DNetHack artifacts
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 generic crowning artifacts. Non-wishable artifacts include any artifacts found on Quests, as well as artifacts belonging to late-game enemies. Racial artifacts (for non-human Nobles & Dwarf Knight) are also Non-wishable.
Contents
- 1 Wishable Artifacts
- 1.1 Crowning Gifts
- 1.2 Namable Artifacts
- 1.3 The Banes
- 1.4 First Gifts
- 1.5 Double-damage Artifacts
- 1.6 Utility Artifacts
- 1.6.1 Sode no Shirayuki
- 1.6.2 Tobiume
- 1.6.3 Lance of Longinus
- 1.6.4 The Arkenstone
- 1.6.5 Release from Care
- 1.6.6 The Lifehunt Scythe
- 1.6.7 The Silence Glaive
- 1.6.8 The Garnet Rod
- 1.6.9 Helping Hand
- 1.6.10 Blade Singer's Spear
- 1.6.11 Blade Dancer's Dagger
- 1.6.12 Limb of the Black Tree
- 1.6.13 Hellfire
- 1.6.14 Lash of the Cold Waste
- 1.6.15 Ramiel
- 1.6.16 Spineseeker
- 1.6.17 Quicksilver
- 1.6.18 Sky Render
- 1.6.19 Fuma-itto no Ken
- 1.6.20 Fluorite Octet
- 1.7 Artifact Armors
- 1.7.1 Tie-Dye Shirt of Shambhala
- 1.7.2 Grandmaster's Robe
- 1.7.3 Beastmaster's Duster
- 1.7.4 Mirrorbright
- 1.7.5 Shield of the All-Seeing
- 1.7.6 Shield of Yggdrasil
- 1.7.7 Whisperfeet
- 1.7.8 Water Flowers
- 1.7.9 Hammerfeet
- 1.7.10 Shield of the Resolute Heart
- 1.7.11 Stormhelm
- 1.7.12 Gauntlets of Spell Power
- 1.7.13 Premium Heart
- 2 Non-Wishable Artifacts
- 2.1 Racial Artifacts: Female Drow Priest, Ranger, Rogue, and Wizard
- 2.2 Racial Artifacts: Male Drow Priest, Ranger, Rogue, and Wizard
- 2.3 Racial Artifacts: Female Drow Noble
- 2.4 Racial Artifacts: Male Drow Noble
- 2.5 Racial Artifacts: Dwarf Knight
- 2.6 Racial Artifacts: Dwarf Noble
- 2.7 Racial Artifacts: Elf Noble, Priest, Ranger, and Wizard
- 2.8 Law Quest Artifacts
- 2.9 Chaos Quest Artifacts
- 2.10 Neutral Quest Artifacts
- 2.11 Quest Artifacts
- 2.11.1 Italchiayaque
- 2.11.2 The Annulus
- 2.11.3 The Heart of Ahriman
- 2.11.4 The Lyre of Orpheus
- 2.11.5 The Sceptre of Might
- 2.11.6 The Iron Ball of Levitation
- 2.11.7 The Iron Spoon of Liberation
- 2.11.8 The Staff of Aesculapius
- 2.11.9 The Magic Mirror of Merlin
- 2.11.10 The Eyes of the Overworld
- 2.11.11 The Mantle of Heaven
- 2.11.12 The Vestment of Hell
- 2.11.13 The Mitre of Holiness
- 2.11.14 The Treasury of Proteus
- 2.11.15 The Longbow of Diana
- 2.11.16 The Palantir of Westernesse
- 2.11.17 Belthronding
- 2.11.18 The Rogue Gear-spirits
- 2.11.19 The Master Key of Thievery
- 2.11.20 The Tsurugi of Muramasa
- 2.11.21 The Platinum Yendorian Express Card
- 2.11.22 The Orb of Fate
- 2.11.23 Sol Valtiva
- 2.11.24 The Eye of the Aethiopica
- 2.12 High-Level Artifacts
- 2.13 Dragon Lord Armor
- 2.14 Artifacts of the Lords of the Nine
- 2.14.1 Genocide
- 2.14.2 Rod of Dis
- 2.14.3 Avarice
- 2.14.4 Fire of Heaven
- 2.14.5 Diadem of Amnesia
- 2.14.6 Shadowlock
- 2.14.7 Thunder's Voice
- 2.14.8 Serpent's Tooth
- 2.14.9 Unblemished Soul
- 2.14.10 Wrath of Heaven
- 2.14.11 All-seeing Eye of the Fly
- 2.14.12 Cold Soul
- 2.14.13 Sceptre of the Frozen Floor of Hell
- 2.14.14 Caress
- 2.14.15 The Iconoclast
- 2.15 Artifacts of the Lords of the Abyss
- 2.16 Artifacts of the Empyrial Lords
Wishable Artifacts
Crowning Gifts
Excalibur
- lawful intelligent knight-favoring long sword
- Automatic searching
- Adds enhancement bonus to search attempts
- +1d5 to hit
- +1d10 damage
- If blessed
- Gains +7 to-hit vs demons and undead
- Gains +3d7 damage vs demons and undead
- Resists drain life attacks
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 Think-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.
