grants magic resistance when worn
*Grants reflection when worn
+
*Grants +4 AC when worn
*Grants half physical damage when worn, in addition to half spell damage from the base item
+
*Can be enchanted to +7
*When given, unrestricts riding to expert
 
  
==== The Glitterstone ====
+
==== The War-mask of Durin ====
*Neutral gnome crowning gift
+
*Quest artifact
*Neutral gnome-favoring amber gemstone
+
*Lawful, dwarf-noble-favoring intelligent mask
*Grants energy regeneration while carried
+
*Grants half spell damage when worn
*Invoke for charging
+
*Grants +5 to-hit and damage with axes when worn by a dwarf
*Emits light while carried
+
*Grants fire, acid, and poison resistance when worn
*When given, unrestricts enchantment, healing, and divination spells to expert
 
  
==== Great Claws of Urdlen ====
+
==== Durin's Axe ====
*Chaotic gnome crowning gift
+
*Crowning gift
*Chaotic gauntlets of power
+
*Lawful, noble-favoring intelligent silvered axe
*Grants +1d10 to-hit and 2x damage in unarmed combat
+
*Grants +1d5 to-hit, +1d10 damage
**Adds enchantment to unarmed damage
+
*Grants life drain resistance when wielded
**Doubles unarmed damage die size (from 1d4 to 1d8 normally)
+
*Grants automatic searching and improved searching when wielded
*Invoke to cause an earthquake
 
 
*Can be used to dig with
 
*Can be used to dig with
*When given, unrestricts martial arts to grandmaster
 
  
=== Racial artifacts: female half-dragon Noble ===
+
=== Role-specific artifacts: elf Noble, Priest, Ranger, and Wizard ===
==== The Profaned Greatscythe ====
+
==== The Rod of the Elvish Lords ====
*Lawful, noble-favoring huge stone scythe
+
*First gift for elvish Nobles
*Reward for killing the quest nemesis, the Bastard of the Boreal Valley, despite not being the official quest artifact
+
*Lawful, elf-noble-favoring elven mace, elven sickle, elven lance, elven broadsword, or elven spear (variable)
*Against living or undead creatures (i.e., not golems and other non-living creatures):
+
*Grants +1d3 to-hit, 2x damage
**Grants +1d8 to-hit
+
*Fast engraving: the Rod engraves as an [[athame]] while in broadsword form.
**Grants +1d30 fire damage (does not damage items)
+
*Invoke for a variety of effects
**Target gains studied debuff equal to {{frac|4}} damage dealt (cumulative).
+
**'''At will''': The Rod can be ordered to assume a different form as often as desired.
*Grants fire resistance while carried
+
***Become Mace
*Grants [[robe]] bonus to spellcasting while wielded
+
***Become Sickle
*Can be two-weaponed with Friede's Scythe despite being two-handed
+
***Become Broadsword
 +
***Become Spear
 +
***Become Lance
 +
**'''Limited''': these powers are limited by the artifact's invoke cooldown. Once you invoke one of them, you can't invoke any of these powers for <code>[[rnz]](100)</code> turns.
 +
***Become Ladder (Rod must be a mace):
 +
****''Prior to gaining the amulet'': Similar to quaffing a cursed potion of [[gain level]], allows you to escape through the ceiling to the level above.
 +
****''After gaining the amulet'': Similar to zapping a [[wand of digging]] downward, allows you to escape through the floor to the level below.
 +
****''While swallowed'': Similar to zapping a [[wand of digging]], the extending ladder seriously injures physical monsters engulfing you.
 +
***Show Me My Surroundings: Maps local area using [[clairvoyance]].
 +
***Inspire Fear: Scares nearby monsters that can see you.
 +
***Give Me Your Life (Rod must be a spear): Drains two levels from one adjacent monster, healing you for 4d8 HP.
 +
***Kneel: Paralyzes one adjacent monster.
  
==== Friede's Scythe ====
+
==== The Palantir of Westernesse ====
*Lawful, noble-favoring small metallic scythe
+
*Quest artifact
*Official quest artifact for female half-dragon nobles, found alongside the Profaned Greatscythe
+
*Chaotic, elf-favoring intelligent crystal ball
*Has half damage bonus from strength, but gains bonus for dexterity and intelligence (capping at +8 each, +20 total)
+
*Invoke to tame nearby monsters
*Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
+
*Grants x-ray vision when carried
*+6 to hit and +1d6 magic damage
+
*Grants telepathy when carried
*Doubles damage for non-cold-resistant targets; multiplies damage by 2.5 for fire-resistant, non-cold-resistant targets
+
*Grants warning when carried
*Grants magic resistance and cold resistance while carried
+
*Grants reflection when carried
*Can be two-weaponed and held second to The Profaned Greatscythe
 
  
==== Yorshka's Spear ====
+
==== Belthronding ====
*Lawful, noble-favoring spear
+
*Alternate quest artifact
*Found on the corpse of your quest leader
+
*Chaotic, elf-favoring intelligent elven bow
*In addition to the damage bonus from strength, gains bonus for dexterity and wisdom (capping at +8 each, +24 total)
+
*Grants +1d5 to-hit and +1d6 damage
*Deals blunt damage in addition to piercing damage.
+
*Invoke to create a small stack of elven arrows
*Drains energy and increases spell cooldowns of monsters (if you are attacked with it, drains 14 from energy (minimum 0) and increases your breath cooldown by 1)
+
*Grants displacement when carried
 +
*Grants stealth when wielded
  
==== Dragonhead Shield ====
+
==== Arcor Kerym ====
* lawful intelligent noble-favoring huge stone dragon shield
+
*Lawful crowning gift
* Crowning gift for lawful female half-dragon nobles
+
*Lawful, elf-favoring intelligent iron crystal sword
<!--* When given, unrestricts blank (unimplemented as i write this) skill.-->
+
**Base dice are 2d6/2d10, due to losing the +2 modifier from crystal material
* Grants cold resistance, disintegration resistance, and stoning resistance when worn.
+
*Grants +1d20 to-hit and 1d10 damage
* Acts as a living shield when worn, having a 1/30 chance per turn to lash out if there is a hostile monster within 2 squares. Randomly chooses one of three equally likely attacks:
+
*Invoke for healing
** Roars, reducing the movement speed of all adjacent monsters by 12 movement points, and reducing your study by 10.
+
*Grants life drain resistance when wielded
** Bites, hitting a random hostile adjacent monster for 5d8 physical damage with no miss chance.
+
*Grants light when wielded
** Breathes, breathing a 10d10 fire blast in the direction of a random hostile monster within 4 squares. The blast is 4 squares long and counts as dragonbreath. The blast will not bounce off walls.
 
* Invoking the shield will perform a random effect immediately.
 
* Can be enchanted to +10.
 
  
==== Crucifix of the Mad King ====
+
==== Aryfaern Kerym ====
* neutral intelligent noble-favoring large metallic halberd
+
*Neutral crowning gift
* Crowning gift for neutral female half-dragon nobles
+
*Neutral, elf-favoring intelligent runesword
* Has +1 to hit and deals +1d10 dark damage.
+
*Grants +1d5 to-hit and +1d10 electrical damage
* Acts as a living weapon when wielded or held in offhand slot, having a 1/30 chance per turn to lash out if there is a hostile monster within 2 squares. Randomly chooses one of three equally likely attacks:
+
*Grants Shock resistance when wielded
** Screams, reducing the movement speed of all adjacent monsters by 12 movement points and knocking them back one square if possible.
+
*Grants light when wielded
** Bless, reducing the wielder's study by 8 and encouraging them by 8.
+
*Grants 2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin)
** Curses, summoning a vexing orb to fight for the wielder. The orb will vanish after 4-7 turns, and explode in a radius 2 (greater than a normal fireball or explosion) 5d10 dark explosion.
 
* Invoking the weapon will perform a random effect immediately.
 
* Can be enchanted to +10.
 
  
==== Ritual Ringed Spear ====
+
==== Aryvelahr Kerym ====
* chaotic intelligent noble-favoring obsidian spear
+
*Chaotic crowning gift
* Crowning gift for chaotic female half-dragon nobles
+
*Chaotic, elf-favoring intelligent silver long sword
* Acts as a living weapon when wielded or held in offhand slot, having a 1/30 chance per turn to lash out if there is a hostile monster within 2 squares. Randomly chooses one of three equally likely attacks:
+
*Grants +1d5 to-hit and 2x damage
** Awakens, dealing either double fire or magic damage for the next 20-40 turns. Attacks with the weapon are treated as having intrinsic cleaving for the duration, and count as slashing damage in addition to the normal damage types.
+
*Grants life drain resistance when wielded
** Nurtures, either healing or restoring energy up to 1/3 of the maximum, capped at 100. On a monster, will clear cooldowns on special abilities instead of restoring energy.
+
*Grants reflection when wielded
** Summons, emitting either a flaming orb or 5 pursuers. Each monster times out after 4-7 turns. Flaming orbs have a gaze attack to summon spheres, and a 6d6 fiery explosion on death. Pursuers have a 2d10 dark damage sphere-like explosion.
+
*Grants light when wielded
* Invoking the weapon will perform a random effect immediately.
 
* Can be enchanted to +10.
 
  
==== Painting Fragment ====
+
=== Role-specific artifacts: gnomish Ranger ===
* unaligned noble-favoring scroll of blank paper
+
==== The Rogue Gear-spirits ====
* Replaces the quest entrance portal for female half-dragon nobles. Instead of a normal portal, the fragment is found on the floor where it would be. No message is given upon entering the level where the fragment resides.
+
*Neutral Gnomish Ranger-favoring intelligent crossbow.
* Invoking sends you to the first level of the quest, where you enter originally. This drops the artifact on the square you departed from, and the quest exit portal (found on the locate level) will take you back to that square. Effectively, this makes the fragment function as a portable quest portal.
+
**Gnomish Ranger quest item
 +
*Grants +1d5 to hit and 2x damage
 +
**Shoots 2 bolts instead of 1
 +
**If there is no ammo quivered, will automatically create and fire +0 bolts
 +
**In melee combat, does 1d2 vs small, 1d4 vs large damage and is a 2x damage pick-axe
 +
**Deals piercing and blunt damage in combat
 +
*Grants warning, telepathy, and fire resistance while carried.
 +
*Grants automatic searching and adds enhancement bonus to search attempts while wielded.
 +
*Can speak.
 +
*Apply to dig like a pick-axe.
 +
*Invoke to untrap target square.
  
=== Racial artifacts: male half-dragon Noble ===
+
==== The Steel Scales of Kurtulmak ====
==== Dragon's Heart-Stone ====
+
*Lawful gnome crowning gift
*Nobleman-favoring flint stone
+
*Lawful kobold-favoring iron grey dragon scales
*Quest artifact for male half-dragon Nobles
+
**Will blast gnomish characters in combat
*Doubles breath attack damage
+
**Since it's iron, it will weigh a lot and block spellcasting.
*Doubles AC reduction with level from your thick hide
+
*Grants reflection when worn
*Can behead enemies that don't know where you are
+
*Grants half physical damage when worn, in addition to half spell damage from the base item
 +
*When given, unrestricts riding to expert
 +
 
 +
==== The Glitterstone ====
 +
*Neutral gnome crowning gift
 +
*Neutral gnome-favoring amber gemstone
 +
*Grants energy regeneration while carried
 +
*Invoke for charging
 +
*Emits light while carried
 +
*When given, unrestricts enchantment, healing, and divination spells to expert
  
=== Law quest artifacts ===
+
==== Great Claws of Urdlen ====
==== The Rod of Seven Parts ====
+
*Chaotic gnome crowning gift
*lawful intelligent metallic spear
+
*Chaotic gauntlets of power
*+1d7 to-hit
+
*Grants +1d10 to-hit and 2x damage in unarmed combat
*+1d20 damage vs non-lawful creatures
+
**Adds enchantment to unarmed damage
*Grants extra holy/unholy damage based on beatitude
+
**Doubles unarmed damage die size (from 1d4 to 1d8 normally)
**When blessed, does +1d20 damage to holy-haters
+
*Invoke to cause an earthquake
**When uncursed, does +1d10 damage to both holy- and unholy-haters
+
*Can be used to dig with
**When cursed, does +1d20 damage to unholy-haters
+
*When given, unrestricts martial arts to grandmaster
*Can be used to [[joust]], will not break when used to joust.
 
*Grants life drain resistance when wielded
 
*Cannot be enchanted past +7, but will never evaporate when attempting to do so
 
*Increases in power when used in combat (every 7th successful hits increases the enchantment by 1, up to a maximum)  
 
*Invoke to use a variety of command-word activated effects ([[User:Chris/dNetHack/Artifacts/Rod of Seven Parts|spoiler page]])
 
*Read to study writing engraved on weapon (gives clues about command words)
 
*Angers demon lords when wielded, following the same rules that [[Excalibur#Demon princes|Excalibur does]].
 
  
====Field Marshal's Baton====
+
=== Role-specific artifacts: female half-dragon Noble ===
*lawful mace
+
==== The Profaned Greatscythe ====
*Grants warning versus [[mercenaries]]
+
*Lawful, noble-favoring huge stone scythe
*Invoke for a cannonade attack
+
*Reward for killing the quest nemesis, the Bastard of the Boreal Valley, despite not being the official quest artifact
*Does not count toward total number of artifacts generated
+
*Against living or undead creatures (i.e., not golems and other non-living creatures):
 
+
**Grants +1d8 to-hit
=== Chaos quest artifacts ===
+
**Grants +1d30 fire damage (does not damage items)
==== Werebuster ====
+
**Target gains studied debuff equal to {{frac|4}} damage dealt (cumulative).
*unaligned long sword
+
*Grants fire resistance while carried
*+1d10 to-hit and +1d20 damage vs werebeasts
+
*Grants [[robe]] bonus to spellcasting while wielded
*does not count toward total number of artifacts generated
+
*Can be two-weaponed with Friede's Scythe despite being two-handed
*It is guaranteed at the Chaos quest, but likely isn't even worth picking up.
 
  
==== Masamune ====
+
==== Friede's Scythe ====
*unaligned intelligent silvered tsurugi
+
*Lawful, noble-favoring small metallic scythe
*Generated with abnormally high enchantment
+
*Official quest artifact for female half-dragon nobles, found alongside the Profaned Greatscythe
*Invoke to bless and raise enchantment to +3
+
*Has half damage bonus from strength, but gains bonus for dexterity and intelligence (capping at +8 each, +20 total)
*Does not count toward total number of artifacts generated
+
*Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
*If enchantment is above 0, adds enchantment to AC
+
*+6 to hit and +1d6 magic damage
 +
*Doubles damage for non-cold-resistant targets; multiplies damage by 2.5 for fire-resistant, non-cold-resistant targets
 +
*Grants magic resistance and cold resistance while carried
 +
*Can be two-weaponed and held second to The Profaned Greatscythe
  
==== The Black Crystal ====
+
==== Yorshka's Spear ====
*chaotic crystal ball
+
*Lawful, noble-favoring spear
*Grants magic resistance when carried
+
*Found on the corpse of your quest leader
*Grants slotless warning when carried
+
*In addition to the damage bonus from strength, gains bonus for dexterity and wisdom (capping at +8 each, +24 total)
*Invoke to cast an area-effect death spell (flavored as a disintegration field, acts similarly to the effect of breaking a wand of death)
+
*Deals blunt damage in addition to piercing damage.
*Deals 2x damage when thrown
+
*Drains energy and increases spell cooldowns of monsters (if you are attacked with it, drains 14 from energy (minimum 0) and increases your breath cooldown by 1)
*Weighs only 30 units (vs 150 units for a regular crystal ball)
 
  
==== The Water Crystal ====
+
==== Dragonhead Shield ====
*unaligned crystal ball
+
* lawful intelligent noble-favoring huge stone dragon shield
*Grants cold resistance when carried
+
* Crowning gift for lawful female half-dragon nobles
*Invoke to cast an area-effect ice spell
+
<!--* When given, unrestricts blank (unimplemented as i write this) skill.-->
*Does not count toward total number of artifacts generated
+
* Grants cold resistance, disintegration resistance, and stoning resistance when worn.
*Weighs only 40 units (vs 150 units for a regular crystal ball)
+
* Acts as a living shield when worn, having a chance per turn to lash out if there is a hostile monster within 2 squares. Randomly chooses one of three equally likely attacks:
 +
** Roars, reducing the movement speed of all adjacent monsters by 12 movement points, and reducing your study by 10.
 +
** Bites, hitting a random hostile adjacent monster for 5d8 physical damage with no miss chance.
 +
** Breathes, breathing a 10d10 fire blast in the direction of a random hostile monster within 4 squares. The blast is 4 squares long and counts as dragonbreath. The blast will not bounce off walls.
 +
* Invoking the shield will perform a random effect immediately.
 +
* Can be enchanted to +10.
  
==== The Fire Crystal ====
+
==== Crucifix of the Mad King ====
*unaligned crystal ball
+
* neutral intelligent noble-favoring large metallic halberd
*Grants fire resistance when carried
+
* Crowning gift for neutral female half-dragon nobles
*Invoke to cast an area-effect fire spell
+
* Has +1 to hit and deals +1d10 dark damage.
*Does not count toward total number of artifacts generated
+
* Acts as a living weapon when wielded or held in offhand slot, having a chance per turn to lash out if there is a hostile monster within 2 squares. Randomly chooses one of three equally likely attacks:
*Weighs only 10 units (vs 150 units for a regular crystal ball)
+
** Screams, reducing the movement speed of all adjacent monsters by 12 movement points and knocking them back one square if possible.
 +
** Bless, reducing the wielder's study by 8 and encouraging them by 8.
 +
** Curses, summoning a vexing orb to fight for the wielder. The orb will vanish after 4-7 turns, and explode in a radius 2 (greater than a normal fireball or explosion) 5d10 dark explosion.
 +
* Invoking the weapon will perform a random effect immediately.
 +
* Can be enchanted to +10.
  
==== The Earth Crystal ====
+
<!-- unused, replaced by Ringed Brass Armor
*unaligned crystal ball
+
==== Ritual Ringed Spear ====
*Half physical damage when carried
+
* chaotic intelligent noble-favoring obsidian spear
*Invoke to cast earthquake spell
+
* Crowning gift for chaotic female half-dragon nobles
*Does not count toward total number of artifacts generated
+
* Acts as a living weapon when wielded or held in offhand slot, having a chance per turn to lash out if there is a hostile monster within 2 squares. Randomly chooses one of three equally likely attacks:
*Weighs only 100<!--verify--> units (vs 150 units for a regular crystal ball)
+
** Awakens, dealing either double fire or magic damage for the next 20-40 turns. Attacks with the weapon are treated as having intrinsic cleaving for the duration, and count as slashing damage in addition to the normal damage types.
 