Stormbringer
- chaotic intelligent runesword
- Bloodthirsty (attacks peaceful monsters without prompting for confirmation)
- +1d5 to hit
- +1d2 damage
- Drains target's levels
- Gains +1d8 damage vs non-life-drain-resistant targets
- Reduces maximum HP by an amount equal to the extra d8's damage
- Heals you by 1/2 the extra d8's damage
- Protects against life drain attacks
Vorpal Blade
- neutral long sword
- Randomly beheads targets (5%)
- +1d5 to hit
- +1 damage
- Rolls 2d8 or 2d12 exploding dice for damage
The Bow of Skadi
- lawful Valkyrie-favoring bow
- Crowning gift for Valkyries
- +1 to-hit
- +1d24 cold damage
- 5d6 cold elemental explosion on impact
- 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
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
Reaver
- chaotic Pirate-favoring intelligent scimitar (cutlass)
- Crowing gift for Pirates
- +1d5 to hit
- +1d8 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
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
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
Namable Artifacts
Orcrist
- chaotic elf-favoring elven broadsword
- 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.
- Against orcs and demons grants 1d5 to hit, 2x damage, and warning.
Sting
- chaotic elf-favoring elven dagger
- 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
- chaotic orc-favoring orcish dagger
- Does not resist being held second to other artifacts
- Grants +1d5 to hit, 2x damage, and warning against elves, humans, and minions.
Carnwennan
- lawful knight-favoring dagger
- Can be named by knights only
- Grants +1d5 to hit, +1d10 damage, and warning vs magic-hording monsters
- Grants stealth when wielded
- Invoke to toggle invisibility
Slave to Armok
- lawful dwarf-favoring dwarvish mattock
- Bloodthirsty (attacks peaceful monsters without prompting for confirmation)
- Grants +1d5 to hit and 2x damage against elves, orcs, always-peaceful monsters, and monster lords.
Claideamh
- unaligned long sword
- Grants +1d5 to hit and 2x damage against elves, fey, giants, elementals, and primordials.
- While wielded, grants warning against the same.
The Banes
Dragonlance
- lawful lance
- Grants reflection, including against dragonbreath
- Can't break when used to joust
- Against dragons and reptilians it grants slotless warning, +1d10 to hit, and +1d20 to damage.
Nodensfork
- unaligned silvered trident
- Against primordials, aliens, and telepathic monsters it grants slotless warning, +1d10 to hit, and +1d20 to damage.
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 it grants slotless warning, +1d10 to hit, and +1d20 to damage.
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 it grants slotless warning, +1d10 to hit, +1d20 damage.
- 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 it grants slotless warning, +1d10 to hit, and +1d20 damage
- Protects against lycathropy.
- Demihumans: Minotaurs, Gnolls, Nagas, Mind Flayers, Deep Ones, Medusa, Centaurs
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
- Against large monsters, +1d10 to-hit, +2d4+1d20 damage
- Against giants and boulder-throwing enemies, deducts movement points if used in combat
- Grants slotless detection of giants and boulder-throwers.
Vampire Killer
- lawful bullwhip
- Does not resist being held second to other artifacts
- +10 damage vs small creatures
- +1d10 damage vs large creatures
- Protects against life draining.
- Against Undead, Demons, and Werecreatures it grants slotless warning, +1d10 to hit, and +1d20 damage
- 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 it grants slotless warning, +1d10 to hit, and +1d20 damage
- Permanently poisoned
Peace Keeper
- lawful athame
- Does not resist being held second to other artifacts
- Against always hostile creatures it grants +1d5 to hit, +1d10 damage, and slotless warning.
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.
- Grants slotless warning against ogres
- Smashes Ogres, killing them instantly
- 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)
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.
- Grants slotless warning against trolls
- Petrifies trolls
- Turns gremlins to dust
- 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
Cleaver
- neutral Barbarian-favoring battle axe
- First gift given to Barbarians
- +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
- Post Binder quest 1d5 to-hit, 2x damage
- Can hold a summoned spirit, granting various special powers
- An explanation of this mechanic can be found here.
- Resists being placed in containers
- Can't be destroyed
Luck Blade
- chaotic Convict-favoring intelligent short sword
- First gift given to Convicts
- +1 to hit, +1d4 damage, uses luck-biased damage dice.
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.
- Become Ladder (Rod must be a mace):
- At will: The Rod can be ordered to assume a different form as often as desired.
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 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
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, +1d24 electricity damage
- Randomly fires 6d6 lightning bolts when swung (as wand of lightning).
- 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.
- When thrown it will randomly cause explosions of lightning upon striking a target.
Magicbane
- neutral Wizard-favoring silvered 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
- guards against curses
- Additional magic effects based on enchantment
- Magicbane's magic fanfare effects deal increased damage to magic-resistant creatures (+5d6 vs +1d4)
- +0-+2 enchantment maximizes damage against magic-resistant foes (Average damage is the same for +0, +1, and +2)
- +7 enchantment is least-bad vs magic sensitive foes.
- Magicbane's magic fanfare effects deal increased damage to magic-resistant creatures (+5d6 vs +1d4)
Double-damage Artifacts
Grayswandir
- lawful silver saber
- +1 to hit, 2x damage
- Warning vs all
- Grants hallucination resistance while wielded
Frost Brand
- unaligned long sword
- +1 to hit, 2x cold damage
- Grants cold resistance while wielded
Fire Brand
- unaligned long sword
- +1 to hit, 2x fire damage
- Grants fire resistance while wielded
Gilded Sword of Y'ha-Talla
- unaligned scimitar or bullwhip
- +1d5 to hit, 2x poison damage
- 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.
- At will: The Sword can be ordered to assume a different form as often as desired.
Mirror Brand
- neutral silvered long sword
- Vs non-neutral targets it grants +1 to hit, 2x damage, as well as additional magic effects
- Grants reflection.
Sunsword
- lawful silvered long sword
- If you are more skilled in shortswords than in longswords, uses the shortsword skill
- +1 to hit
- Ignores equipped armor
- 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
- lawful battle axe
- +1 to hit
- 2x damage
- 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
Windrider
- unaligned boomerang
- +1 to hit
- 2x damage
- Returns to the quiver when thrown
- 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
Atma Weapon
- unaligned beamsword (uses broadsword skill)
- Base damage is 3d10+3x enchantment to both large and small creatures.
- 'a'pply the Atma Weapon to turn it on and off.
- If used to attack with while off, damage drops to 1d2.
- +1d6 to hit and +3d6 damage vs nasty monsters
- If you are not life-drain resistant:
- Atma weapon adds 1d(current level) to damage, then scales its damage by your current HP percentage.
- While active, Atma Weapon severely reduces your natural healing rate.
- If you are wielding a cursed activated Atma Weapon, or attempt to turn on a cursed Atma Weapon, it drains a level from you but uncurses itself.
- If you attempt to activate an uncharged Atma Weapon, it drains a level from you but charges itself.
- otherwise follows lightsaber rules.