+
** Nurtures, either healing or restoring energy up to 1/3 of the maximum, capped at 100. On a monster, will clear cooldowns on special abilities instead of restoring energy.
==== The Air Crystal ====
+
** Summons, emitting either a flaming orb or 5 pursuers. Each monster times out after 4-7 turns. Flaming orbs have a gaze attack to summon spheres, and a 6d6 fiery explosion on death. Pursuers have a 2d10 dark damage sphere-like explosion.
*unaligned crystal ball
+
* Invoking the weapon will perform a random effect immediately.
*Grants shock resistance when carried
+
* Can be enchanted to +10.
*Invoke to cast an area-effect shocking spell
+
-->  
*Does not count toward total number of artifacts generated
+
==== Ringed Brass Armor ====
*Weighs only 20 units (vs 150 units for a regular crystal ball)
+
* chaotic intelligent noble-favoring copped plate mail
 +
* Crowning gift for chaotic female half-dragon nobles
 +
* Acts as a living item when worn, having a chance per turn to lash out if there is a hostile monster within 2 squares. Randomly chooses one of three equally likely attacks:
 +
** Awakens, lighting up with either fire or lunar energy for the next 20-40 turns. While active, has a chance per turn to make random elemental fire tentacle or magical bite attacks to nearby enemies.
 +
** Nurtures, either healing or restoring energy up to 1/3 of the maximum, capped at 100. On a monster, will clear cooldowns on special abilities instead of restoring energy.
 +
** Summons, emitting either a flaming orb or 5 pursuers. Each monster times out after 4-7 turns. Flaming orbs have a gaze attack to summon spheres, and a 6d6 fiery explosion on death. Pursuers have a 2d10 dark damage sphere-like explosion.
 +
* Invoking the weapon will perform a random effect immediately.
 +
* Can be enchanted to +10.
  
==== Nighthorn ====
+
==== Painting Fragment ====
*chaotic intelligent unicorn horn
+
* unaligned noble-favoring scroll of blank paper
*Grants +1d12 to-hit and +1d24 fire
+
* Replaces the quest entrance portal for female half-dragon nobles. Instead of a normal portal, the fragment is found on the floor where it would be. No message is given upon entering the level where the fragment resides.
*Causes a fiery explosion when it strikes a target
+
* Invoking sends you to the first level of the quest, where you enter originally. This drops the artifact on the square you departed from, and the quest exit portal (found on the locate level) will take you back to that square. Effectively, this makes the fragment function as a portable quest portal.
*Grants fire resistance when wielded
 
*Invoke to toggle levitation
 
*Counts as luckstone
 
*For chaotic players only, acts as scroll of scare monster vs non-chaotic creatures
 
*Will always blast its user
 
*Will blast and evade the grasp of lawfuls
 
  
====Mantle of Wrath====
+
<!-- unused, non-existent right now
*chaotic orcish cloak
+
=== Role-specific artifacts: male half-dragon Noble ===
*Can be safely enchanted to +7
+
==== Dragon's Heart-Stone ====
*Grants fire resistance while carried
+
*Nobleman-favoring flint stone
*Grants acid resistance and half spell damage while worn
+
*Quest artifact for male half-dragon Nobles
*While carried grants aggravate monster, but when worn blocks all sources of aggravate monster
+
*Doubles breath attack damage
 +
*Doubles AC reduction with level from your thick hide
 +
*Can behead enemies that don't know where you are
 +
-->
 +
=== Law quest artifacts ===
 +
==== The Rod of Seven Parts ====
 +
*lawful intelligent metallic spear
 +
*+1d7 to-hit
 +
*+1d20 damage vs non-lawful creatures
 +
*Grants extra holy/unholy damage based on beatitude
 +
**When blessed, does +1d20 damage to holy-haters
 +
**When uncursed, does +1d10 damage to both holy- and unholy-haters
 +
**When cursed, does +1d20 damage to unholy-haters
 +
*Can be used to [[joust]], will not break when used to joust.
 +
*Grants life drain resistance when wielded
 +
*Cannot be enchanted past +7, but will never evaporate when attempting to do so
 +
*Increases in power when used in combat (every 7th successful hits increases the enchantment by 1, up to a maximum)
 +
*Invoke to use a variety of command-word activated effects ([[User:Chris/dNetHack/Artifacts/Rod of Seven Parts|spoiler page]])
 +
*Read to study writing engraved on weapon (gives clues about command words)
 +
*Angers demon lords when wielded, following the same rules that [[Excalibur#Demon princes|Excalibur does]].
  
====Shard from Morgoth's Crown====
+
====Field Marshal's Baton====
*chaotic iron ring (actual ring type varies per game)
+
*lawful mace
**Has the base type of whatever the "iron ring" appearance is. If iron rings are polymorph in the current game, becomes a twisted ring instead
+
*Grants warning versus [[mercenaries]]
*Grants shock resistance while worn (even if the base type is shock resistance)
+
*Invoke for a cannonade attack
*Grants magic resistance while carried
+
*Does not count toward total number of artifacts generated
*When worn on either hand, grants +6 to all attribute scores (maximum 25, bypassing racial maximums)
 
  
=== Artifact books ===
+
=== Chaos quest artifacts ===
One artifact book is always given to Illurien of the Myriad Glimpses, along with the first alhoon. In addition, the true wizard's tower, Moloch's Sanctum, and the Library of Law (the lair of Axus) each have a 10% chance of having one of the artifact books.  
+
==== Werebuster ====
 +
*unaligned long sword
 +
*+1d10 to-hit and +1d20 damage vs werebeasts
 +
*does not count toward total number of artifacts generated
 +
*It is guaranteed at the Chaos quest, but likely isn't even worth picking up.
  
In all locations, the artifact book placed will be any of the three that has not be generated yet. If more than 3 are placed, a normal spellbook of secrets will be there instead (which is completely useless).
+
==== Masamune ====
 +
*unaligned intelligent silvered tsurugi
 +
*Generated with abnormally high enchantment
 +
*Invoke to bless and raise enchantment to +3
 +
*Does not count toward total number of artifacts generated
 +
*If enchantment is above 0, adds enchantment to AC
  
All of the artifact books are unwishable and will never be given as a sacrifice gift.
+
==== The Black Crystal ====
 
+
*chaotic crystal ball
==== The Necronomicon ====
+
*Grants magic resistance when carried
*unaligned spellbook of secrets
+
*Grants slotless warning when carried
*Read to find and use a variety of magic formula ([[User:Chris/dNetHack/Artifacts/Necronomicon|spoiler page]]).
+
*Invoke to cast an area-effect death spell (flavored as a disintegration field, acts similarly to the effect of breaking a wand of death)
 +
*Deals 2x damage when thrown
 +
*Weighs only 30 units (vs 150 units for a regular crystal ball)
  
==== The Book of Lost Names ====
+
==== The Water Crystal ====
*unaligned spellbook of secrets
+
*unaligned crystal ball
*Read for one of the following effects:
+
*Grants cold resistance when carried
**Try to learn the name of a random [[Spirits_(dNetHack)#The_Spirits_of_the_Near_Void|spirit]].
+
*Invoke to cast an area-effect ice spell
***You will always learn a name the first time you try.
+
*Does not count toward total number of artifacts generated
***After this, you may fail to learn a new name, and instead lose a level. Your failure chance is {{frac|(number names known)|31}}.
+
*Weighs only 40 units (vs 150 units for a regular crystal ball)
**Bind your soul to one of the spirits learned from the text without any ritual. Does not work with otherwise learned seals, i.e. ones learned from leveling up as a binder or from the Necronomicon.
 
***Non-binders can bind only one spirit at a time.
 
***Binders can bind up to their normal limit.
 
  
==== The Book of Infinite Spells ====
+
==== The Fire Crystal ====
*unaligned spellbook of secrets
+
*unaligned crystal ball
*Stores a random spell inside
+
*Grants fire resistance when carried
*Can be read to learn the spell
+
*Invoke to cast an area-effect fire spell
*Can be #invoked (timeout applies to both options) to either:
+
*Does not count toward total number of artifacts generated
**turn the page, which randomly switches to another spell (includes the otherwise nearly unobtainable lightning bolt and poison spray)
+
*Weighs only 10 units (vs 150 units for a regular crystal ball)
**book-cast the spell with no power cost
 
  
=== Artifacts of the Archmagi ===
+
==== The Earth Crystal ====
These are found with a 10% chance inside the true wizard's tower. It's a 10% chance for them all to spawn together, not for each.
+
*unaligned crystal ball
 +
*Half physical damage when carried
 +
*Invoke to cast earthquake spell
 +
*Does not count toward total number of artifacts generated
 +
*Weighs only 100<!--verify--> units (vs 150 units for a regular crystal ball)
  
==== Staff of Wild Magic ====
+
==== The Air Crystal ====
*unaligned Wizard-favoring intelligent quarterstaff
+
*unaligned crystal ball
*Grants +1d20 to-hit and +1d4 damage
+
*Grants shock resistance when carried
*Additional magic effects based on enchantment
+
*Invoke to cast an area-effect shocking spell
*Knocks targets back, subtracts 10 movement points, and stuns
+
*Does not count toward total number of artifacts generated
*May cause explosions centered on target
+
*Weighs only 20 units (vs 150 units for a regular crystal ball)
*Can be used as a digging instrument
 
*Grants automatic searching, luck, and displacement when wielded
 
*Invoke to refill Energy
 
  
==== Robe of the Archmagi ====
+
==== Nighthorn ====
*unaligned Wizard-favoring intelligent robe
+
*chaotic intelligent unicorn horn
**In addition, the chaotic monk crowning gift
+
*Grants +1d12 to-hit and +1d24 fire
*Grants warning and magic resistance while worn
+
*Causes a fiery explosion when it strikes a target
*Invoke to refill energy
+
*Grants fire resistance when wielded
*Can be enchanted to +7
+
*Invoke to toggle levitation
 +
*Counts as luckstone
 +
*For chaotic players only, acts as scroll of scare monster vs non-chaotic creatures
 +
*Will always blast its user
 +
*Will blast and evade the grasp of lawfuls
  
==== Hat of the Archmagi ====
+
====Mantle of Wrath====
*unaligned Wizard-favoring intelligent cornuthaum
+
*chaotic orcish cloak
*Grants warning and X-ray vision while worn
+
*Can be safely enchanted to +7
*Can speak
+
*Grants fire resistance while carried
*Invoke to refill energy
+
*Grants acid resistance and half spell damage while worn
 +
*While carried grants aggravate monster, but when worn blocks all sources of aggravate monster
  
=== Neutral Quest artifacts ===
+
====The Heart of Shadow====
==== Infinity's Mirrored Arc ====
+
*chaotic intelligent huge obsidian battle-axe
*neutral double lightsaber
+
**Always generated with the unholy [[Object properties#dNetHack|object property]]
*Grants up to 3x damage
+
*+1d20 to hit, +1d10 fire damage
**0x (unlit saber): Wielder is in total darkness
+
*Grants magic resistance while carried
**1x: Wielder is in a dark square lit by a light source
+
*Invoke to create darkness around you
**2x: Wielder is in a lit square
+
 
**3x: Wielder is in a lit square lit further by a light source
+
====Shard from Morgoth's Crown====
*Grants reflection and displacement while wielded
+
*chaotic iron ring (actual ring type varies per game)
*Allows use and training of [[User:Chris/dNethack/Lightsaber_Forms|Niman]] while wielded
+
**Has the base type of whatever the "iron ring" appearance is. If iron rings are polymorph in the current game, becomes a twisted ring instead
**Adds enchantment to Niman die when casting spells
+
*Grants shock resistance while worn (even if the base type is shock resistance)
*Grants [[robe]] bonus to spellcasting while wielded
+
*Grants magic resistance while carried
*Invoke to toggle between single and double blade mode
+
*When worn on either hand, grants +6 to all attribute scores (maximum 25, bypassing racial maximums)
*Adds blunt damage in addition to the regular damage
 
  
==== The Staff of Twelve Mirrors ====
+
=== Artifact books ===
*neutral silver khakkhara
+
One artifact book is always given to Illurien of the Myriad Glimpses, along with the first alhoon. In addition, the true wizard's tower, Moloch's Sanctum, and the Library of Law (the lair of Axus) each have a 10% chance of having one of the artifact books.
*Grants +1d5 to-hit and +2d6 damage (for base damage total 3d6)
 
*Makes two attacks in melee
 
**Deals a total of 3d6 + enchantment + (d3)d20 silver damage + (d3)d4 holy damage or (d3)d9 unholy damage, per attack
 
*Noisy
 
**Noisy spellcasting: Casting spells wakes up nearby monsters
 
**Noisy melee: Wakes nearby monsters whenever used to make a melee attack
 
**Also blocks stealth (as a normal khakkhara)
 
*Grants dragon breath reflection and redirection
 
*Grants improved spellcasting while wielded
 
  
==== Sansara Mirror ====
+
In all locations, the artifact book placed will be any of the three that has not be generated yet. If more than 3 are placed, a normal spellbook of secrets will be there instead (which is completely useless).
*neutral gold mirrorblade
 
*Grants +1d8 to-hit and +1d8 damage
 
*Grants double multishot with any projectile when wielded or offhanded (including crossbow bolts on a crossbow)
 
**stacks with launcher or skill bonus, applies before the bonuses from Wrathful Spider and the Pen of the Void (with Eve), and doesn't stack with the Rogue-gear Spirits
 
*Grants counterattack in melee (50% chance)
 
*Grants half physical damage while wielded
 
*Grants reflection while wielded
 
  
==== The Hand-Mirror of Cthylla ====
+
All of the artifact books are unwishable and will never be given as a sacrifice gift.
*unaligned mirror
 
*Replaces The Silver Key for binders, others cannot get it besides bones
 
*Grants automatic searching while carried
 
*Grants teleport control while carried
 
*If its invocation timeout is good, a creature (including you) that sees its reflection in the mirror takes 15d15 damage.
 
*Otherwise, it acts as an ordinary [[mirror]].
 
  
==== The Silver Key ====
+
==== The Necronomicon ====
*neutral universal key
+
*unaligned spellbook of secrets
*When wielded, the invocation ritual can be performed without the [[Bell of Opening]]
+
*Read to find and use a variety of magic formula ([[User:Chris/dNetHack/Artifacts/Necronomicon|spoiler page]]).
*Refuses to be placed in bags
 
*Is indestructible.
 
*Grants fast energy recovery when carried
 
*Grants automatic searching when carried
 
*Grants teleport control when carried
 
*Grants polymorph control when carried
 
*Invoke for branchport
 
  
=== Quest artifacts ===
+
==== The Book of Lost Names ====
==== Itlachiayaque ====
+
*unaligned spellbook of secrets
*lawful Archeologist-favoring intelligent obsidian roundshield
+
*Read for one of the following effects:
**Archeologist quest item (from Archeologist patch)
+
**Try to learn the name of a random [[Spirits_(dNetHack)#The_Spirits_of_the_Near_Void|spirit]].
*Grants fire resistance and dragonbreath reflection when equipped
+
***You will always learn a name the first time you try.
*Grants magic resistance, telepathy, and half spell damage when carried
+
***After this, you may fail to learn a new name, and instead lose a level. Your failure chance is {{frac|(number names known)|31}}.
*Invoke to cast stinking cloud
+
**Bind your soul to one of the spirits learned from the text without any ritual. Does not work with otherwise learned seals, i.e. ones learned from leveling up as a binder or from the Necronomicon.
 +
***Non-binders can bind only one spirit at a time.
 +
***Binders can bind up to their normal limit.
  
==== The Mask of Tlaloc ====
+
==== The Book of Infinite Spells ====
*lawful Archeologist-favoring intelligent mask of a god
+
*unaligned spellbook of secrets
**Found occasionally (10%) on the Archeologist quest
+
*Stores a random spell inside
*Grants cold resistance, shock resistance, magic resistance, and half spell damage when carried.
+
*Can be read to learn the spell
*Protects vs water damage when worn.
+
*Can be #invoked (timeout applies to both options) to either:
 +
**turn the page, which randomly switches to another spell (includes the otherwise nearly unobtainable lightning bolt and poison spray)
 +
**book-cast the spell with no power cost
  
==== Macuahuitl of Quetzalcoatl ====
+
=== Artifacts of the Archmagi ===
*lawful Archeologist-favoring macuahuitl
+
These are found with a 10% chance inside the true wizard's tower. It's a 10% chance for them all to spawn together, not for each.
**Found occasionally (10%) on the Archeologist quest
 
*+1d5 to hit and double damage
 
*Can bisect opponents ala the Tsurugi of Muramasa
 
  
==== The Annulus ====
+
==== Staff of Wild Magic ====
*chaotic Anachrononaut-favoring [[User:Chris/dNethack/dNethack Items#Boomerangs|silver chakram]]
+
*unaligned Wizard-favoring intelligent quarterstaff
**Anachrononaut quest item
+
*Grants +1d20 to-hit and +1d4 damage
*Can transform without limit into:
+
*Additional magic effects based on enchantment
**silver chakram
+
*Knocks targets back, subtracts 10 movement points, and stuns
*** Grants +1d5 to-hit and 2x damage
+
*May cause explosions centered on target
*** Returns to the hand when thrown, can be thrown multiple times in one attack.
+
*Can be used as a digging instrument
*** While wielded, grants the ability to cast {{spell of|force bolt}} and {{spell of|magic missile}} at 0% spell failure. Force bolt deals an additional +{{frac|level|2}} (round up) d12 damage.
+
*Grants automatic searching, luck, and displacement when wielded
**silver ring
+
*Invoke to refill Energy
*** Does whatever silver rings do in the current game. 
 
*** Doubles unarmed attack damage and applies 2x its enchantment to unarmed attacks. This effect stacks with other unarmed-attack-boosting items.
 