Limited Moon
- chaotic silver two-handed moon axe
- +1 to hit
- 2x damage
- Damage is adjusted by your current energy %
The Black Arrow
- unaligned ancient arrow
- +1000 to hit
- 4x+108 damage
- instantly kills Smaug
Tensa Zangetsu
- neutral tsurugi
- +1 to hit
- 2x damage
- Halves spell damage
- grants basic armor if torso armor or a cloak is not worn
- Can be invoked to fire powerful energy blasts
- +1 move per turn
- Allows moving 12x as fast for multi-tile movements
- Drains 10 nutrition per turn
- If overused, deals 5 damage a turn and reduces max HP by 1 a turn
- Can be used safely for 1 turn per level. One turn of safe use is regained for every 10 turns you do not wield Tensa Zangetsu.
Utility Artifacts
Sode no Shirayuki
- lawful silvered katana
- +1 to hit
- Protects against cold damage
- Allows moving 4x as fast for multi-tile movements
- Can be invoked to activate 3 separate abilities
- First Dance: Creates a Cold element blast.
- Second Dance: Fires a Cold element ray.
- Third Dance: Repairs damage to the sword, and briefly allows 2x cold damage.
- Each ability is on its own timer
Tobiume
- chaotic long sword
- +1 to hit, +1 fire damage.
- -2 damage vs small targets, -3 damage vs large.
- Automatically disarms weapon wielding targets.
- Allows moving 3x as fast, stealth, invisibility for multi-tile movements
- Invoke to cast the fireball spell
- using the higher of your attack magic skill and your longsword skill
- If a target is killed by Tobiume, their body is launched backwards and explodes as a fireball.
Lance of Longinus
- lawful silver spear
- Halves damage, both physical and magical
- Toggles water walking when invoked
- Provides magic resistance when wielded
- 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
- Invoke to toggle conflict
Release from Care
- unaligned scythe
- +1 to hit
- +1d10 damage
- Can behead target
- Grants level drain resistance while wielded
- Grants cold resistance while carried
- Invoke for healing
The Lifehunt Scythe
- large chaotic scythe
- Against living or undead creatures (ie, not golems and other non-living creatures)
- +1d4 to hit and 2x damage
- Target gains studied debuff equal to damage dealt (cumulative).
- You recover HP equal to 1/2 damage dealt.
- You gain studied debuff equal to 1/4 damage dealt (cumulative).
- Can behead target, but only if it doesn't know where you are.
- Triggers sneak attack against targets that don't know where you are, but only if you HAVE sneak attack (ie, are an unpolymorphed Rogue or have Andromalius bound)
- Grants level drain resistance and stealth while wielded
- Grants cold resistance while carried
- Invoke to toggle invisibility
- Bloodthirsty (attacks neutral targets).
The Silence Glaive
- unaligned glaive
- +1 to hit
- +1 damage
- drains levels from target
- protects against level drain
- Offers a variety of special effects when invoked
- Invoke and specify direction: Magic Missile attack
- Invoke and press up: Protection
- Invoke and press down: Kills all Genocide-susceptible creatures on the current level. Yourself included.
The Garnet Rod
- unaligned silver key
- When wielded:
- Grants energy regeneration
- Grants hp regeneration
- +1 move per turn
- Drains 10 nutrition per turn
- Offers a variety of special effects when invoked
- Invoke and specify direction: Magic Missile attack
- Invoke and press up: Time Stop (10 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
- Automatic searching when wielded
- Adds enhancement bonus to search attempts
- Grants stealth when wielded
- Warns of all enemies
- Blocks curses if held in open inventory (as wielded Magicbane)
- Can be used to rapidly engrave (as athame)
Blade Singer's Spear
- unaligned silver spear
- Grants +1d6 to hit and +1d6 damage
- Invoke to create Blade Dancer's Dagger.
- If gifted, unrestricts two-weapon combat
- Deducts 4 move from target
Blade Dancer's Dagger
- unaligned silver dagger
- Grants +1d4 to hit and +1d4 damage
- Invoke to create Blade Singer's Spear
- If gifted, unrestricts two-weapon combat
- Does not count toward artifacts generated
- Deducts 2 move from targets when wielded second to Blade Singer's spear.
Limb of the Black Tree
- chaotic club
- Grants +1d4 to hit and +1 fire damage
- Grants Fire Resistance
- 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
Lash of the Cold Waste
- chaotic bullwhip
- Grants +1d4 to hit and +1 cold damage
- Grants Cold Resistance
- Causes a 6d6 icy explosion whenever it strikes a target
Ramiel
- lawful partisan
- Grants +1d4 to hit and +1 electrical damage
- When applied, it 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
- 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 extra attacks based on level - one extra attack at level 11, another at level 21 and another at level 30.
- Invoke to toggle extrinsic (Very Fast) speed.
Sky Render
- lawful katana
- Grants +1d10 to hit and +1d10 damage
- Grants displacement while carried
Fuma-itto no Ken
- chaotic broadsword (Ninja-to)
- Grants +1 to-hit and +1d8 damage
- Invoke to create shuriken
- Permanently poisoned
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.
- 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.
- Each gem deals 1d8 damage. Throwing the full set therefore deals 8d8 damage.
Artifact Armors
Tie-Dye Shirt of Shambhala
- neutral t-shirt
- Read to cure afflictions (as unicorn horn). Blocked by non-crystal body armor.
- Invoke for enlightenment
- Greatly increases carrying capacity
- Can be enchanted to +7
- Enhances charisma if worn without torso armor
- Enhances wisdom if worn with torso armor
- Can only be picked up by neutral characters with at least a 20 alignment record (eligible for quest) and enough experience to no long be considered a beginner.
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
Beastmaster's Duster
- lawful leather jacket
- Will sometimes blast cross-aligned characters when they are hit in combat (1/10 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
Mirrorbright
- chaotic bronze 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
- 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
- Doubles kicking damage
- Can enchant to +7
Shield of the Resolute Heart
- unaligned gauntlets of dexterity
- Halves physical damage when worn
- Invoke to bless, clear erosion, raise enchantment to +3
- Can enchant to +7
Stormhelm
- chaotic helm of brilliance
- Grants Shock resistance while carried
- Grants cold resistance while worn
- Allows casting of the Lightning Bolt spell while worn.
- Can enchant to +7
Gauntlets of Spell Power
- unaligned silvered gauntlets of power
- Adds silver damage to unarmed attacks
- Grants +1 skill level all spells (does not better failure rates)
- 2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin)
- Halves damage from spells
- 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 set Dexterity to 25
- Can be enchanted to +7
- unarmed attacks deal x2 damage
- Adds enchantment to unarmed attacks
- 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 1/4 maximum
- HP at less than 1/16 maximum
- Blindness
- Confusion
- Hallucinating
- Wounded Legs
- Stunned
- Sickness
- Gradual Stoning
- Strangulation
- Vomiting
- Slimed
- Fumbling
- If gifted, unrestricts martial arts skill
Non-Wishable Artifacts
Racial 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
- Pierces equipped armor
- 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 half again.
- 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
- 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
- Receives 1/2 normal damage bonus from strength
- Decreases spell failure while wielded
- Absorbs curses while wielded
- 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.
Crescent Blade
- Traitor's Alternate Quest Object
- Lawful, drow-favoring intelligent silver saber
- Grants +1d4 to-hit, 2x Fire damage.
- Pierces equipped armor
- 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
- Silvered gauntlets of dexterity
- Adds life draining to your unarmed attacks
- Grants life drain resistance when worn
- Invoke for an undead turning effect
- Dig up graves while wearing to recruit undead
- Grants energy regeneration when worn
- Fills your right ring slot
Sickle Moon
- Lawful crowning gift
- Silvered sickle
- +1 to+hit, 2x damage throwing weapon
- Returns to the quiver when thrown
- Can be multishot
Racial 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 (a)pplied, 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.
- Releasing light will not disintegrate the cloak, nor will releasing darkness.
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)
- Adds sleep poison to unarmed attacks.
Tentacle Rod
- Traitor's Quest Object
- See above
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
- Ensnares target in webbing
- Can be used in melee
Lolth's Fang
- Chaotic/Neutral crowning gift
- Drow-favoring intelligent silvered droven short sword
- Adds +1d5 to-hit and +1d10 acid damage
- Permanently poisoned
- Grants life-drain resistance while wielded
Racial Artifacts: Female Drow Noble
The Sceptre of Lolth
- First Gift
- Chaotic, Noble-favoring silvered khakkhara/droven greatsword/droven spear/droven lance/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.
- Become Ladder (Sceptre must be a silver khakkhara):
- At will: The Sceptre can be ordered to assume a different form as often as desired.