**[[User:Chris/dNethack/dNethack Items#Quarterstaves|khakkhara]]
 
*** A silver staff with extra (1&ndash;3)d20 silver damage.
 
*** Grants +1d5 to-hit and 2x damage
 
*** Invoke in this form to duplicate the effects of the [[Bell of Opening]], including the [[invocation]].
 
**lightsaber
 
*** Can ignite two blades, is still one-handed.
 
*** Grants +1d5 to-hit and +1 damage.
 
*** As a lightsaber, grants 3x damage.
 
*** Returns to the hand when thrown.
 
*** Invoke in this form for charging.
 
**BFG
 
*** A firearm with extremely high multishot. Can shoot any form of ammunition.
 
*** Grants +1d5 to-hit and 2x damage
 
*** Invoke in this form for silver bullets or a disintegration beam.
 
*Secondary invocations (like charging, making bullets etc) in a certain form have a long invoke timeout. Changing the shape of the item itself is unaffected and can be done at will.
 
  
==== The Eyes of the Oracle ====
+
==== Robe of the Archmagi ====
*neutral intelligent human eyeballs
+
*unaligned Wizard-favoring intelligent robe
*found on the [[Android]] quest
+
**In addition, the chaotic monk crowning gift
*grants half spell damage and [[magic resistance]] when carried
+
*Grants warning and magic resistance while worn
*may be invoked to act as a [[crystal ball]]
+
*Invoke to refill energy
 +
*Can be enchanted to +7
  
==== The Heart of Ahriman ====
+
==== Hat of the Archmagi ====
*neutral Barbarian-favoring intelligent ruby
+
*unaligned Wizard-favoring intelligent cornuthaum
**Barbarian quest item
+
*Grants warning and X-ray vision while worn
*Grants half spell damage, magic resistance, reflection and life drain resistance when carried
 
*Invoke to remove curse
 
*Grants +1d10 to hit and 2x damage if used as a projectile
 
 
 
==== The Lyre of Orpheus ====
 
*neutral Troubadour-favoring intelligent magic harp
 
**Troubadour quest item
 
*Can play any song
 
*Grants magic resistance when carried
 
*Causes all pets on the level to follow you between levels
 
 
*Can speak
 
*Can speak
*Invoke for taming
+
*Invoke to refill energy
  
==== The Sceptre of Might ====
+
=== Neutral Quest artifacts ===
*lawful Caveman-favoring intelligent mace
+
==== Infinity's Mirrored Arc ====
**Caveman quest item
+
*neutral double lightsaber
*Grants +1d5 to-hit and 2x damage
+
*Grants up to 3x damage
*Sets strength to 25 when wielded
+
**0x (unlit saber): Wielder is in total darkness
*Knocks struck enemies back, subtracts 10 movement points, and stuns
+
**1x: Wielder is in a dark square lit by a light source
*Grants magic resistance when carried
+
**2x: Wielder is in a lit square
*Invoke to toggle conflict
+
**3x: Wielder is in a lit square lit further by a light source
 
+
*Grants reflection and displacement while wielded
==== The Iron Ball of Levitation ====
+
*Allows use and training of [[User:Chris/dNethack/Lightsaber_Forms|Niman]] while wielded
*chaotic Convict-favoring intelligent heavy iron ball
+
**Adds enchantment to Niman die when casting spells
*Given to Convicts by the quest leader at the start of the quest
+
*Grants [[robe]] bonus to spellcasting while wielded
*Grants +1d5 to hit and +1d10 damage
+
*Invoke to toggle between single and double blade mode
*Grants life drain resistance and warning vs all while carried
+
*Adds blunt damage in addition to the regular damage
*Grants stealth while wielded.
+
 
*Invoke to toggle levitation
+
==== The Staff of Twelve Mirrors ====
*Grants increased carrying capacity equal to its current weight
+
*neutral silver khakkhara
*Acts as a luckstone.
+
*Grants +1d5 to-hit and +2d6 damage (for base damage total 3d6)
 +
*Makes two attacks in melee
 +
**Deals a total of 3d6 + enchantment + (d3)d20 silver damage + (d3)d4 holy damage or (d3)d9 unholy damage, per attack
 +
*Noisy
 +
**Noisy spellcasting: Casting spells wakes up nearby monsters
 +
**Noisy melee: Wakes nearby monsters whenever used to make a melee attack
 +
**Also blocks stealth (as a normal khakkhara)
 +
*Grants dragon breath reflection and redirection
 +
*Grants improved spellcasting while wielded
 +
 
 +
==== Sansara Mirror ====
 +
*neutral gold mirrorblade
 +
*Grants +1d8 to-hit and +1d8 damage
 +
*Grants double multishot with any projectile when wielded or offhanded (including crossbow bolts on a crossbow)
 +
**stacks with launcher or skill bonus, applies before the bonuses from Wrathful Spider and the Pen of the Void (with Eve), and doesn't stack with the Rogue-gear Spirits
 +
*Grants counterattack in melee (50% chance)
 +
*Grants half physical damage while wielded
 +
*Grants reflection while wielded
 +
 
 +
==== The Mirrored Mask ====
 +
*neutral silver mask
 +
*Invoke while wielded or worn against a target adjacent creature to attempt to transform into that creature
 +
**If the creature is below 1/3rd hp (1/6th for uniques), this kills them leaving no corpse, and the Mask then assumes the shape of the slain monster
 +
**When worn (or immediately, if it was invoked while worn), polymorphs you into the form of the Mask, including for monsters you can't normally polymorph into
 +
**The duration of the polymorph is dependent on the relative level of the player to the monster, reduced significantly for normally unpolymorphable monsters. Unchanging cannot be used to make the effect permanent.
 +
**While polymorphed, the mask can be re-invoked to end the effect early.
 +
 
 +
==== The Spell-warded Wrappings of Nitocris ====
 +
*neutral mummy wrapping
 +
*Grants magic resistance when worn
 +
 
 +
==== The Hand-Mirror of Cthylla ====
 +
*unaligned mirror
 +
*Replaces The Silver Key for binders, others cannot get it besides bones
 +
*Grants automatic searching while carried
 +
*Grants teleport control while carried
 +
*If its invocation timeout is good, a creature (including you) that sees its reflection in the mirror takes 15d15 damage.
 +
*Otherwise, it acts as an ordinary [[mirror]].
 +
 
 +
==== The Silver Key ====
 +
*neutral universal key
 +
*When wielded, the invocation ritual can be performed without the [[Bell of Opening]]
 +
*Refuses to be placed in bags
 +
*Is indestructible.
 +
*Grants fast energy recovery when carried
 +
*Grants automatic searching when carried
 +
*Grants teleport control when carried
 +
*Grants polymorph control when carried
 +
*Invoke for branchport
 +
 
 +
=== Quest artifacts ===
 +
==== Itlachiayaque ====
 +
*lawful Archeologist-favoring intelligent obsidian roundshield
 +
**Archeologist quest item (from Archeologist patch)
 +
*Grants fire resistance and dragonbreath reflection when equipped
 +
*Grants magic resistance, telepathy, and half spell damage when carried
 +
*Invoke to cast stinking cloud
 +
 
 +
==== The Annulus ====
 +
*chaotic Anachrononaut-favoring [[User:Chris/dNethack/dNethack Items#Boomerangs|silver chakram]]
 +
**Anachrononaut quest item
 +
*Can transform without limit into:
 +
**silver chakram
 +
*** Grants +1d5 to-hit and 2x damage
 +
*** Returns to the hand when thrown, can be thrown multiple times in one attack.
 +
*** While wielded, grants the ability to cast {{spell of|force bolt}} and {{spell of|magic missile}} at 0% spell failure. Force bolt deals an additional +{{frac|level|2}} (round up) d12 damage.
 +
**silver ring
 +
*** Does whatever silver rings do in the current game. 
 +
*** Doubles unarmed attack damage and applies 2x its enchantment to unarmed attacks. This effect stacks with other unarmed-attack-boosting items.
 +
**[[User:Chris/dNethack/dNethack Items#Quarterstaves|khakkhara]]
 +
*** A silver staff with extra (1&ndash;3)d20 silver damage.
 +
*** Grants +1d5 to-hit and 2x damage
 +
*** Invoke in this form to duplicate the effects of the [[Bell of Opening]], including the [[invocation]].
 +
**lightsaber
 +
*** Can ignite two blades, is still one-handed.
 +
*** Grants +1d5 to-hit and +1 damage.
 +
*** As a lightsaber, grants 3x damage.
 +
*** Returns to the hand when thrown.
 +
*** Invoke in this form for charging.
 +
**BFG
 +
*** A firearm with extremely high multishot. Can shoot any form of ammunition.
 +
*** Grants +1d5 to-hit and 2x damage
 +
*** Invoke in this form for silver bullets or a disintegration beam.
 +
*Secondary invocations (like charging, making bullets etc) in a certain form have a long invoke timeout. Changing the shape of the item itself is unaffected and can be done at will.
 +
 
 +
==== The Heart of Ahriman ====
 +
*neutral Barbarian-favoring intelligent ruby
 +
**Barbarian quest item
 +
*Grants half spell damage, magic resistance, reflection and life drain resistance when carried
 +
*Invoke to remove curse
 +
*Grants +1d10 to hit and 2x damage if used as a projectile
 +
 
 +
==== The Lyre of Orpheus ====
 +
*neutral Troubadour-favoring intelligent magic harp
 +
**Troubadour quest item
 +
*Can play any song
 +
*Grants magic resistance when carried
 +
*Causes all pets on the level to follow you between levels
 +
*Can speak
 +
*Invoke for taming
 +
 
 +
==== The Sceptre of Might ====
 +
*lawful Caveman-favoring intelligent mace
 +
**Caveman quest item
 +
*Grants +1d5 to-hit and 2x damage
 +
*Sets strength to 25 when wielded
 +
*Knocks struck enemies back, subtracts 10 movement points, and stuns
 +
*Grants magic resistance when carried
 +
*Invoke to toggle conflict
  
 
==== The Iron Spoon of Liberation ====
 
==== The Iron Spoon of Liberation ====
*chaotic Convict-favoring intelligent iron spoon
+
*chaotic Convict-favoring intelligent iron spoon
**Convict quest item
+
**Convict quest item
*Grants +1d5 to hit and 2x damage
+
*Grants +1d5 to hit and 2x damage
**As a spoon, allows Convicts to make sneak attacks when used as a weapon
+
**As a spoon, allows Convicts to make sneak attacks when used as a weapon
*Can be used to dig
+
*Can be used to dig
*Engraves fast like an athame
+
*Engraves fast like an athame
*Grants free action when carried
+
*Grants free action when carried
*Grants stealth while wielded
+
*Grants stealth while wielded
*Automatic searching when carried
+
*Automatic searching when carried
*Adds enhancement bonus to search attempts
+
*Adds enhancement bonus to search attempts
*Invoke to phase through walls
+
*Invoke to phase through walls
*Acts as a luckstone.
+
*Acts as a luckstone.
 +
 
 +
==== The Staff of Aesculapius ====
 +
*neutral Healer-favoring intelligent silver-shod quarterstaff
 +
**Healer quest item
 +
*Grants +1 to hit and 2x negative-energy damage.
 +
*Grants drain resistance while wielded.
 +
*Grants hungerless regeneration while wielded.
 +
*Invoke for healing
 +
 
 +
==== The Magic Mirror of Merlin ====
 +
*lawful Knight-favoring intelligent mirror
 +
**Knight quest item
 +
*Grants magic resistance, telepathy, and improved spellcasting while carried.
 +
 
 +
==== The Eyes of the Overworld ====
 +
*neutral Monk-favoring intelligent glasses
 +
**Monk quest item
 +
*Grants magic resistance while carried.
 +
*Invoke for enlightenment.
 +
*Wear for X-ray vision.
 +
 
 +
==== The Star of Hypernotus ====
 +
*neutral Madmen-favoring intelligent sapphire amulet versus curses
 +
**Madmen quest
 +
*Grants clear thoughts and confusion immunity while carried
 +
*Causes the Stranger to stalk you when picked up for the first time
 +
 
 +
==== The Mantle of Heaven ====
 +
*lawful Noble-favoring intelligent ornamental cope (randomized cloak)
 +
**Non-vampire Noble quest item
 +
*Grants cold resistance while carried.
 +
*Grants shock resistance while worn.
 +
*Provides double the normal AC bonus.
 +
*Allows for the use of the Noble's throne, notably a free wish and a free single-species genocide.
 +
 
 +
==== The Vestment of Hell ====
 +
*chaotic Noble-favoring intelligent opera cloak (randomized cloak)
 +
**Vampire Noble quest item
 +
*Grants fire resistance while carried.
 +
*Grants shock resistance while worn.
 +
*Provides double the normal AC bonus.
 +
*Allows for the use of the Noble's throne, notably a free wish and a free single-species genocide.
  
==== The Staff of Aesculapius ====
+
==== The Mitre of Holiness ====
*neutral Healer-favoring intelligent silver-shod quarterstaff
+
*lawful Priest-favoring intelligent helm of brilliance
**Healer quest item
+
**Priest quest item
*Grants +1 to hit and 2x negative-energy damage.
+
*Grants fire resistance while carried.
*Grants drain resistance while wielded.
+
*Grants warning of undead.
*Grants hungerless regeneration while wielded.
+
*Invoke to refill energy.
*Invoke for healing
+
*Can be enchanted to +7
  
==== The Magic Mirror of Merlin ====
+
==== The Treasury of Proteus ====
*lawful Knight-favoring intelligent mirror
 
**Knight quest item
 
*Grants magic resistance, telepathy, and improved spellcasting while carried.
 
 
 
==== The Eyes of the Overworld ====
 
*neutral Monk-favoring intelligent glasses
 
**Monk quest item
 
*Grants magic resistance while carried.
 
*Invoke for enlightenment.
 
*Wear for X-ray vision.
 
 
 
==== The Mantle of Heaven ====
 
*lawful Noble-favoring intelligent ornamental cope (randomized cloak)
 
**Non-vampire Noble quest item
 
*Grants cold resistance while carried.
 
*Grants shock resistance while worn.
 
*Provides double the normal AC bonus.
 
*Allows for the use of the Noble's throne, notably a free wish and a free single-species genocide.
 
 
 
==== The Vestment of Hell ====
 
*chaotic Noble-favoring intelligent opera cloak (randomized cloak)
 
**Vampire Noble quest item
 
*Grants fire resistance while carried.
 
*Grants shock resistance while worn.
 
*Provides double the normal AC bonus.
 
*Allows for the use of the Noble's throne, notably a free wish and a free single-species genocide.
 
 
 
==== The Mitre of Holiness ====
 
*lawful Priest-favoring intelligent helm of brilliance
 
**Priest quest item
 
*Grants fire resistance while carried.
 
*Grants warning of undead.
 
*Invoke to refill energy.
 
*Can be enchanted to +7
 
 
 
==== The Treasury of Proteus ====
 
 
*chaotic Pirate-favoring intelligent chest
 
*chaotic Pirate-favoring intelligent chest
 
**Pirate quest item
 
**Pirate quest item
Line 1,765: Line 1,836:
  
 
==== The Longbow of Diana ====
 
==== The Longbow of Diana ====
*chaotic Ranger-favoring intelligent silvered bow.
+
*chaotic Ranger-favoring intelligent silvered bow.
**Ranger quest item
+
**Ranger quest item
*Grants +1d5 to hit and +1d6 damage.
+
*Grants +1d5 to hit and +1d6 damage.
*Grants reflection while wielded.
+
*Grants reflection while wielded.
*Invoke to create ammo.
+
*Invoke to create ammo.
*Grants a +1 multishot bonus, or +2 to Rangers.
+
*Grants a +1 multishot bonus, or +2 to Rangers.
*Arrows have no maximum range.
+
*Arrows have no maximum range.
 
+
 
==== The Master Key of Thievery ====
+
==== The Master Key of Thievery ====
*chaotic Rogue-favoring intelligent skeleton key.
+
*chaotic Rogue-favoring intelligent skeleton key.
**Rogue quest item
+
**Rogue quest item
*Grants warning, teleport control, and half physical damage while carried.
+
*Grants warning, teleport control, and half physical damage while carried.
*Can speak.
+
*Can speak.
*Invoke to untrap target square.
+
*Invoke to untrap target square.
 
+
 
==== The Tsurugi of Muramasa ====
+
==== The Tsurugi of Muramasa ====
*lawful Samurai-favoring intelligent tsurugi.
+
*lawful Samurai-favoring intelligent tsurugi.
**Samurai quest item
+
**Samurai quest item
 +
*Bloodthirsty (attacks peaceful monsters without prompting for confirmation)
 
*Grants +1d2 to hit, 2x damage.
 
*Grants +1d2 to hit, 2x damage.
 
*Grants automatic searching and luck.
 
*Grants automatic searching and luck.
 
*Bisects targets (10%).
 
*Bisects targets (10%).
*Bloodthirsty (attacks neutral targets).
 
  
 
==== The Platinum Yendorian Express Card ====
 
==== The Platinum Yendorian Express Card ====
Line 1,800: Line 1,871:
 
*Acts as a luckstone.
 
*Acts as a luckstone.
 
*Invoke for levelport.
 
*Invoke for levelport.
 
==== Sol Valtiva ====
 
*chaotic fire giant-favoring two-handed sword.
 
**[[Lord Surtur]]'s weapon
 
*+1d5 to hit, +1d24 fire damage.
 
*May cause a 6d6 fiery explosion centered on the target
 
*Petrifies trolls and dusts gremlins
 
*May blind targets
 
*Serves as a light source
 
*Can be applied like a polearm.
 
  
 
==== The Eye of the Aethiopica ====
 
==== The Eye of the Aethiopica ====

Revision as of 08:03, 7 January 2022

Contents

Artifacts in dNetHack can be divided into two broad categories: wishable and non-wishable. Wishable artifacts include those artifacts that can be given as divine gifts, including the vanilla crowning gifts but excluding new crowning gifts. Non-wishable artifacts include any, as well as any first gifts for race-specific role/race combinations (dwarf noble, drow shared, etc.). Artifacts belonging to late-game enemies like demon or devil lords are unwishable, as are any found on alignment quests.

Randomly found artifacts do not affect the odds of gifted or wished artifacts later. For the rules for wishing for artifacts, see dNetHack artifact wishing. (Spoilers!)