The Web of the Chosen
- Quest Object
- Chaotic, Noble-favoring intelligent silvered droven cloak
- Grants Reflection while worn
- Grants half spell damage while worn
- Grants Acid resistance while worn
- Grants 2x the normal AC bonus from enchantment
- Grants Shock resistance while carried
The Web of Lolth
- Chaotic crowning gift
- See above
The Claws of the Revenancer
- Neutral crowning gift
- See above
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 artifact
- Invoke to generate a small stack of droven bolts
- Grants drain-life 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
The Cloak of the Consort
- Quest Artifact
- Neutral, noble-drow-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(level/10+1)) clusters of fiery explosions and earthquakes at random places on the current level
- Grants magic resistance when carried
Lolth's Fang
- Neutral crowning gift
- See above
Liecleaver
- Lawful crowning gift
- See above
Racial 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 when worn
- Grants Half physical damage when worn
- Grants +10 AC when worn
- Grants Fire and Cold resistance when worn
The Arkenstone
- Crowning gift
- See above
Racial 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
Racial Artifacts: Elf Noble, Priest, Ranger, and Wizard
The Rod of the Elvish Lords
- First Gift for Elvish Nobles
- Lawful, elf-noble-favoring elvish mace/elvish sickle/elvish lance/elvish broadsword/elvish 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.
- Become Ladder (Rod must be a mace):
- At will: The Rod can be ordered to assume a different form as often as desired.
The Palantir of Westernesse
- Chaotic, elf-favoring intelligent crystal ball
- Invoke to tame nearby monsters
- Grants xray vision when carried
- Grants telepathy when carried
- Grants waring when carried
- Grants reflection when carried
Belthronding
- Chaotic, elf-favoring intelligent elven bow
- Grants +1d5 to-hit and 2x 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 long sword
- Grants +1d5 to-hit and 2x damage
- Invoke for healing
- Grants life-drain resistance 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 2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin)
Aryvelahr Kerym
- Chaotic crowning gift
- Chaotic, elf-favoring intelligent silvered crystal sword
- Grants +1d5 to-hit and 2x damage
- Grants life-drain resistance when wielded
- Grants reflection when wielded
Law Quest Artifacts
The Rod of Seven Parts
- lawful intelligent silver spear
- +1d7 to-hit
- +1d20 damage vs non-lawful creatures
- Can be used to joust, will not break when used to joust.
- Grants immunity to lifedrain when wielded
- Increases in power when used in combat
- Invoke to use a variety of command-word activated effects (spoiler page)
- Read to study writing engraved on weapon (gives clues about command words)
- The Rod of Seven Parts angers demon lords when wielded, following the same rules that Excalibur does.
Field Marshal's Baton
- lawful mace
- Grants warning vs 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
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
The Black Crystal
- chaotic crystal ball
- Grants magic resistance when carried
- Invoke to cast an area-effect death spell
- Deals 2x damage when thrown
- Weighs only 40 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 20 units (vs 150 units for a regular crystal ball)
The Earth Crystal
- unaligned crystal ball
- Halve hp damage from physical attacks when carried
- invoke to cast earthquake spell
- Does not count toward total number of artifacts generated
- Weighs only 80 units (vs 150 units for a regular crystal ball)
The Air Crystal
- unaligned crystal ball
- Grants electricity 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
Neutral Quest Artifacts
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 loose a level. Your failure chance is (number names known)/31.
- Bind your soul to one of the known spirits without any ritual.
- Non-binders can bind only one spirit at a time.
- Binders can bind up to their normal limit.
- Try to learn the name of a random spirit.
The Book of Infinite Spells
- unaligned spellbook of secrets
- Stores a random spell inside
- Can be read to learn the spell, or to bookcast the spell for free
- Each time you relearn the spell or bookcast, there is a 1/20 chance of the book randomly switching to another spell
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 it's 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
- Can be used in the invocation ritual instead of the Bell of Opening (Wield the key while reading from the Book of the Dead with the Candelabrum of Invocation lit).
- 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
Italchiayaque
- lawful Archeologist-favoring intelligent shield of reflection
- Archeologist quest item (from Archeologist patch)
- Grants fire resistance when equipped.
- Grants magic resistance, ESP, 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 +1/2 level (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 (1-3d20) 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.
- silver chakram
- 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 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
- Grants magic resistance when carried
- Invoke to toggle conflict
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 vs all while carried
- Grants stealth while wielded.
- Invoke to toggle levitation
- Grants increased carrying capacity equal to its current weight
- Acts as a luckstone.
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 magic resistance 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 Magic resistance while carried.
- Invoke for healing
The Magic Mirror of Merlin
- lawful Knight-favoring intelligent mirror
- Knight quest item
- Grants Magic resistance while carried.
- Grants Telepathy while carried.
- Grants 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 xray vision.
The Mantle of Heaven
- lawful Noble-favoring intelligent ornamental cope (randomized cloak)
- Non-vampire Noble quest item
- Grants Cold resistance while carried.
- Grants Electricity resistance and Cold 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 Electricity 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.
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 (poor-man's polypile).
- Is lighter than a normal chest (150 units, the same as a crystal ball).
The Longbow of Diana
- chaotic Ranger-favoring intelligent silvered bow.
- Ranger quest item
- Grants +1d5 to hit and 2x damage.
- Grants Reflection while wielded.
- Invoke to create ammo.
- Grants a +1 multishot bonus, or +2 to Rangers.
- Arrows have no maximum range.
The Palantir of Westernesse
- chaotic Elf-favoring intelligent crystal ball.
- Possible Elf-Ranger quest item
- Grants Warning, Telepathy, Reflection, and 3-squares of xray vision while carried.
Belthronding
- chaotic Elf-favoring intelligent elven bow.
- Possible Elf-Ranger quest item
- Grants +1d5 to hit and 2x damage.
- Grants displacement while carried.
- Grants stealth and displacement while wielded.
- Invoke to create ammo.
- Grants a +1 multishot bonus, or +2 to Elves.
The Rogue Gear-spirits
- neutral Ranger-favoring intelligent crossbow.
- Gnomish Ranger quest item
- Grants +1d5 to hit and 2x damage (shoots 2 bolts instead of 1). If there's no ammo quivered, will automatically create and fire +0 bolts.
- In melee combat, does 1d6 vs small, 1d3 vs large damage and is a 2x damage artifact
- Grants warning, ESP 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 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
- Grants +1d2 to hit, 2x damage.
- Grants automatic searching and luck.
- Bisects targets (10%).
- Bloodthirsty (attacks neutral targets).
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 orb.
- Valkyrie quest item
- Grants warning, half spell and half physical damage when carried.
- Acts as a luckstone.
- 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
- 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
High-level artifacts are artifacts that can be #named by a specific role at a specific level
Staff of the Archmagi
- unaligned Wizard-favoring intelligent quarterstaff
- Can be named at level 30 by Wizards
- Grants +1d20 to-hit and +1d4 damage
- Additional magic effects based on enchantment
- Knocks targets back
- 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
- Can be named at level 30 by Wizards
- Grants magic resistance and reflection while worn
- Invoke to refill Energy
- Can be enchanted to +7
Hat of the Archmagi
- unaligned Wizard-favoring intelligent cornuthaum
- Can be named at level 30 by Wizards
- Grants warning and xray vision while worn
- Can speak
- Invoke to refill Energy
The Kusanagi no Tsurugi
- lawful Samurai-favoring intelligent long sword
- Can be named at level 18 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 Armor
Platinum Dragon Plate
- unaligned silver dragon scale mail
- Grants magic resistance and reflection
- Can put targets to sleep (5% chance per attack)
- Can disintegrate struck targets (2.5% chance per attack)
- Grants extra damage
- +1d10 fire
- +1d10 electricity
- Half again as heavy as normal dragon scale (making it 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 1/8 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 (A shield would make you lose all the offensive abilities)
- Grants Fire, Cold, Shock, Disintegration, and Poison resistance
- Can disintegrate struck targets (5% chance per attack)
- Grants extra damage
- +1d3 fire (1d8 if mail)
- +1d3 electricity (1d8 if mail)
- +1d3 cold (1d8 if mail)
- Poison
- Half again as heavy as normal dragon scale (making it 225 units vs the normal 150)
- Drops from the Chromatic Dragon. The Chromatic Dragon is the Caveman quest nemesis, and appears in gehennom in 1/8 of (non-caveman) games.