Wishable artifacts

Vanilla Crowning Gifts

Excalibur

  • lawful intelligent knight-favoring long sword
    • Can be wished for as any material or size valid for a normal long sword, since an Excalibur with those properties could be obtained from dipping regardless
  • +1d20 to hit, +1d10 damage
  • Grants drain resistance and searching while wielded
    • Boosts the success rate of all searches performed, depending on its enchantment
  • If blessed, grants +7 to-hit and +3d7 damage vs holy-haters

Vorpal Blade

  • neutral long sword
  • +1d5 to hit, +1 damage
  • Rolls 2d8 or 2d12 exploding dice for damage
  • Randomly beheads targets (5%)

Stormbringer

  • chaotic intelligent runesword
  • Bloodthirsty (attacks peaceful monsters without prompting for confirmation)
  • +1d5 to hit, +1d2 drain damage
  • Drains target's levels on hit
    • Gains +1d8 damage vs non-life-drain-resistant targets, reducing the target's maximum HP by the extra damage dealt, and healing you for half the extra damage dealt
    • Occasionally (10%) converts its entire base damage to level drain damage, rolling one d8 per per 4 points of damage
  • Grants drain resistance when wielded
  • Always counts as cursed for unholy damage damage, and does an extra 4d9 unholy damage vs unholy haters
  • Grants 25 Str and 25 Con when wielded in main hand.
  • Ignores equipped armor for calculating hits and DR and deals full damage to insubstantial targets (shades, sharab kamerel)

Nameable artifacts

Orcrist

  • chaotic elf-favoring elven broadsword
  • Against orcs and demons grants 1d5 to hit, 2x damage, and warning while carried
  • Does not resist being held second to other artifacts
    • However, it is too heavy to use in the offhand without suffering a −20 penalty to hit.

Sting

  • chaotic elf-favoring elven dagger
  • Against orcs and spiders grants +1d5 to hit, 2x damage, and warning while carried
  • Does not resist being held second to other artifacts

Grimtooth

  • chaotic orc-favoring orcish dagger
  • Against elves, humans, and godly minions, grants +1d5 to hit, 2x damage, and warning while carried
  • Does not resist being held second to other artifacts

Carnwennan

  • lawful knight-favoring dagger
  • Can be named by knights only
  • Against monsters that pick up magic items, grants +1d5 to hit, +1d10 damage, and warning while carried
  • Grants stealth when wielded
  • Invoke to toggle invisibility

Slave to Armok

  • lawful dwarf-favoring dwarvish mattock
  • Bloodthirsty (attacks peaceful monsters without prompting for confirmation)
  • Against elves, orcs, always-peaceful monsters, and monster lords, grants +1d5 to hit and 2x damage

Claideamh

  • unaligned long sword
  • Against elves, fey, giants, elementals, and primordials, grants +1d5 to hit, 2x damage, and warning while wielded

Banes

Dragonlance

  • lawful lance
  • Against dragons and reptilians, grants +1d10 to hit, +1d20 damage, and warning while carried
  • Grants dragonbreath reflection
  • Can't break when used to joust

Nodensfork

  • unaligned silvered shell trident
  • Against primordials (elementals and similar), aliens (mind flayers, U (unknown abominations), and some others), telepathic monsters, and natives of R'lyeh, grants slotless warning, +1d10 to hit, +1d20 damage and warning while carried
  • Grants shock resistance while carried
  • Reduces sanity loss to 1/10 of normal when wielded in the main hand

Gaia's Fate

  • unaligned sickle
  • Does not resist being held second to other artifacts
    • However, the character must be skilled enough in Two-weapon fighting to use it in the off-hand without suffering −20 to-hit.
  • Against plants, insects, arachnids, avians, reptilians, animals, fey, elves, and elementals, grants +1d10 to hit, +1d20 damage, and warning while carried

Demonbane

  • lawful silver saber
  • Does not resist being held second to other artifacts
    • However, the character must be Expert in two-weapon fighting to use it in the off-hand without suffering −20 to-hit.
  • Against demons, grants +1d10 to hit, +1d20 damage, and warning while carried
  • Blocks demons' passive summoning abilities

Werebane

  • unaligned silver saber
  • Does not resist being held second to other artifacts
    • However, the character must be Expert in two-weapon fighting to use it in the off-hand without suffering −20 to-hit.
  • Against lycanthropes and demihumans, grants slotless warning, +1d10 to hit, +1d20 damage, and warning while carried
    • Also attempts to cancel applicable struck targets on 10% of hits
    • Demihumans include minotaurs, gnolls, nagas, mind flayers, deep ones, centaurs, and Medusa
  • Protects against lycanthropy while wielded

Giantslayer

  • unaligned axe
  • Does not resist being held second to other artifacts
    • However, the character must be a Grand Master in two-weapon fighting to use it in the off-hand without suffering −20 to-hit. In practice, only Monks can do this.
  • Does +1d4 vs small, +2d4 to large
  • Against large creatures, grants +1d10 to-hit, +1d20 damage.
  • Against giants and boulder-throwing enemies, deducts 6 movement points on hit and grants warning while carried

Vampire Killer

  • lawful bullwhip
  • Does not resist being held second to other artifacts
  • Deals +12 damage vs. smallc reatures and +1d12 damage vs large creatures
  • Against undead, demons, and werecreatures, grants +1d10 to hit, +1d20 damage, and warning while carried
  • Deals +7 holy damage to holy-haters
  • Grants drain resistance and protects against lycanthropy when wielded
  • Invoke to bless, repair erosion, set erodeproof, and raise enchantment to +3 if 2 or lower.

Kingslayer

  • chaotic stiletto
  • Does not resist being held second to other artifacts
  • Against monster lords and princes (including demon and devil lords and princes), grants +1d10 to hit, +1d20 damage, and warning while carried.
    • Also attempts to cancel applicable struck targets on 10% of hits
  • Permanently poisoned

Peace Keeper

  • lawful silvered athame
  • Does not resist being held second to other artifacts
  • Against always hostile creatures, grants +1d5 to hit, +1d10 damage, and warning while carried
    • Also cancels applicable struck targets on 10% of hits

Ogresmasher

  • unaligned war hammer
  • Does not resist being held second to other artifacts
    • However, the character must be a Master in two-weapon fighting to use it in the off-hand without suffering −20 to-hit. In practice, only Monks can do this.
  • Against ogres, grants +1d10 to-hit, warning while carried, and smashes them on hit, instantly killing them
    • Smashing ogres exercises strength and wisdom
  • Sets strength and constitution to 25 when wielded or in offhand weapon slot (even if not currently two-weaponing)

Trollsbane

  • unaligned silvered morning star
  • Does not resist being held second to other artifacts
    • However, it is too heavy to use it in the off-hand without suffering −20 to-hit.
  • Against trolls and any other monsters that naturally regenerate health, grants +1d10 to hit and +1d20 damage
  • Grants +1d10 to hit, +2d20 damage plus doubled enchantment again vs covetous monsters (those "nasty trolls that pop in to ruin your day")
  • Counts as a sunlight-emitting artifact, instantly killing some trolls and gremlins on hit

First gifts

Xiuhcoatl

  • lawful archeologist-favoring atlatl / bullwhip
  • Whip form has 1d2+1d4 base dice
    • As an atlatl, can fire javelins just like throwing works, but adds double strength bonus and has no maximum range
  • Has 1d5 to hit and deals 3d12 extra fire damage (in melee as a bullwhip, in ranged combat when firing javelins as an atlatl) and grants fire resistance when wielded
  • Can be #invoked to change between atlatl and bullwhip at no cost
  • In atlatl form, can be #invoked to generate javelins, which has a cooldown

Cleaver

  • neutral Barbarian-favoring battle axe
  • First gift given to Barbarians starting with a battle axe
  • +1d3 to hit, 2x damage
  • will automatically shatter the weapons of weapon wielding targets

Atlantean Royal Sword

  • neutral Barbarian-favoring two-handed sword
  • First gift given to Barbarians starting with a two-handed sword
  • +1d3 to hit, 2x damage
  • will automatically shatter the weapons of weapon wielding targets

The Pen of the Void

  • neutral Binder-favoring athame
  • First gift given to Binders
  • Does not resist being held second to other artifacts
  • +1d5 to-hit
    • After the Binder quest has been completed, also does 2x damage
  • Can hold a summoned spirit, granting various special effects. An explanation of this mechanic can be found here.
  • Resists being placed in containers and can't be destroyed ala other unique items

Luck Blade

  • chaotic Convict-favoring short sword
  • First gift given to Convicts
  • +1d7 to hit, +1d7 damage, and uses luck-biased damage dice
  • Acts as a luckstone when carried

Rhongomyniad

  • lawful knight-favoring lance
  • First gift given to Knights
  • Grants +1d3 to hit, 2x damage
  • Does not break when used to joust
  • If gifted, also unrestricts riding and martial arts skill (along with lance skill). A saddle is also gifted.

The Rod of Lordly Might

  • lawful Noble-favoring mace/axe/lance/rapier/spear (variable)
  • First gift given to Nobles
  • Grants +1d3 to-hit, 2x damage
  • Fast engraving: the Rod engraves as an athame while in rapier form.
  • Invoke for a variety of effects
    • At will: The Rod can be ordered to assume a different form as often as desired.
      • Become Mace
      • Become Axe
      • Become Rapier
      • Become Spear
      • Become Lance
    • Limited: these powers are limited by the artifact's invoke cooldown. Once you invoke one of them, you can't invoke any of these powers for rnz(100) turns.
      • Become Ladder (Rod must be a mace):
        • Prior to gaining the Amulet: Similar to quaffing a cursed potion of gain level, allows you to escape through the ceiling to the level above.
        • After gaining the Amulet: Similar to zapping a wand of digging downward, allows you to escape through the floor to the level below.
        • While swallowed: Similar to zapping a wand of digging, the extending ladder seriously injures physical monsters engulfing you.
      • Show Me My Surroundings: Maps local area using clairvoyance.
      • Inspire Fear: Scares nearby monsters that can see you.
      • Give Me Your Life (Rod must be a spear): Drains two levels from one adjacent monster, healing you for 4d8 HP.
      • Kneel: Paralyzes one adjacent monster.

The Marauder's Map

  • chaotic Pirate-favoring scroll of magic mapping
  • Invoke for object and artifact detection
  • Read to map local area of the dungeon (as clairvoyance)
    • Is not consumed by being read.

Kiku-ichimonji

  • lawful Samurai-favoring katana
  • First gift given to male Samurai
  • Does not resist being held second to other artifacts by Samurai
    • However, the character must be Expert in two-weapon fighting to use it in the off-hand without suffering −20 to-hit.
  • +1d4 to hit, +1d12 damage

Jinja Naginata

  • lawful Samurai-favoring naginata
  • First gift given to female Samurai
  • +1d4 to hit, +1d12 damage
  • When blessed, an extra +5 to-hit and +1d12 damage vs holy-haters
  • When wielded, grants a bonus to AC equal to 2+enchantment, doubled from the normal naginata AC bonus

The Singing Sword

  • unaligned Bard-favoring long sword
  • First gift given to Troubadours
  • +1 to hit, +1 damage
  • Uses the musicalize spell skill instead of the long sword skill.
  • Passively learns songs while wielded, and can be instructed to sing a known song via #invoke. An explanation of this mechanic can be found here.

Mjollnir

  • neutral Valkyrie-favoring war hammer
  • First gift given to Valkyries
  • Does not resist being held second to other artifacts by Valkyries
    • However, it is too heavy to use it in the off-hand without suffering −20 to-hit.
  • +1d5 to hit and +2d4+2 to small and +2d4 to large, in addition to +1d24 eectriacl damage
  • Randomly fires 6d6 lightning bolts on hit, including thrown hits.
  • Can be thrown by a Valkyrie wearing Gauntlets of Power. It will return to the hand of the wielder when thrown. As long as the Valkyrie is not confused, stunned, etc. and Mjollnir is not cursed, it will always be successfully caught.

Magicbane

  • neutral Wizard-favoring athame
  • First gift given to Wizards
  • Does not resist being held second to other artifacts by Wizards
  • +1d3 to hit, +1d4 damage
  • Grants magic resistance and curse protection when wielded
  • Additional magic effects based on enchantment
    • Magicbane's magic fanfare effects are more frequent against magic-resistant creatures (unlike in vanilla, where they are less frequent)
    • Magicbane's magic fanfare effects deal increased damage to magic-resistant creatures (+6d6 vs +1d4)
      • +0 to +2 enchantment maximizes damage against magic-resistant foes (average damage is the same for +0, +1, and +2)
      • +7 enchantment is best vs magic sensitive foes.

Double-damage artifacts

Grayswandir

  • lawful silver saber
  • +1 to hit, 2x damage
  • Grants hallucination resistance while wielded
  • Grants warning while carried

Frost Brand

  • unaligned glass bladed weapon
    • Type varies per game, but will always be consistent for both Fire and Frost Brand.
      • Can be wished for or found as nonmagical gauntlets, or any weapon that's a bladed weapon, not a charged weapon (vibro- or force-) and whose base size isn't two-handed. Any valid object has the normal artifact spawn chance. Once either Brand has spawned, the other Brand will only spawn from the matching object type.
      • When given as a gift, has a 1/3 chance of being a long sword. Otherwise it is equally likely to be: saber, scimitar, gauntlets, broadsword, axe, short sword, athame
  • +1 to hit, 2x cold damage
  • Base dice damage are dealt as explosion damage, so it is rarely resisted
  • Grants cold resistance while wielded

Fire Brand

  • unaligned obsidian bladed weapon
    • Type varies per game, but will always be consistent for both Fire and Frost Brand. Once either Brand has spawned, the other Brand will only spawn from the matching object type.
      • Can be wished for or found as nonmagical gauntlets, or any weapon that's a bladed weapon, not a charged weapon (vibro- or force-) and whose base size isn't two-handed. Any valid object has the normal artifact spawn chance.
      • When given as a gift, has a 1/3 chance of being a long sword. Otherwise it is equally likely to be: saber, scimitar, gauntlets, broadsword, axe, short sword, athame
  • +1 to hit, 2x fire damage
  • Base dice damage are dealt as explosion damage, so it is rarely resisted
  • Grants fire resistance while wielded

Golden Sword of Y'ha-Talla

  • unaligned scimitar or bullwhip
  • +1d5 to hit, 2x poison damage
  • Whip form deals 1d2+1d4 base dice
    • Permanently poisoned
  • Grants poison resistance while wielded
  • Invoke for a variety of effects
    • At will: The Sword can be ordered to assume a different form as often as desired.
      • Become Sword
      • Become Scorpion Whip
    • Limited: this power is limited by the artifact's invoke cooldown. Once you invoke it, you can't use it again for rnz(100) turns.
      • Strike: Deal 5d6 poison damage to single chosen adjacent monster's HP and max HP.

Mirror Brand

  • neutral silver long sword
  • Against non-neutral targets, grants +1 to hit, 2x damage, and triggers extra magical effects like Magicbane
    • Deals an extra 2d10 damage when a magic effect is triggered
  • Grants reflection while wielded

Sunsword

  • lawful silvered gold long sword
    • If you are more skilled in short swords than in long swords, uses the short sword skill
  • Against undead and demons, +1 to hit and 2x damage
  • Grants searching and resistance to blindness when wielded
  • Acts as a light source when wielded, radius 1/2/3 when cursed/uncursed/blessed
  • As a light-emitting artifact, instantly kills some trolls and gremlins on hit
  • May blind struct targets
  • Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)

Axe of the Dwarvish Lords

  • lawful battle axe
  • +1 to hit, 2x damage
  • Grants teleport control when wielded
  • Grants X-ray vision to dwarves when wielded
  • Can be thrown by dwarves, and returns to their hands
  • Can be used to dig with

Windrider

  • unaligned boomerang
  • +1 to hit, 2x damage
  • Returns to the quiver when thrown and can be multishot
  • Does not shatter if wielded in melee

Rod of the Ram

  • neutral mace
  • +1 to hit, 2x damage
  • Knocks back struck creatures, subtracting 10 movement points and stunning in the process

Atma Weapon

  • unaligned beamsword (uses broadsword skill)
    • Base damage is 3d10+(3x enchantment) to both large and small creatures.
    • Apply the Atma Weapon to turn it on and off.
    • If used to attack with while off, damage drops to 1d2.
  • Against nasty monsters, grants +1d6 to hit and +3d6 damage
  • If you are not life drain resistant, Atma Weapon
    • Adds d(current level) extra damage
    • Severely reduces your natural healing rate
    • Scales its damage by your current hp percentage
  • When Atma Weapon is wielded while cursed and activated, or attempted to be activated while either cursed or uncharged, it will drain a level and uncurse / charge itself (only applies if you don't have drain resistance)
  • If you are drain resistant, its base damage is decreased to 2d10+(2x enchantment)
  • Otherwise follows lightsaber rules.

Limited Moon

  • chaotic silver two-handed moon axe
  • +1 to hit, 3x damage
    • Bonus damage is adjusted by your current energy percentage, so being at 50% of max Pw would be 2x damage, ranging from 1x to 3x at empty to full
    • Drains 3 Pw per hit

The Black Arrow

  • unaligned ancient arrow
  • +1000 to hit, 4x base damage followed by additional +108 damage
  • Instantly kills Smaug

Tensa Zangetsu

  • neutral tsurugi
  • +1 to hit and 2x damage
  • Halves spell damage when wielded
  • Grants basic armor if torso armor or a cloak is not worn
    • If wearing both cloak and torso armor, adds half enchantment to AC
    • If wearing either cloak or body armor, but not both, adds 1.5x enchantment to AC
    • If wearing neither cloak nor body armor, adds 2x enchantment to AC
    • Adds half enchantment to DR slots covered by cloak if no cloak is worn, and half enchantment to DR slots covered by body armor if no body armor is worn
  • Can be invoked for a Speed Bankai, a force bolt dealing (level+enchantment)d12 damage
  • When wielded, reduces movement cost for movement actions (walking, running, and auto-travel) to 1 movement point, and adds +12 movement points to your total movement points available per turn
  • Drains an extra 9 nutrition per turn, for a total of 10, but the extra drain is blocked by slow digestion
  • Can only be used safely for 1 turn per level. One safe turn is regained for every 10 turns Tensa Zangetsu is not wielded.
    • If overused, will check for a worn mask. If you are wearing a mask of an undead monster, it will erode the mask (this cannot be fixed) and will give you a number of safe turns equal to the level of the monster the mask belongs to.
      • If a mask is eroded 3 times, the 4th erosion will shatter the mask, but still give the safe turns
    • If overused, drains 5 hp each turn, 1 max hp every other turn, and abuses strength and constitution every turn.

Utility artifacts

Sode no Shirayuki

  • lawful silver katana
  • +1 to hit
  • Grants cold resistance when wielded
  • Can be invoked to activate 3 separate abilities, each on its own timer:
    • First dance: Creates a (level+enchantment) damage cold element blast.
    • Second dance: Fires a cold element ray doing (level+enchantment) damage, range of 7+enchantment.
    • Third dance: Repairs damage to the sword, and allows 2x cold damage for enchantment+level turns.
  • Adds enchantment to charisma when wielded
  • When wielded, reduces movement cost for movement actions (walking, running, and auto-travel) to 3 movement points

Tobiume

  • chaotic metallic long sword
  • +1 to hit, +1 fire damage, but suffers from -2 damage to small and -3 damage to large targets
  • Grants fire resistance when wielded
  • Automatically disarms weapon wielding targets.
  • Invoke to cast the fireball spell, using the higher of your attack magic skill and your longsword skill
    • If your skill permits, casts firestorm instead. This triggers (2*skill)+d(2*skill) fire explosions, where skill is 1 for basic, 2 for skilled, and 3 for expert, using higher of long sword and attack spell skill. Damage is (level/2)+10+enchantment per explosion
  • If a target is killed by Tobiume, their body is launched backwards and explodes as a fireball.
  • If enchantment is above 0, adds enchantment to AC
  • When wielded, reduces movement cost for movement actions (walking, running, and auto-travel) to 4 movement points

Lance of Longinus

  • lawful silver spear
  • When wielded, conveys half physical and spell damage, magic resistance, and reflection.
  • Deals an extra 3d7 holy damage or 3d9 unholy damage when blessed/cursed against those who hate holy/unholy
  • Grants drain resistance when carried
  • Toggles water walking when invoked.
  • The Lance of Longinus angers demon lords when wielded, following the same rules that Excalibur does.

The Arkenstone

  • chaotic diamond
  • Acts as a light source and grants aggravate monster when carried
  • Invoke to toggle conflict

Release from Care

  • unaligned scythe
  • +1 to hit, +1d10 damage
  • Can behead target
  • Grants life drain resistance while wielded
  • Grants cold resistance while carried
  • Invoke for healing, healing you by half of the health needed to get to your maximum and curing illness, slime, and blindness

The Lifehunt Scythe

  • large chaotic scythe
  • First gift for female half-dragons
  • Bloodthirsty (attacks peaceful monsters without prompting for confirmation)
  • Against living or undead creatures (ie, not golems and other non-living creatures):
    • +1d6 to hit and 1d6 damage
    • Target gains studied debuff equal to damage dealt (cumulative).
    • You recover HP equal to 12 damage dealt.
    • You gain studied debuff equal to 14 damage dealt (cumulative).
    • Triggers sneak attack against targets that don't know where you are, but only if you have sneak attack (i.e., are an unpolymorphed Rogue or have Andromalius bound)
      • Can behead target if and only if sneak attacking, with normal beheading chance per hit.
  • Grants double dexterity bonus in addition to double strength bonus to damage, for +16 when you have 25 in both stats
  • Grants life drain resistance and stealth while wielded
  • Grants cold resistance while carried
  • Invoke to toggle invisibility

The Holy Moonlight Sword

  • unaligned metallic long sword
  • When unlit, is silvered, and grants +1d20 to hit, +1d10+enchantment holy damage vs holy-haters
  • Apply to light up and become a huge long sword that deals 2x damage to magic-sensitive targets. While lit:
    • Effective size increases from medium to huge (2 steps)
      • Size increase makes the sword two-handed for most characters
      • Size increase improves damage by 4 die faces (1d8/1d12 → 1d12/1d16)
    • Grants clairvoyance while wielded
    • Using the #fire command will launch an explosive magic projectile and attack in the indicated direction (costs 25 energy). The explosion does 2d12+2xEnchantment.
      • Note that the explosion from the projectile can damage the player character and any pets adjacent to the target. Player-style MR prevents this damage
    • Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
    • Converts base dice to explosion damage, bypassing most resistances
  • Invoke for enlightenment.
  • Heals you for a portion of base damage dealt. Heals 30% rounded up when lit, 10% rounded up when unlit.
    • The heal amount is calculated before the double damage to magic-sensitive targets, or any silver/holy bonus damage. It DOES include the increased die size from a lit sword.
  • Counts as an insight weapon, gaining extra bonus damage when used by a Madman

Bloodletter

  • unaligned iron morning star
  • +1d8 to hit and +1d12 blood damage
    • Blood damage triggers versus targets with blood, and has a flat bonus equal to the target's level. Bloodletter only grants the extra damage when activated.
  • At under 1/4 of your maximum health, deals an extra 2d12 blood damage, or an extra 1d12 at under 1/2 of your maximum health but above 1/4. This does not multiply the base damage or flat blood bonus, only the d12 extra, but does not require Bloodletter to be activated.
  • Can be #invoked to activate it, dealing damage to you equal to 1/5 of your max health and coating it in blood for 20 + 2d10 turns.
    • While active, grants the bonus damage based on the target's level, but successfully triggering the extra blood damage will reduce the turns remaining by anywhere from <target's level>/10 to <target's level>/10 - 4. This will never add time.
    • While wielded and active, invoking it again or applying it will slam Bloodletter down. This shakes off the blood on it, ending the active effect but causing a 6d6 rotten blood damage explosion of radius 1 (one square around the player, like a fireball).
  • Counts as an insight weapon, gaining extra bonus damage when used by a Madman

The Silence Glaive

  • unaligned glaive
  • +1 to hit, +1 life drain damage
  • Drains one level from the target on hit
  • Grants drain resistanc when wielded
  • Offers a variety of special effects when invoked
    • Invoke and specify direction: magic missile attack, using attack skill
    • Invoke and press up: protection, using clerical skill
    • Invoke and press down: kills all genocide-susceptible creatures on the current level. Yourself included. Polymorphing into a non-genocide susceptible monster (i.e. titan) will not help you survive. An amulet of life saving will save you however, but leaves the other creatures dead. Also triggers three earthquakes.

The Garnet Rod

  • unaligned silver key
  • When wielded, grants energy regeneration and health regeneration, and adds +6 movement points per turn, but drains 9 extra nutrition per turn.
    • The extra nutrition is blocked by slow digestion and does not apply to undead
  • Acts as a universal spellcasting focus when wielded
  • Offers a variety of special effects when invoked
    • Invoke and specify direction: magic missile attack
    • Invoke and press up: time stop (120 free movement points, equivalent to 12 free moves). Also initiates a 5-turn petrification timer on you (ie, you will turn to stone and die 5 clock-ticks after the time stop ends).
      • A stoning resistance does not prevent this, though the stoning can be cured via a lizard corpse or acid as normal.

Helping Hand

  • lawful grappling hook
  • Invoke to untrap specified square
  • Grants searching, stealth, and warning when wielded
    • Boosts the success rate of all searches performed, depending on its enchantment
  • Grants curse protection when carried
  • Can be used to rapidly engrave (as athame)

Blade Singer's Saber

  • unaligned silver rakuyo (or rakuyo-saber)
  • Grants +1d8 to hit and +1d8 damage
  • If gifted, unrestricts saber, dagger, and two-weaponing skills
  • When unlatched, Blade Dancer's Dagger replaces the normal rakuyo-dagger
  • Has all the normal benefits/penalties of a rakuyo/rakuyo-saber, including insight bonuses
  • Grants +4 movement points on a hit, up to once per turn
    • When Blade Dancer's Dagger is offhanded (regardless of two-weaponing), grants another +2 points per hit for +6 total
  • When invoked:
    • Heals up to 1/4 lost hp from max (1/2 if invoking singer with dancer offhanded), scaled with enchantment (so full 1/4 at +10, 1/8 at +5, etc.)
    • Makes you very fast for d(level)+50 (+50 again if singer with dancer offhanded)
    • Casts protection with a duration of ((Level)*2(if invoking singer with dancer offhanded) * (30|15|5|)(for B|U|C))/30. After this duration, protection begins falling off at a rate of one ever 10|5|1 turns (determined by B|U|C)
  • As a rakuyo, counts as an insight weapon, gaining extra bonus damage when used by a Madman

Blade Dancer's Dagger

  • unaligned silver rakuyo-dagger
  • Grants +1d4 to hit and +1d4 damage
  • Can't be wished for, gifted, or otherwise obtained except from bones and unlatching Blade Singer's Saber
  • Does not count toward artifacts generated
  • Has all the normal benefits/penalties of a rakuyo-dagger, including insight bonuses
  • Grants +4 movement points on a hit, up to once per turn
    • When Blade Singer's Saber is offhanded (regardless of two-weaponing), grants another +2 points per hit for +6 total
  • Shares an invoke with Blade Singer's Saber
  • As a rakuyo, counts as an insight weapon, gaining extra bonus damage when used by a Madman

Limb of the Black Tree

  • chaotic club
  • Grants +1d4 to hit and +1 fire damage
  • Grants Fire Resistance when carried
  • Causes a 6d6 fiery explosion whenever it strikes a target

The Lash of the Cold Waste

  • chaotic onyx (mineral) bullwhip
    • As an onyx bullwhip, deals 1d4 to small and 1d3 to large
  • +1d4 to hit, +1 cold damage
  • Grants sleep resistance while wielded
  • Grants cold resistance while carried
  • Causes a 6d6 cold explosion whenever it strikes a target
  • Deals extra damage depending on your insight and level, up to 1d(insight) or 1d(level), whichever stat is lower
  • Counts as an insight weapon, gaining extra bonus damage when used by a Madman

Ramiel

  • lawful partisan
  • Grants +1d4 to hit and +1 electrical damage
  • When used at range, causes a 6d6 shocking explosion whenever it strikes a target
  • When used in melee on horseback, fires a 6d6 lightning bolt whenever it strikes a target

Spineseeker

  • chaotic short sword
  • Grants +1 to hit and +1d6 damage
  • Grants stealth while wielded
  • Allows wielder to make sneak attacks like a Rogue and does extra sneak attack damage when used to attack a foe from behind

Quicksilver

  • unaligned silver flail
  • Grants +1d4 to hit and +1d8 damage
  • Gains an extra attack at xp level 16, however the extra attack is made with a -15 to-hit penalty
  • Invoke to toggle extrinsic (very fast) speed

Sky Render

  • lawful silvered katana
  • Grants +1d10 to hit and +1d10 damage
  • Grants displacement while carried

Fuma-itto no Ken

  • chaotic broadsword (Ninja-to)
  • Against cross-aligned targets, grants +1 to-hit and +1d8 damage
  • Invoke to create shuriken
  • Permanently poisoned

Callandor

  • lawful crystal sword
  • For anybody who did not start the game as a male, it is merely a normal crystal sword
  • Otherwise, grants 1/2 spell damage, 2x damage to beam and ray spells, and energy regeneration
  • When casting spells with it wielded, grants a bonus to failure rate, but each cast has a 5% chance of costing 1d * (spell level) sanity.
  • Will only ever be given to male characters

Staff of Necromancy

  • chaotic bone quarterstaff
  • +1d5 to hit and 2x life draining damage
  • Grants cold resistance while wielded
  • Invoke to raise a corpse as a skeletal minion
    • The corpse must have had bones in life, not be unique, and be tameable
    • Being a skeleton makes the monster undead, as well as granting -2 AC (harder to hit), cold/sleep/poison resistance, and suffering a 3/4 speed penalty (min 6). The monster also loses blunt resistance (if it had it), but gains piercing and slashing resistance.

Green Dragon Crescent Blade

  • lawful naginata
  • +1 to hit and +1d25+1d12 damage
  • Deals blunt damage in addition to slashing
  • Weighs 150 aum (same as a two-handed sword, twice a normal naginata)
  • Staggers enemies when struck with a (skill)/20 chance, where skill is 1/2/3 for skilled/basic/expert
  • Shatters the weapons of enemies with a (skill+2)/20 chance

Hellfire

  • chaotic crossbow
  • Grants bolts fired from it +1d4 to hit and +1 fire damage
  • Causes a 6d6 fiery explosion whenever a bolt fired from it strikes a target, consuming the bolt in the process
  • Grants fire resistance while wielded

The Unstoppable

  • neutral crossbow
  • +1d8 to hit, +1d12 damage
  • Fired bolts pierce enemies on hit or miss

Plague

  • chaotic bone bow
  • +1d5 to hit, +1d7 poison damage to arrows fired
  • All arrows fired are treated as poisoned (with normal poison)
  • When invoked, arrows are treated as filth-crusted instead for the next 13 turns, with the filth having a double chance of instantly killing non-resistant monsters (20% instead of 10%)
    • Filth-based instant kills during the invoke duration will cause a virulent explosion, dealing 6d6 damage to surrounding monster. The radius is loosely dependent on size - tiny monsters have a radius 0 explosion, gigantic monsters have a radius 2, and other sizes have radius 1.
  • Confers poison resistance and sickness resistance while wielded

Epoch's Curve

  • unaligned wooden bow
    • appears as "white ash longbow" when un-identified
  • +5 to hit, +1d6 to damage
  • Grants teleport control when wielded
  • Invoke for hungerless teleport
    • If not worn, it will teleport away without you.
    • If on a no-teleport level, will first try to lift you up one level, and if that fails drop you one
  • If an arrow fired by it is not destroyed, it will jump back to your inventory after 5 turns

Fluorite Octet

  • 8 unaligned blue fluorite gems
    • The full set is called the Fluorite Octet
    • A single gem is called a Fluorite Octahedron
    • Multiple gems are called Fluorite Octahedra
  • The Fluorite Octet is a throwing weapon.
    • Each gem deals 1d8 damage. Throwing the full set therefore deals 8d8 damage.
      • The gems' damage dice are luck-biased and exploding.
      • At 13 luck, each lucky exploding 1d8 deals an average of 19 damage.
    • Fewer gems may be thrown using the same system as for throwing a specified amount of gold (for example, n4t or 4t, depending on control scheme)
    • The gems may also be used as sling ammo.
  • As a gem, may be slotted into non-artifact lightsabers, beamswords, and double lightsabers.
    • Doing so, even unlit, turns their damage dice into luck-biased exploding d8s

The formula for the expected value of exploding lucky dice is given by:

X is die size (8 for the Fluorite Octet)

L is luck, if X>15, or luck/3, if X<=15

J = \frac{49-luck}{50-luck}

EV(X,L) = \left[\frac{X+1}{2} + J \cdot L \cdot (1 - \frac{L+1}{2 \cdot X})\right] \left[ \frac{1}{1 - \frac{1 + J \cdot L}{X}} \right]

Wallet of Perseus

  • unaligned bag of holding
  • Contents are lighter than normal, with 1/3 and 1/6 when uncursed/blessed, up from 1/2 and 1/4. When cursed, multiplies the weight by 4 (up from 2).

Hellrider's Saddle

  • unaligned saddle
  • grants reflection and MR to both steed and rider
  • Invoke to toggle invisibility

Artifact armors

Tie-Dye Shirt of Shambhala

  • unaligned t-shirt
  • Read to cure afflictions (as unicorn horn). Blocked by non-crystal body armor.
  • Invoke for enlightenment
  • Greatly increases carrying capacity, 1.5x when blessed, 1.25x when uncursed, .75x when cursed.
  • Can be enchanted to +7
  • Enhances charisma if worn without torso armor
  • Enhances wisdom if worn with torso armor

Soulmirror

  • neutral mithril plate mail (functionally standard plate mail but lighter)
  • grants reflection, MC3, and life drain resistance while worn
  • Can be enchanted to +7

The Scorpion Carapace

  • unaligned chitin scale mail
  • Grants poison resistance when worn
  • Adds a 1d4 poison sting attack wearer's attack chain
  • Can enchant to +7
  • Rare drop from scorpion enemies

Beastmaster's Duster

  • lawful leather jacket
    • Will sometimes blast cross-aligned characters when they are hit in combat (110 chance per hit)
  • Invoke to pull something out of your pockets (chosen via menu)
    • magic whistle
    • leash
    • saddle
    • tripe ration
    • apple
    • banana
  • Can be enchanted to +7
  • If gifted, unrestricts beast mastery skill

Aegis

  • lawful leather cloak / leather roundshield
  • Lawful crowning gift for Healers, but still wishable
  • Can be applied to change forms
  • Grants reflection and half physical damage when worn
  • After Medusa or her equivalent that game has been killed, #invoke to channel her power
    • Invoking downwards will burn up to three Gorgoneia onto the floor (based on BUC)
    • Invoking at a monster will attempt to stone that monster with a (MR2)% chance. If that fails or the monster is petrification resistant, the monster will be stunned, confused, and crazed.
  • Can be enchanted to +7

Grandmaster's Robe

  • neutral robe
  • Martial arts attacks use exploding dice and get extra damage (50% chance per hit of an extra 1d4)
  • Can be enchanted to +7
  • Grants double the normal robe effect
  • Can be #named by level 30 characters with Grand Master martial arts
  • If gifted, unrestricts martial arts skill

Cloak of the Unheld One

  • neutral intelligent oilskin cloak
  • Grants sleep resistance while carried
  • Grants free action while worn
  • Grants magic resistance while worn
  • Grants MC3 while worn
  • Invoke to teleport
    • If not worn, it will teleport away without you.
    • If on a no-teleport level, will first try to lift you up one level, and if that fails drop you one
  • Can enchant to +7

Mirrorbright

  • chaotic silver roundshield
  • Resist hallucinations while worn
  • Grants reflection while worn
  • Invoke to toggle conflict
  • Can enchant to +7

Shield of the All-Seeing

  • unaligned orc-favoring orcish shield
  • Automatic searching
  • Adds enhancement bonus to search attempts
  • Grants warning vs elves when worn
  • Grants fire resistance when worn
  • Toggles protection from shape changers when invoked
  • Can enchant to +7

Shield of Yggdrasil

  • unaligned elf-favoring elven shield
  • Invoke for healing
  • Grants regeneration when worn
  • Grants poison resistance when worn
  • Can enchant to +7

Whisperfeet

  • chaotic boots of speed
  • Invoke to toggle invisibility
  • Grants stealth when worn
  • Can enchant to +7

Water Flowers

  • chaotic silvered water walking boots
    • Adds silver damage to kick attacks
  • Invoke for hungerless teleport
    • If not worn, they will teleport away without you.
    • If on a no-teleport level, will first try to lift you up one level, and if that fails drop you one
  • Grants displacement when worn
  • Can enchant to +7

Hammerfeet

  • chaotic kicking boots
  • If a target is damaged by a kick, knock back target 10 squares, subtract 10 movement points, and stun.
  • Doubles kicking damage
  • Kicking damage still applies to thick-skinned monsters, but not the knockback.
  • Can enchant to +7

Seven League Boots

  • unaligned jumping boots
  • Grants very fast speed when worn
  • Reduces movement cost for movement actions (walking, running, and auto-travel) to 2 movement points
  • Invoke for a jump with a 7 tile range
  • Can enchant to +7

Frost Treads

  • unaligned water walking boots
  • Grants cold resistance while worn
  • +1 to hit and +1d8 cold damage when kicking
  • Freezes water and lava underfoot

Helm of Undeath

  • chaotic bone war hat
  • Grants drain resistance while worn
  • Grants lifesaving while worn
    • Is consumed on use
    • Permanently polymorphs player into a Death Knight
  • Can be enchanted to +7

Stormhelm

  • chaotic helm of brilliance
  • Grants Shock resistance while carried
  • Grants cold resistance while worn
  • Allows casting of the lightning storm spell while worn, which is the AoE version of the lightning bolt spell.
  • Can be enchanted to +7

Apotheosis Veil

  • unaligned crystal helm
  • Grants see invisible while worn
  • Grants drain resistance while worn
  • Grants the ability to see in both light and dark while worn
  • Grants hungerless spellcasting at a -4 INT penalty while worn
  • Invoke for enlightenment
  • Can be enchanted to +7

Shield of the Resolute Heart

  • unaligned gauntlets of dexterity
  • Half physical damage when worn
  • Invoke to bless, clear erosion, raise enchantment to +3
  • Can enchant to +7

Gauntlets of Spell Power

  • unaligned silvered gauntlets of power
    • Adds silver damage to unarmed attacks
    • Base item material is still iron, so they will give regeneration penalties to elves/drow but not vampires
  • Grants +1 skill level all spells (does not affect failure rates)
  • 2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin)
  • Grants half spell damage
  • Inflicts a spell-casting penalty due to being based on the metal gauntlets of power (this is deliberate)

Premium Heart

  • unaligned gauntlets of power
    • Also increase dexterity by enchantment, identical to gauntlets of dexterity
    • Can be enchanted to +7
  • +1 to hit and 2x damage to unarmed
  • Unarmed attacks have greatly increased chance of a staggering blow
    • (skill level)20, rather than (skill level)100
  • Damaged multiplier increased by +1x for each status ailment currently afflicting you
    • HP at less than 14 maximum
    • HP at less than 116 maximum
    • Blindness
    • Confusion
    • Hallucinating
    • Wounded legs
    • Stunned
    • Sickness
    • Gradual stoning
    • Strangulation
    • Vomiting
    • Slimed
    • Fumbling
  • If gifted, unrestricts martial arts skill

Godhands

  • lawful golden gauntlets of power
    • Set Dexterity to 25
    • Can be enchanted to +7
  • +1d20 to-hit and +1d10 damage to unarmed
  • Deals an extra 3d7 holy/unholy damage to unarmed when blessed/cursed, in addition to 1d20/2d9 holy/unholy damage to unarmed from the base item
  • Grants drain resistance when worn

Grappler's Grasp

  • unaligned gauntlets of power
  • +1 to hit and +1d6 damage
  • Grabs monsters when you make a successful unarmed attack against them
  • While grabbed, monsters take crushing damage every turn. Damage is Xd6, where X is 1 at unskilled/basic, 2 at skilled/expert, and 3 at master/grandmaster. X is increased by 1 if you know martial arts.

Non-wishable artifacts

Crowning gifts

Clarent

  • lawful Knight-favoring long sword
  • Given to knights as a crowning gift
  • Does not resist being held second to other artifacts by Knights
    • However, in practice is is too heavy to use in the off-hand without suffering −20 to-hit.
  • Against thick-skinned targets it does +1d4 to hit and +1d8 damage
  • Can cut through stone
  • Can be invoked to pinpoint the location of pets and increase their tameness
  • When wielded or kept in the secondary weapon slot, it doubles the bonus pets receive from the beast mastery skill.

The Bow of Skadi

  • lawful Valkyrie-favoring bow
  • Crowning gift for Valkyries
  • +1 to-hit
  • +1d24 cold damage
  • Causes a 6d6 freezing explosion whenever an arrow fired from it strikes a target, consuming the arrow in the process
  • Read to learn the spell Cone of Cold

The Crown of the Saint King

  • lawful Noble-favoring intelligent gold circlet (random magic helm)
  • Crowing gift for lawful and neutral (non-vampire) nobles
  • Causes all pets on the level to follow you between levels
  • Can be invoked to pinpoint the location of pets and increase their tameness
  • Can be enchanted to +7

Warning: Both this and its vampire noble counterpart (The Helm of the Dark Lord) can be helms of opposite alignment. Be wary about trying them on.

The Helm of the Dark Lord

  • chaotic Noble-favoring intelligent visored helmet (random magic helm)
  • Crowing gift for chaotic and vampire nobles
  • Causes all pets on the level to follow you between levels
  • Can be invoked to pinpoint the location of pets and increase their tameness
  • Can be enchanted to +7

Warning: Both this and its non-vampire noble counterpart (The Crown of the Saint King) can be helms of opposite alignment. Be wary about trying them on.

Reaver

  • chaotic Pirate-favoring intelligent scimitar (cutlass)
  • Crowing gift for Pirates
  • +1d5 to hit
  • +2d8 damage
  • Steals one item per hit from target.
    • You will be asked whether you want to keep the item. Should you decline, you may throw the item in any direction.

Sunbeam

  • lawful Ranger-favoring intelligent golden arrow(s)
  • Crowning gift for lawful human, incantifier and half-dragon Rangers. 20 Sunbeams are given to crowned characters.
  • +1d10 to hit
  • 2x damage
  • Permanently covered in poison and filth
  • Is never lost
  • Petrifies trolls and dusts gremlins
  • Grants life drain resistance when carried
  • Will automatically return to the quiver after being fired, on a cooldown of rnz(20)

Veil of Latona

  • neutral Ranger-favoring intelligent cloak of invisibility
  • Crowning gift for neutral human, incantifier and half-dragon Rangers.
  • Grants life drain resistance when carried
  • Grants magic resistance and reflection alongside invisibility when worn

Moonbeam

  • chaotic Ranger-favoring intelligent silver arrow(s)
  • Crowning gift for chaotic human, incantifier and half-dragon Rangers. 20 Moonbeams are given to crowned characters.
  • +1d10 to hit
  • 2x damage
  • Permanently covered in sleeping poison
  • Is never lost
  • Petrifies trolls and dusts gremlins
  • Grants life drain resistance when carried
  • Will automatically return to the quiver after being fired, on a cooldown of rnz(20)

Yoichi no yumi

  • lawful yumi
  • Crowning gift for Samurais
  • Grants +1d20 to hit and 2x damage to ya fired from it
  • Invoke to create ya

Ehecailacocozcatl

  • lawful archeologist favoring amulet of magical breathing
  • Crowning gift for lawful archeologists
  • Grants reflection and energy regeneration when worn
  • Invoke to summon tame high level wind elementals

Amhimitl

  • neutral bone javelin
  • Crowning gift for neutral archeologists
  • 1d5 to hit and 1d8 fire damage
  • Deals an extra 3d4 holy or unholy damage when blessed or cursed respectively
  • Can be multishot and returns to quiver when fired
    • Note - it will occasionally misfire when cursed, unless the wielder is weldprood

The Tecpatl of Huhetotl

  • chaotic bone tecpatl
  • Crowning gift for chaotic archeologists
    • As a tecpatl, deals 1d8 to small and 1d6 to large
  • Has 1d5 to hit and deals 1d8 extra damage
  • Deals an extra 1d4 unholy damage even when uncured or blessed, and 2d4 unholy damage when cursed (for 3d4 total)
  • If the monster has blood, deals an extra 2d4 damage. If this kills the monster, your prayer timeout and god's anger are reduced by the same amount you would gain from sacrificing the corpse (no luck or any other effects though)

Hermes's Sandals

  • neutral flying boots
  • Neutral crowning gift for Healers
  • Makes you very fast
  • Can be enchanted up to +7

Poseidon's Trident

  • chaotic trident
  • Chaotic crowning gift for Healers
  • Has +1d3 to hit and deals triple damage
  • Invoke and select adjacent square to create a pool there

Role-specific artifacts: Android

The Eyes of the Oracle

Role-specific artifacts: Archeologist

The Mask of Tlaloc

  • lawful Archeologist-favoring intelligent mask of a god
    • Found occasionally (10%) on the Archeologist quest locate level
  • Grants cold resistance, shock resistance, magic resistance, and half spell damage when carried.
  • Protects vs water damage when worn.

Macuahuitl of Quetzalcoatl

  • lawful Archeologist-favoring macuahuitl
    • Found occasionally (10%) on the Archeologist quest locate level
  • +1d5 to hit and double damage
  • Can bisect opponents ala the Tsurugi of Muramasa

Role-specific artifacts: Convice

The Iron Ball of Levitation

  • chaotic Convict-favoring intelligent heavy iron ball
  • Given to Convicts by the quest leader at the start of the quest
  • Grants +1d5 to hit and +1d10 damage
  • Grants life drain resistance and warning while carried
  • Grants stealth while wielded
  • Invoke to toggle levitation
  • Grants increased carrying capacity equal to its current weight
  • Acts as a luckstone.

Role-specific artifacts: Knight

Dirge

  • chaotic knight-favoring intelligent long sword
  • +1d5 to hit, +1d10 acid damage
  • Grants an additional +6 unholy damage vs. unholy-haters
  • Permanently acid-coated
  • Can be created via same-race sacrifice as a permanently converted chaotic Knight on a chaotic altar, while wielding a long sword. Any non-artifact long sword (regardless of size or material) will be converted, removing erosion, erosionproofing, and removing any negative enchantment.

Role-specific artifacts: Noble

Avenger

  • lawful nobleman-favoring long sword
    • Is always generated as blessed and at least +3, as well as having both the unholy and holy object properties
  • +1d12 to hit, +1d7 damage
  • Grants magic resistance while wielded
  • Grants drain resistance while carried
  • Carried by the Rebel Ringleader

Role-specific artifacts: Valkyrie

Gungnir

  • lawful valkyrie-favoring intelligent atgeir
  • +1d20 to hit, +1d12 damage
  • Can be created via a successful prayer by a lawful or neutral pious Valkyrie, while wielding a non-artifact spear-like (spear skill) weapon that is at least +5. Beatitude and erosion do not matter. The spear will be turned into Gungnir with no other changes made, including to base type.

Sol Valtiva

  • chaotic fire giant-favoring two-handed sword.
  • +1d5 to hit, +1d24 fire damage.
  • May cause a 6d6 fiery explosion centered on the target
  • Petrifies trolls and dusts gremlins
  • May blind targets
  • Serves as a light source
  • Can be applied like a polearm.

Role-specific artifacts: female drow Priest, Ranger, Rogue, and Wizard

Silver Starlight

  • Original quest object
  • Drow-favoring intelligent silvered rapier
  • Grants +1d4 to hit and +1d4 damage
  • Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
    • Grants +2d4 precision damage (vs corporeal, non-amorphous, non-stationary targets).
    • Grants 2d20 silver damage, rather than 1d20
    • Increases the size of your sneak-attack damage die by 50%.
  • Invoke to bless and generate a small stack of throwing stars
    • Throwing stars count as silver as long as you are wielding Silver Starlight
  • Apply to play as a magic flute
    • If invoke cooldown is active, drains a point of enchantment
    • Otherwise, sets invoke cooldown.

Wrathful Spider

  • Original alternate quest object
  • Chaotic, drow-favoring droven crossbow
  • No bonus to attack or damage
    • Fires 1d8 bolts in a single volley (You can tell it to shoot no more than n bolts by nf instead of f)
    • Each bolt gets 12 the normal damage bonus
    • Total damage therefore is close to 2x base
      • Crossbows get 3x the normal damage bonus from skill, and at expert get 3x the normal damage dice as well
  • Invoke to generate a small stack of droven bolts
  • Grants stealth while wielded

Tentacle Rod

  • Traitor's quest object
  • Drow-favoring intelligent flail
  • +1d7 to-hit and +1 to damage
    • Receives no damage bonus from your skill or its enhancement (you still get the to-hit bonus)
    • Receives 12 normal damage bonus from strength
  • Decreases spell failure while wielded
  • Absorbs curses while wielded
  • Acts as a living weapon when wielded or held in offhand slot. When there are hostile monsters nearby, has a 1/4 chance of lashing out against each adjacent monster.
  • Attacks up to 7 times per swing
    • If it hits 3 or more times it blinds, stuns, or confuses the target.
    • If it hits 6 or more times, it also slows, paralyzes, or drives the target insane.
    • If it hits 7 times, it also does an up to an additional 7d7 damage of various types.
      • 1d7 per missing resistance of: shock, acid, poison, drain, magic, in addition to 2d7 if the monster doesn't resist both fire and cold.

Crescent Blade

  • Traitor's alternate quest object
  • Lawful, drow-favoring intelligent silver saber
  • Grants +1d4 to-hit, 2x fire damage.
  • Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
  • Grants reflection while carried
  • Can behead targets (as Vorpal Blade)

The Web of Lolth

  • Chaotic crowning gift
  • Chaotic, drow-favoring intelligent silvered elven mithril coat
  • Grants warning vs elves when worn
  • Grants drain resistance while worn
  • 2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin)
  • Grants magic resistance while worn
  • Invoke to refill energy

The Claws of the Revenancer

  • Neutral crowning gift
  • Silver gauntlets of dexterity
  • Adds life draining to your unarmed attacks
  • Invoke to resurrect corpses on a square or in a monster's inventory on an adjacent square. Does not turn undead as in the damaging effect, but otherwise identical to the unturn dead effects of the turn undead spell
  • Dig up graves while wearing to recruit undead. If the grave would spawn a random zombie or mummy when dug up, the monster will become tame instead of hostile
  • Grants energy regeneration, drain resistance, cold resistance, regeneration, fixed abilities, poison resistance, and see invisible when worn
  • Fills your right ring slot when worn, in addition to being gauntlets

Sickle Moon

  • Lawful crowning gift
  • Silvered sickle
  • +1 to+hit, 2x damage throwing weapon
  • Returns to the quiver when thrown
  • Can be multishot
  • Gains a multishot bonus for Elf and Drow (may fire an additional time)

Role-specific artifacts: male drow Priest, Ranger, Rogue, and Wizard

Darkweaver's Cloak

  • Drow-favoring intelligent droven cloak
  • Original quest object
  • Grants magic resistance when worn, and is a droven cloak, so MC3
  • Can be enchanted to +7 (and will self-enchant to that level, see below)
  • When applied, releases a patch of darkness if standing in light, or of light if standing in darkness.
    • Releasing darkness reduces the enchantment of the cloak, releasing light increases it.
    • This will never disintegrate the cloak.

Spidersilk

  • Chaotic, drow-favoring intelligent elven mithril coat
  • Original alternate quest object
  • 2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin)
  • Prevents you from being trapped in webs (you will pass through the square as if it were floor)
    • Does not conflict with the Black Web's bonus AC for being trapped in a web, simply standing on a web with Spidersilk will suffice
  • Adds sleep poison to unarmed attacks.

Tentacle Rod

Webweaver's Crook

  • Traitor's alternate quest object
  • Lawful, drow-favoring fauchard
  • Grants +1 to-hit and 2x damage
    • Adds sleep, blinding, and paralysis poison to strikes
      • This will not cause an alignment penalty
    • Ensnares target in webbing
    • Can be used in melee

Lolth's Fang

  • Chaotic/Neutral crowning gift
    • Lawfuls learn the seal of the Black Web spirit, which grants shadow-based powers when bound
  • Drow-favoring intelligent silvered droven short sword
  • Adds +1d5 to-hit and +1d10 acid damage
    • Permanently poisoned
  • Grants life drain resistance while wielded

Role-specific artifacts: female drow Noble

The Sceptre of Lolth

  • First gift
  • Chaotic, Noble-favoring silvered khakkhara, droven greatsword, droven spear, droven lance, or eclipse moon axe (variable)
  • Grants +1 to-hit, 2x damage
  • Fast engraving: the Sceptre engraves as an athame while in greatsword form.
  • Invoke for a variety of effects
    • At will: The Sceptre can be ordered to assume a different form as often as desired.
      • Become Silver Khakkhara
      • Become Moon Axe
      • Become Greatsword
      • Become Spear
      • Become Lance
    • Limited: these powers are limited by the artifact's invoke cooldown. Once you invoke one of them, you can't invoke any of these powers for rnz(100) turns.
      • Become Ladder (Sceptre must be a silver khakkhara):
        • Prior to gaining the amulet: Similar to quaffing a cursed potion of gain level, allows you to escape through the ceiling to the level above.
        • After gaining the amulet: Similar to zapping a wand of digging downward, allows you to escape through the floor to the level below.
        • While swallowed: Similar to zapping a wand of digging, the extending ladder seriously injures physical monsters engulfing you.
      • Show Me My Surroundings: Maps local area using clairvoyance.
      • Inspire Fear: Scares nearby monsters that can see you.
      • Give Me Your Life (Sceptre must be a silver khakkhara or a spear): Drains two levels from one adjacent monster, healing you for 4d8 HP.
      • Kneel: Paralyzes one adjacent monster.

The Web of the Chosen

  • Quest object
  • Chaotic, Noble-favoring intelligent silvered droven cloak
  • Grants reflection, half spell damage, and acid resistance while worn
  • Grants 2x the normal AC bonus from enchantment
  • Grants shock resistance while carried

The Web of Lolth

The Claws of the Revenancer

Liecleaver

  • Lawful crowning gift
  • Lawful drow-favoring droven crossbow
  • Grants +1d5 to-hit and +1d10 damage
    • In melee combat, does 1d12+1d10 damage and is a 2x damage scimitar
    • Deals blunt damage in addition to slashing
  • Invoke to generate a small stack of droven bolts
  • Grants life drain resistance when wielded
  • Gives automatic searching and improved searching when wielded
  • Cuts through webs while wielded
  • Grants hallucination resistance when carried

Role-specific artifacts: male drow Noble

The Death-Spear of Vhaerun

  • First gift for male droven nobles
  • Neutral drow noble favoring intelligent silvered droven spear
    • 1d12 to all but two-handed, made of obsidian
  • +1d10 to-hit and +1d12 damage
  • Grants magic resistance when carried
  • Invoke in a direction to instantly kill an adjacent monster, as long as that monster isn't non-living, a demon, or an angel

Cloak of the Consort

  • Quest artifact
  • Neutral drow noble favoring intelligent droven cloak
  • Grants life drain resistance when worn
  • Grants half physical damage when worn
  • Grants cold resistance when carried

The Ruinous Descent of Stars

  • Chaotic crowning gift
  • Chaotic, drow-favoring intelligence silvered morning star
  • Grants +1 to-hit and 2x damage
  • Invoke to cause up to 1d4 (1d(level10 + 1)) clusters of fiery explosions and earthquakes at random places on the current level
  • Grants magic resistance when carried

Lolth's Fang

Liecleaver

Role-specific artifacts: dwarf Knight

Glamdring

  • First gift
  • Lawful, noble-favoring elven broadsword
  • Grants +1d5 to-hit and +1d10 damage
    • Grants +1d20 damage vs orcs and demons
  • Grants warning of orcs and demons when wielded
  • Can't be knocked out of your hands

The Armor of Erebor

  • Quest artifact
  • Lawful, dwarf-Noble-favoring plate mail
  • Grants magic resistance, half physical damage, +10 AC, and fire and cold resistance when worn.

The Arkenstone

Role-specific artifacts: dwarf Noble

The Armor of Khazad-dum

  • First gift
  • Lawful, dwarf-noble-favoring intelligent dwarvish mithril coat
  • Grants magic resistance when worn
  • Grants +4 AC when worn
  • Can be enchanted to +7

The War-mask of Durin

  • Quest artifact
  • Lawful, dwarf-noble-favoring intelligent mask
  • Grants half spell damage when worn
  • Grants +5 to-hit and damage with axes when worn by a dwarf
  • Grants fire, acid, and poison resistance when worn

Durin's Axe

  • Crowning gift
  • Lawful, noble-favoring intelligent silvered axe
  • Grants +1d5 to-hit, +1d10 damage
  • Grants life drain resistance when wielded
  • Grants automatic searching and improved searching when wielded
  • Can be used to dig with

Role-specific artifacts: elf Noble, Priest, Ranger, and Wizard

The Rod of the Elvish Lords

  • First gift for elvish Nobles
  • Lawful, elf-noble-favoring elven mace, elven sickle, elven lance, elven broadsword, or elven spear (variable)
  • Grants +1d3 to-hit, 2x damage
  • Fast engraving: the Rod engraves as an athame while in broadsword form.
  • Invoke for a variety of effects
    • At will: The Rod can be ordered to assume a different form as often as desired.
      • Become Mace
      • Become Sickle
      • Become Broadsword
      • Become Spear
      • Become Lance
    • Limited: these powers are limited by the artifact's invoke cooldown. Once you invoke one of them, you can't invoke any of these powers for rnz(100) turns.
      • Become Ladder (Rod must be a mace):
        • Prior to gaining the amulet: Similar to quaffing a cursed potion of gain level, allows you to escape through the ceiling to the level above.
        • After gaining the amulet: Similar to zapping a wand of digging downward, allows you to escape through the floor to the level below.
        • While swallowed: Similar to zapping a wand of digging, the extending ladder seriously injures physical monsters engulfing you.
      • Show Me My Surroundings: Maps local area using clairvoyance.
      • Inspire Fear: Scares nearby monsters that can see you.
      • Give Me Your Life (Rod must be a spear): Drains two levels from one adjacent monster, healing you for 4d8 HP.
      • Kneel: Paralyzes one adjacent monster.

The Palantir of Westernesse

  • Quest artifact
  • Chaotic, elf-favoring intelligent crystal ball
  • Invoke to tame nearby monsters
  • Grants x-ray vision when carried
  • Grants telepathy when carried
  • Grants warning when carried
  • Grants reflection when carried

Belthronding

  • Alternate quest artifact
  • Chaotic, elf-favoring intelligent elven bow
  • Grants +1d5 to-hit and +1d6 damage
  • Invoke to create a small stack of elven arrows
  • Grants displacement when carried
  • Grants stealth when wielded

Arcor Kerym

  • Lawful crowning gift
  • Lawful, elf-favoring intelligent iron crystal sword
    • Base dice are 2d6/2d10, due to losing the +2 modifier from crystal material
  • Grants +1d20 to-hit and 1d10 damage
  • Invoke for healing
  • Grants life drain resistance when wielded
  • Grants light when wielded

Aryfaern Kerym

  • Neutral crowning gift
  • Neutral, elf-favoring intelligent runesword
  • Grants +1d5 to-hit and +1d10 electrical damage
  • Grants Shock resistance when wielded
  • Grants light when wielded
  • Grants 2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin)

Aryvelahr Kerym

  • Chaotic crowning gift
  • Chaotic, elf-favoring intelligent silver long sword
  • Grants +1d5 to-hit and 2x damage
  • Grants life drain resistance when wielded
  • Grants reflection when wielded
  • Grants light when wielded

Role-specific artifacts: gnomish Ranger

The Rogue Gear-spirits

  • Neutral Gnomish Ranger-favoring intelligent crossbow.
    • Gnomish Ranger quest item
  • Grants +1d5 to hit and 2x damage
    • Shoots 2 bolts instead of 1
    • If there is no ammo quivered, will automatically create and fire +0 bolts
    • In melee combat, does 1d2 vs small, 1d4 vs large damage and is a 2x damage pick-axe
    • Deals piercing and blunt damage in combat
  • Grants warning, telepathy, and fire resistance while carried.
  • Grants automatic searching and adds enhancement bonus to search attempts while wielded.
  • Can speak.
  • Apply to dig like a pick-axe.
  • Invoke to untrap target square.

The Steel Scales of Kurtulmak

  • Lawful gnome crowning gift
  • Lawful kobold-favoring iron grey dragon scales
    • Will blast gnomish characters in combat
    • Since it's iron, it will weigh a lot and block spellcasting.
  • Grants reflection when worn
  • Grants half physical damage when worn, in addition to half spell damage from the base item
  • When given, unrestricts riding to expert

The Glitterstone

  • Neutral gnome crowning gift
  • Neutral gnome-favoring amber gemstone
  • Grants energy regeneration while carried
  • Invoke for charging
  • Emits light while carried
  • When given, unrestricts enchantment, healing, and divination spells to expert

Great Claws of Urdlen

  • Chaotic gnome crowning gift
  • Chaotic gauntlets of power
  • Grants +1d10 to-hit and 2x damage in unarmed combat
    • Adds enchantment to unarmed damage
    • Doubles unarmed damage die size (from 1d4 to 1d8 normally)
  • Invoke to cause an earthquake
  • Can be used to dig with
  • When given, unrestricts martial arts to grandmaster

Role-specific artifacts: female half-dragon Noble

The Profaned Greatscythe

  • Lawful, noble-favoring huge stone scythe
  • Reward for killing the quest nemesis, the Bastard of the Boreal Valley, despite not being the official quest artifact
  • Against living or undead creatures (i.e., not golems and other non-living creatures):
    • Grants +1d8 to-hit
    • Grants +1d30 fire damage (does not damage items)
    • Target gains studied debuff equal to 14 damage dealt (cumulative).
  • Grants fire resistance while carried
  • Grants robe bonus to spellcasting while wielded
  • Can be two-weaponed with Friede's Scythe despite being two-handed

Friede's Scythe

  • Lawful, noble-favoring small metallic scythe
  • Official quest artifact for female half-dragon nobles, found alongside the Profaned Greatscythe
  • Has half damage bonus from strength, but gains bonus for dexterity and intelligence (capping at +8 each, +20 total)
  • Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
  • +6 to hit and +1d6 magic damage
  • Doubles damage for non-cold-resistant targets; multiplies damage by 2.5 for fire-resistant, non-cold-resistant targets
  • Grants magic resistance and cold resistance while carried
  • Can be two-weaponed and held second to The Profaned Greatscythe

Yorshka's Spear

  • Lawful, noble-favoring spear
  • Found on the corpse of your quest leader
  • In addition to the damage bonus from strength, gains bonus for dexterity and wisdom (capping at +8 each, +24 total)
  • Deals blunt damage in addition to piercing damage.
  • Drains energy and increases spell cooldowns of monsters (if you are attacked with it, drains 14 from energy (minimum 0) and increases your breath cooldown by 1)

Dragonhead Shield

  • lawful intelligent noble-favoring huge stone dragon shield
  • Crowning gift for lawful female half-dragon nobles
  • Grants cold resistance, disintegration resistance, and stoning resistance when worn.
  • Acts as a living shield when worn, having a chance per turn to lash out if there is a hostile monster within 2 squares. Randomly chooses one of three equally likely attacks:
    • Roars, reducing the movement speed of all adjacent monsters by 12 movement points, and reducing your study by 10.
    • Bites, hitting a random hostile adjacent monster for 5d8 physical damage with no miss chance.
    • Breathes, breathing a 10d10 fire blast in the direction of a random hostile monster within 4 squares. The blast is 4 squares long and counts as dragonbreath. The blast will not bounce off walls.
  • Invoking the shield will perform a random effect immediately.
  • Can be enchanted to +10.

Crucifix of the Mad King

  • neutral intelligent noble-favoring large metallic halberd
  • Crowning gift for neutral female half-dragon nobles
  • Has +1 to hit and deals +1d10 dark damage.
  • Acts as a living weapon when wielded or held in offhand slot, having a chance per turn to lash out if there is a hostile monster within 2 squares. Randomly chooses one of three equally likely attacks:
    • Screams, reducing the movement speed of all adjacent monsters by 12 movement points and knocking them back one square if possible.
    • Bless, reducing the wielder's study by 8 and encouraging them by 8.
    • Curses, summoning a vexing orb to fight for the wielder. The orb will vanish after 4-7 turns, and explode in a radius 2 (greater than a normal fireball or explosion) 5d10 dark explosion.
  • Invoking the weapon will perform a random effect immediately.
  • Can be enchanted to +10.

Ringed Brass Armor

  • chaotic intelligent noble-favoring copped plate mail
  • Crowning gift for chaotic female half-dragon nobles
  • Acts as a living item when worn, having a chance per turn to lash out if there is a hostile monster within 2 squares. Randomly chooses one of three equally likely attacks:
    • Awakens, lighting up with either fire or lunar energy for the next 20-40 turns. While active, has a chance per turn to make random elemental fire tentacle or magical bite attacks to nearby enemies.
    • Nurtures, either healing or restoring energy up to 1/3 of the maximum, capped at 100. On a monster, will clear cooldowns on special abilities instead of restoring energy.
    • Summons, emitting either a flaming orb or 5 pursuers. Each monster times out after 4-7 turns. Flaming orbs have a gaze attack to summon spheres, and a 6d6 fiery explosion on death. Pursuers have a 2d10 dark damage sphere-like explosion.
  • Invoking the weapon will perform a random effect immediately.
  • Can be enchanted to +10.

Painting Fragment

  • unaligned noble-favoring scroll of blank paper
  • Replaces the quest entrance portal for female half-dragon nobles. Instead of a normal portal, the fragment is found on the floor where it would be. No message is given upon entering the level where the fragment resides.
  • Invoking sends you to the first level of the quest, where you enter originally. This drops the artifact on the square you departed from, and the quest exit portal (found on the locate level) will take you back to that square. Effectively, this makes the fragment function as a portable quest portal.

Law quest artifacts

The Rod of Seven Parts

  • lawful intelligent metallic spear
  • +1d7 to-hit
  • +1d20 damage vs non-lawful creatures
  • Grants extra holy/unholy damage based on beatitude
    • When blessed, does +1d20 damage to holy-haters
    • When uncursed, does +1d10 damage to both holy- and unholy-haters
    • When cursed, does +1d20 damage to unholy-haters
  • Can be used to joust, will not break when used to joust.
  • Grants life drain resistance when wielded
  • Cannot be enchanted past +7, but will never evaporate when attempting to do so
  • Increases in power when used in combat (every 7th successful hits increases the enchantment by 1, up to a maximum)
  • Invoke to use a variety of command-word activated effects (spoiler page)
  • Read to study writing engraved on weapon (gives clues about command words)
  • Angers demon lords when wielded, following the same rules that Excalibur does.

Field Marshal's Baton

  • lawful mace
  • Grants warning versus mercenaries
  • Invoke for a cannonade attack
  • Does not count toward total number of artifacts generated

Chaos quest artifacts

Werebuster

  • unaligned long sword
  • +1d10 to-hit and +1d20 damage vs werebeasts
  • does not count toward total number of artifacts generated
  • It is guaranteed at the Chaos quest, but likely isn't even worth picking up.

Masamune

  • unaligned intelligent silvered tsurugi
  • Generated with abnormally high enchantment
  • Invoke to bless and raise enchantment to +3
  • Does not count toward total number of artifacts generated
  • If enchantment is above 0, adds enchantment to AC

The Black Crystal

  • chaotic crystal ball
  • Grants magic resistance when carried
  • Grants slotless warning when carried
  • Invoke to cast an area-effect death spell (flavored as a disintegration field, acts similarly to the effect of breaking a wand of death)
  • Deals 2x damage when thrown
  • Weighs only 30 units (vs 150 units for a regular crystal ball)

The Water Crystal

  • unaligned crystal ball
  • Grants cold resistance when carried
  • Invoke to cast an area-effect ice spell
  • Does not count toward total number of artifacts generated
  • Weighs only 40 units (vs 150 units for a regular crystal ball)

The Fire Crystal

  • unaligned crystal ball
  • Grants fire resistance when carried
  • Invoke to cast an area-effect fire spell
  • Does not count toward total number of artifacts generated
  • Weighs only 10 units (vs 150 units for a regular crystal ball)

The Earth Crystal

  • unaligned crystal ball
  • Half physical damage when carried
  • Invoke to cast earthquake spell
  • Does not count toward total number of artifacts generated
  • Weighs only 100 units (vs 150 units for a regular crystal ball)

The Air Crystal

  • unaligned crystal ball
  • Grants shock resistance when carried
  • Invoke to cast an area-effect shocking spell
  • Does not count toward total number of artifacts generated
  • Weighs only 20 units (vs 150 units for a regular crystal ball)

Nighthorn

  • chaotic intelligent unicorn horn
  • Grants +1d12 to-hit and +1d24 fire
  • Causes a fiery explosion when it strikes a target
  • Grants fire resistance when wielded
  • Invoke to toggle levitation
  • Counts as luckstone
  • For chaotic players only, acts as scroll of scare monster vs non-chaotic creatures
  • Will always blast its user
  • Will blast and evade the grasp of lawfuls

Mantle of Wrath

  • chaotic orcish cloak
  • Can be safely enchanted to +7
  • Grants fire resistance while carried
  • Grants acid resistance and half spell damage while worn
  • While carried grants aggravate monster, but when worn blocks all sources of aggravate monster

The Heart of Shadow

  • chaotic intelligent huge obsidian battle-axe
  • +1d20 to hit, +1d10 fire damage
  • Grants magic resistance while carried
  • Invoke to create darkness around you

Shard from Morgoth's Crown

  • chaotic iron ring (actual ring type varies per game)
    • Has the base type of whatever the "iron ring" appearance is. If iron rings are polymorph in the current game, becomes a twisted ring instead
  • Grants shock resistance while worn (even if the base type is shock resistance)
  • Grants magic resistance while carried
  • When worn on either hand, grants +6 to all attribute scores (maximum 25, bypassing racial maximums)

Artifact books

One artifact book is always given to Illurien of the Myriad Glimpses, along with the first alhoon. In addition, the true wizard's tower, Moloch's Sanctum, and the Library of Law (the lair of Axus) each have a 10% chance of having one of the artifact books.

In all locations, the artifact book placed will be any of the three that has not be generated yet. If more than 3 are placed, a normal spellbook of secrets will be there instead (which is completely useless).

All of the artifact books are unwishable and will never be given as a sacrifice gift.

The Necronomicon

  • unaligned spellbook of secrets
  • Read to find and use a variety of magic formula (spoiler page).

The Book of Lost Names

  • unaligned spellbook of secrets
  • Read for one of the following effects:
    • Try to learn the name of a random spirit.
      • You will always learn a name the first time you try.
      • After this, you may fail to learn a new name, and instead lose a level. Your failure chance is (number names known)31.
    • Bind your soul to one of the spirits learned from the text without any ritual. Does not work with otherwise learned seals, i.e. ones learned from leveling up as a binder or from the Necronomicon.
      • Non-binders can bind only one spirit at a time.
      • Binders can bind up to their normal limit.

The Book of Infinite Spells

  • unaligned spellbook of secrets
  • Stores a random spell inside
  • Can be read to learn the spell
  • Can be #invoked (timeout applies to both options) to either:
    • turn the page, which randomly switches to another spell (includes the otherwise nearly unobtainable lightning bolt and poison spray)
    • book-cast the spell with no power cost

Artifacts of the Archmagi

These are found with a 10% chance inside the true wizard's tower. It's a 10% chance for them all to spawn together, not for each.

Staff of Wild Magic

  • unaligned Wizard-favoring intelligent quarterstaff
  • Grants +1d20 to-hit and +1d4 damage
  • Additional magic effects based on enchantment
  • Knocks targets back, subtracts 10 movement points, and stuns
  • May cause explosions centered on target
  • Can be used as a digging instrument
  • Grants automatic searching, luck, and displacement when wielded
  • Invoke to refill Energy

Robe of the Archmagi

  • unaligned Wizard-favoring intelligent robe
    • In addition, the chaotic monk crowning gift
  • Grants warning and magic resistance while worn
  • Invoke to refill energy
  • Can be enchanted to +7

Hat of the Archmagi

  • unaligned Wizard-favoring intelligent cornuthaum
  • Grants warning and X-ray vision while worn
  • Can speak
  • Invoke to refill energy

Neutral Quest artifacts

Infinity's Mirrored Arc

  • neutral double lightsaber
  • Grants up to 3x damage
    • 0x (unlit saber): Wielder is in total darkness
    • 1x: Wielder is in a dark square lit by a light source
    • 2x: Wielder is in a lit square
    • 3x: Wielder is in a lit square lit further by a light source
  • Grants reflection and displacement while wielded
  • Allows use and training of Niman while wielded
    • Adds enchantment to Niman die when casting spells
  • Grants robe bonus to spellcasting while wielded
  • Invoke to toggle between single and double blade mode
  • Adds blunt damage in addition to the regular damage

The Staff of Twelve Mirrors

  • neutral silver khakkhara
  • Grants +1d5 to-hit and +2d6 damage (for base damage total 3d6)
  • Makes two attacks in melee
    • Deals a total of 3d6 + enchantment + (d3)d20 silver damage + (d3)d4 holy damage or (d3)d9 unholy damage, per attack
  • Noisy
    • Noisy spellcasting: Casting spells wakes up nearby monsters
    • Noisy melee: Wakes nearby monsters whenever used to make a melee attack
    • Also blocks stealth (as a normal khakkhara)
  • Grants dragon breath reflection and redirection
  • Grants improved spellcasting while wielded

Sansara Mirror

  • neutral gold mirrorblade
  • Grants +1d8 to-hit and +1d8 damage
  • Grants double multishot with any projectile when wielded or offhanded (including crossbow bolts on a crossbow)
    • stacks with launcher or skill bonus, applies before the bonuses from Wrathful Spider and the Pen of the Void (with Eve), and doesn't stack with the Rogue-gear Spirits
  • Grants counterattack in melee (50% chance)
  • Grants half physical damage while wielded
  • Grants reflection while wielded

The Mirrored Mask

  • neutral silver mask
  • Invoke while wielded or worn against a target adjacent creature to attempt to transform into that creature
    • If the creature is below 1/3rd hp (1/6th for uniques), this kills them leaving no corpse, and the Mask then assumes the shape of the slain monster
    • When worn (or immediately, if it was invoked while worn), polymorphs you into the form of the Mask, including for monsters you can't normally polymorph into
    • The duration of the polymorph is dependent on the relative level of the player to the monster, reduced significantly for normally unpolymorphable monsters. Unchanging cannot be used to make the effect permanent.
    • While polymorphed, the mask can be re-invoked to end the effect early.

The Spell-warded Wrappings of Nitocris

  • neutral mummy wrapping
  • Grants magic resistance when worn

The Hand-Mirror of Cthylla

  • unaligned mirror
  • Replaces The Silver Key for binders, others cannot get it besides bones
  • Grants automatic searching while carried
  • Grants teleport control while carried
  • If its invocation timeout is good, a creature (including you) that sees its reflection in the mirror takes 15d15 damage.
  • Otherwise, it acts as an ordinary mirror.

The Silver Key

  • neutral universal key
  • When wielded, the invocation ritual can be performed without the Bell of Opening
  • Refuses to be placed in bags
  • Is indestructible.
  • Grants fast energy recovery when carried
  • Grants automatic searching when carried
  • Grants teleport control when carried
  • Grants polymorph control when carried
  • Invoke for branchport

Quest artifacts

Itlachiayaque

  • lawful Archeologist-favoring intelligent obsidian roundshield
    • Archeologist quest item (from Archeologist patch)
  • Grants fire resistance and dragonbreath reflection when equipped
  • Grants magic resistance, telepathy, and half spell damage when carried
  • Invoke to cast stinking cloud

The Annulus

  • chaotic Anachrononaut-favoring silver chakram
    • Anachrononaut quest item
  • Can transform without limit into:
    • silver chakram
      • Grants +1d5 to-hit and 2x damage
      • Returns to the hand when thrown, can be thrown multiple times in one attack.
      • While wielded, grants the ability to cast force bolt and magic missile at 0% spell failure. Force bolt deals an additional +level2 (round up) d12 damage.
    • silver ring
      • Does whatever silver rings do in the current game.
      • Doubles unarmed attack damage and applies 2x its enchantment to unarmed attacks. This effect stacks with other unarmed-attack-boosting items.
    • khakkhara
      • A silver staff with extra (1–3)d20 silver damage.
      • Grants +1d5 to-hit and 2x damage
      • Invoke in this form to duplicate the effects of the Bell of Opening, including the invocation.
    • lightsaber
      • Can ignite two blades, is still one-handed.
      • Grants +1d5 to-hit and +1 damage.
      • As a lightsaber, grants 3x damage.
      • Returns to the hand when thrown.
      • Invoke in this form for charging.
    • BFG
      • A firearm with extremely high multishot. Can shoot any form of ammunition.
      • Grants +1d5 to-hit and 2x damage
      • Invoke in this form for silver bullets or a disintegration beam.
  • Secondary invocations (like charging, making bullets etc) in a certain form have a long invoke timeout. Changing the shape of the item itself is unaffected and can be done at will.

The Heart of Ahriman

  • neutral Barbarian-favoring intelligent ruby
    • Barbarian quest item
  • Grants half spell damage, magic resistance, reflection and life drain resistance when carried
  • Invoke to remove curse
  • Grants +1d10 to hit and 2x damage if used as a projectile

The Lyre of Orpheus

  • neutral Troubadour-favoring intelligent magic harp
    • Troubadour quest item
  • Can play any song
  • Grants magic resistance when carried
  • Causes all pets on the level to follow you between levels
  • Can speak
  • Invoke for taming

The Sceptre of Might

  • lawful Caveman-favoring intelligent mace
    • Caveman quest item
  • Grants +1d5 to-hit and 2x damage
  • Sets strength to 25 when wielded
  • Knocks struck enemies back, subtracts 10 movement points, and stuns
  • Grants magic resistance when carried
  • Invoke to toggle conflict

The Iron Spoon of Liberation

  • chaotic Convict-favoring intelligent iron spoon
    • Convict quest item
  • Grants +1d5 to hit and 2x damage
    • As a spoon, allows Convicts to make sneak attacks when used as a weapon
  • Can be used to dig
  • Engraves fast like an athame
  • Grants free action when carried
  • Grants stealth while wielded
  • Automatic searching when carried
  • Adds enhancement bonus to search attempts
  • Invoke to phase through walls
  • Acts as a luckstone.

The Staff of Aesculapius

  • neutral Healer-favoring intelligent silver-shod quarterstaff
    • Healer quest item
  • Grants +1 to hit and 2x negative-energy damage.
  • Grants drain resistance while wielded.
  • Grants hungerless regeneration while wielded.
  • Invoke for healing

The Magic Mirror of Merlin

  • lawful Knight-favoring intelligent mirror
    • Knight quest item
  • Grants magic resistance, telepathy, and improved spellcasting while carried.

The Eyes of the Overworld

  • neutral Monk-favoring intelligent glasses
    • Monk quest item
  • Grants magic resistance while carried.
  • Invoke for enlightenment.
  • Wear for X-ray vision.

The Star of Hypernotus

  • neutral Madmen-favoring intelligent sapphire amulet versus curses
    • Madmen quest
  • Grants clear thoughts and confusion immunity while carried
  • Causes the Stranger to stalk you when picked up for the first time

The Mantle of Heaven

  • lawful Noble-favoring intelligent ornamental cope (randomized cloak)
    • Non-vampire Noble quest item
  • Grants cold resistance while carried.
  • Grants shock resistance while worn.
  • Provides double the normal AC bonus.
  • Allows for the use of the Noble's throne, notably a free wish and a free single-species genocide.

The Vestment of Hell

  • chaotic Noble-favoring intelligent opera cloak (randomized cloak)
    • Vampire Noble quest item
  • Grants fire resistance while carried.
  • Grants shock resistance while worn.
  • Provides double the normal AC bonus.
  • Allows for the use of the Noble's throne, notably a free wish and a free single-species genocide.

The Mitre of Holiness

  • lawful Priest-favoring intelligent helm of brilliance
    • Priest quest item
  • Grants fire resistance while carried.
  • Grants warning of undead.
  • Invoke to refill energy.
  • Can be enchanted to +7

The Treasury of Proteus

  • chaotic Pirate-favoring intelligent chest
    • Pirate quest item
  • Grants magic resistance while carried.
  • Grants resistance to curses while carried.
  • Polymorphs its contents randomly.
  • Is much lighter than a normal chest (50 units, 13 the weight of a crystal ball).

The Longbow of Diana

  • chaotic Ranger-favoring intelligent silvered bow.
    • Ranger quest item
  • Grants +1d5 to hit and +1d6 damage.
  • Grants reflection while wielded.
  • Invoke to create ammo.
  • Grants a +1 multishot bonus, or +2 to Rangers.
  • Arrows have no maximum range.

The Master Key of Thievery

  • chaotic Rogue-favoring intelligent skeleton key.
    • Rogue quest item
  • Grants warning, teleport control, and half physical damage while carried.
  • Can speak.
  • Invoke to untrap target square.

The Tsurugi of Muramasa

  • lawful Samurai-favoring intelligent tsurugi.
    • Samurai quest item
  • Bloodthirsty (attacks peaceful monsters without prompting for confirmation)
  • Grants +1d2 to hit, 2x damage.
  • Grants automatic searching and luck.
  • Bisects targets (10%).

The Platinum Yendorian Express Card

  • neutral Tourist-favoring intelligent silvered credit card.
    • Tourist quest item
  • Grants telepathy, magic resistance, and half spell damage while carried.
  • Invoke for charging.

The Orb of Fate

  • neutral Valkyrie-favoring intelligent crystal ball.
    • Valkyrie quest item
  • Grants warning, half spell and half physical damage when carried.
  • Acts as a luckstone.
  • Invoke for levelport.

The Eye of the Aethiopica

  • neutral Wizard-favoring intelligent amulet of ESP.
    • Wizard quest item
  • Grants fast energy regeneration, magic resistance, and half spell damage while carried.
  • Invoke for branchport.

High-level artifacts

These are artifacts that can be #named by a specific role at a specific level.

The Kusanagi no Tsurugi

  • lawful Samurai-favoring intelligent long sword
  • Can be named at level 22 by Samurai, but only used as a weapon at level 30
  • Grants +1d20 to-hit and +1d12 damage
  • May behead targets
  • Destroys elementals
  • Grants energy regeneration while wielded
  • Grants searching, seeking, and luck while carried

Snickersnee

  • unaligned Samurai-favoring intelligent knife
  • Can be named at level 18 or once quest is done by Tourists (not samurai)
  • Does not resist being held second to other artifacts by Samurai or Tourists
    • However, the character must be Skilled in two-weapon fighting to use it in the off-hand without suffering −20 to-hit.
  • Grants +1d3 to-hit and +1d6 damage
  • May behead targets

Dragon Lord Artifacts

Platinum Dragon Plate

  • unaligned silver dragon scale mail
  • Grants fire, cold, shock, disintegration, and sleep resistance, free action, magic resistance, and reflection
  • 50% heavier than normal dragon scale (225 units vs the normal 150)
  • Causes spell penalties as metal armor
  • Drops from the Platinum Dragon. The Platinum Dragon's fortress appears above the Law quest in 18 of games.

Chromatic Dragon Scales

  • unaligned black dragon scales
    • Can be converted to Chromatic Dragon Scale Mail or Chromatic Dragon Scale Shield via the usual methods.
  • Grants fire, cold, shock, disintegration, poison, life drain, sickness, acid, and stone resistance
  • 50% heavier than normal dragon scale (225 units vs the normal 150)
  • Drops from the Chromatic Dragon. The Chromatic Dragon is the Caveman quest nemesis, and appears in Gehennom in 18 of (non-Caveman) games.

Artifacts of the Lords of the Nine

None of these artifacts count for the priests of an unknown god.

Genocide

  • lawful intelligent large two-handed sword, wielded by Bael
  • Grants +1d10 to-hit, +1d20 fire damage
  • When hitting a monster, deals 6d6 extra fire damage to all similar monsters on the level
    • Applies to all non-fire-resistant creatures of similar type to the struck monster, based off of race for monsters like elves and soldiers. If no race applies, goes off exact monster type.
    • If that fire damage kills the monster, makes a 6d6 explosion around the monster as well. The normal fire damage will not burn items, but the explosion may.

Rod of Dis

  • lawful intelligent mace, wielded by Dispater
  • Grants +1d10 to-hit, +1d8 damage
  • Invoke for taming
  • Knocks targets back, subtracts 10 movement points, and stuns

Avarice

  • lawful intelligent large short sword, wielded by Mammon
  • Grants +1d10 to-hit, +1 damage
  • Steals items from struck targets

Fire of Heaven

  • lawful intelligent silvered trident, wielded by Belial
  • Grants +1 to-hit, 2x fire damage
  • Causes fiery explosions centered on struck target
  • Causes electrical explosions centered on struck target with a 1/4 chance

Diadem of Amnesia

  • lawful intelligent huge dunce cap, worn by Leviathan
  • Invoke to toggle conflict

Shadowlock

  • lawful intelligent rapier, wielded by Levistus
  • Grants +1d20 to-hit, 2x damage
  • Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
    • Also deals 2d6 cold damage
  • Can be applied like a polearm
  • May behead target
  • Deals 4d6 + enchantment damage to the wielded with every hit
  • If the wielder is not immune to cold, also deals 2d6 cold damage to the wielder with every hit, which may freeze potions.

Thunder's Voice

  • lawful intelligent silver dagger, wielded by Daughter Lilith
  • Grants +1d6 to-hit, +1d6 electrical damage
  • Causes electrical explosions centered on struck target with a 1/4 chance

Serpent's Tooth

  • lawful intelligent athame, wielded by Mother Lilith
  • permanently poisoned

Unblemished Soul

  • lawful intelligent large silvered unicorn horn, wielded by Crone Lilith

Wrath of Heaven

  • lawful intelligent large silver long sword, wielded by Baalzebub
  • Grants +1 to-hit, 2x electrical damage
  • Causes electrical explosions centered on struck target
  • Causes fiery explosions centered on struck target with a 1/4 chance

All-seeing Eye of the Fly

  • lawful intelligent large helm of telepathy, worn by Baalzebub
  • Invoke to cast an area-effect death spell

Cold Soul

  • lawful large ranseur, wielded by Mephistopheles
  • Causes fiery, cold, and electrical explosions centered on struck target with a 1/4 chance each

Sceptre of the Frozen Floor of Hell

  • lawful intelligent metallic quarterstaff, wielded by Baalphegor
  • Grants +1 to-hit, 2x cold damage
  • Causes cold explosions centered on struck target
  • Invoke to cast an area-effect ice spell

Caress

  • lawful intelligent bullwhip, wielded by Glasya
  • Grants +1 to-hit, +1d20 electrical damage vs elves, humans, and dwarves
  • Grants shock resistance while wielded

The Iconoclast

  • lawful intelligent silver saber, wielded by Daemon
  • Grants +1d9 to-hit, +1d99 damage vs elves, humans, dwarves, and gnomes
  • Grants magic resistance when wielded

Artifacts of the Lords of the Abyss

None of these artifacts count for the priests of an unknown god.

The Three-Headed Flail

  • chaotic large intelligent flail, wielded by Yeenoghu
  • Makes two bonus attacks against a struck target, each doing normal weapon damage (damage dice + enchantment). If both bonus attacks hit, the target is stunned and confused.

Heartcleaver

  • chaotic intelligent halberd, wielded by Baphomet
  • Grants +1 to-hit and 2x damage
  • Can be used in melee combat

Wrathful Wind

  • chaotic intelligent huge silvered club, wielded by Kostchtchie
  • Grants +1d10 to-hit and 2x cold damage
  • Causes cold explosions centered on struck target with a 1/4 chance

Thorns

  • chaotic intelligent flower-woven bullwhip wielded by Malcanthet
    • Appears as a "thorned whip" when unidentified
  • Grants +1 to-hit and +1d10 shock damage
  • Shreds armor as a flaying weapon, but 1+1d6 times instead of 1+1d4.

Sting of the Poison Queen

  • chaotic intelligent large flail, wielded by Shaktari
  • Grants +1d4 to-hit, +1d12 damage
  • Permanently poisoned
  • Grants magic resistance when wielded

Scourge of Lolth

  • chaotic intelligent silver 8-headed viperwhip, wielded by the Avatar of Lolth
  • Grants +1 to hit and double damage vs elves (but not drow)
  • Grants warning of elves when carried
  • Uses exploding dice

Doomscreamer

  • chaotic intelligent two-handed sword, wielded by Graz'zt
  • Grants +1 to-hit, 2x damage against non-acid resistant monsters
  • Grants acid resistance when wielded

Wand of Orcus

  • chaotic huge wand of death, wielded by Orcus
  • deals 1d4 base damage, +d20 to hit, +d12 drain, drains a level on hit
  • Can be recharged indefinitely
  • Cannot be wrested or broken
  • When wielded as a melee weapon, has +1d5 to hit and +1d12 life-draining damage
  • If its invocation timer is good, allow a free zap despite 0 charges left

Artifacts of the Empyrial Lords

The first eight generated Throne Archons will spawn with a random one of these, with Sunsword and Demonbane possible as well. There is no specific order to the spawns.

All of the angelic weapons are lawful intelligent, silver, and are large size. They all have +1d7 to hit and +1d10 damage, and grant protection vs blinding. They all will dust gremlins and stone trolls, and blind struck targets with a 1/3 chance. They all grant searching when wielded, and light up like Sunsword.

Sword of Erathaol

  • lawful intelligent large silver long sword
  • Grants +1d7 to-hit and +1d10 damage
  • Grants protection against blinding and searching when wielded
  • May blind struck targets
  • Serves as a light source
  • Turns gremlins to dust and trolls to stone

Saber of Sabaoth

  • lawful intelligent large silver saber
  • Grants +1d7 to-hit and +1d10 damage
  • Grants protection against blinding and searching when wielded
  • May blind struck targets
  • Serves as a light source
  • Turns gremlins to dust and trolls to stone

Sword of Onoel

  • lawful intelligent large silver two-handed sword
  • Grants +1d7 to-hit and +1d10 damage
  • Grants protection against blinding and searching when wielded
  • May blind struck targets
  • Serves as a light source
  • Turns gremlins to dust and trolls to stone

Glaive of Shamsiel

  • lawful intelligent large silver glaive
  • Grants +1d7 to-hit and +1d10 damage
  • Grants protection against blinding and searching when wielded
  • May blind struck targets
  • Serves as a light source
  • Turns gremlins to dust and trolls to stone

Lance of Uriel

  • lawful intelligent large silver lance
  • Grants +1d7 to-hit and +1d10 damage
  • Grants protection against blinding and searching when wielded
  • May blind struck targets
  • Serves as a light source
  • Turns gremlins to dust and trolls to stone

Hammer of Barquiel

  • lawful intelligent large silver lucern hammer
  • Grants +1d7 to-hit and +1d10 damage
  • Grants protection against blinding and searching when wielded
  • May blind struck targets
  • Serves as a light source
  • Turns gremlins to dust and trolls to stone