Artifacts of the Lords of the Nine
Genocide
- lawful intelligent two-handed sword
- Grants +1d10 to-hit, +1d20 fire damage
- May cause a fiery explosion centered on the target
- Does not count against artifacts generated for wishing and sacrifice
Rod of Dis
- lawful intelligent mace
- Grants +1d10 to-hit, +1d8 damage
- Invoke for taming
- Knocks targets back
- Does not count against artifacts generated for wishing and sacrifice
Avarice
- lawful intelligent short sword
- Grants +1d10 to-hit, +1 damage
- Steals items from struck targets
- Does not count against artifacts generated for wishing and sacrifice
Fire of Heaven
- lawful intelligent silvered trident
- Grants +1 to-hit, 2x fire damage
- Causes fiery explosions centered on struck target
- May cause electrical explosions centered on struck target
- Does not count against artifacts generated for wishing and sacrifice
Diadem of Amnesia
- lawful intelligent dunce cap
- Invoke to toggle conflict
- Does not count against artifacts generated for wishing and sacrifice
Shadowlock
- lawful intelligent rapier
- Grants +1d20 to-hit, 2x damage
- Ignores equipped armor
- 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.
- Does not count against artifacts generated for wishing and sacrifice
Thunder's Voice
- lawful intelligent silver dagger
- Grants +1d6 to-hit, +1d6 electrical damage
- May cause electrical explosions centered on struck target
- Does not count against artifacts generated for wishing and sacrifice
Serpent's Tooth
- lawful intelligent athame
- permanently poisoned
- Does not count against artifacts generated for wishing and sacrifice
Unblemished Soul
- lawful intelligent silvered unicorn horn
- Does not count against artifacts generated for wishing and sacrifice
Wrath of Heaven
- lawful intelligent silvered long sword
- Grants +1 to-hit, 2x electrical damage
- Causes electrical explosions centered on struck target
- May cause fiery explosions centered on struck target
- Does not count against artifacts generated for wishing and sacrifice
All-seeing Eye of the Fly
- lawful intelligent helm of telepathy
- Invoke to cast an area-effect death spell
- Does not count against artifacts generated for wishing and sacrifice
Cold Soul
- lawful ranseur
- May cause fiery, cold, and electrical explosions centered on struck target
- Does not count against artifacts generated for wishing and sacrifice
Sceptre of the Frozen Floor of Hell
- lawful intelligent iron bar
- Grants +1 to-hit, 2x cold damage
- Causes cold explosions centered on struck target
- Does not count against artifacts generated for wishing and sacrifice
Caress
- lawful intelligent bullwhip
- Grants +1 to-hit, +1d20 electrical damage vs elves, humans, and dwarves
- Does not count against artifacts generated for wishing and sacrifice
The Iconoclast
- lawful intelligent silver saber
- Grants +1d9 to-hit, +1d99 damage vs elves, humans, and dwarves
- Grants magic resistance when wielded
- Does not count against artifacts generated for wishing and sacrifice
Artifacts of the Lords of the Abyss
The Three-Headed Flail
- chaotic intelligent flail
- 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.
- Does not count against artifacts generated for wishing and sacrifice
Heartcleaver
- chaotic intelligent halberd
- Grants +1 to-hit and 2x damage
- Can be used in melee combat
- Does not count against artifacts generated for wishing and sacrifice
Wrathful Wind
- chaotic intelligent silvered club
- Grants +1d10 to-hit and 2x damage vs non-cold resistant monsters
- May cause a 6d6 icy explosion when it strikes a target
- Does not count against artifacts generated for wishing and sacrifice
Sting of the Poison Queen
- chaotic intelligent flail
- Grants +1d4 to-hit, +1d12 damage
- Permanently poisoned
- Grants magic resistance when wielded
- Does not count against artifacts generated for wishing and sacrifice
Doomscreamer
- chaotic intelligent two-handed sword
- Grants +1 to-hit, 2x damage against non-acid resistant monsters
- Grants acid resistance when wielded
- Does not count against artifacts generated for wishing and sacrifice
Wand of Orcus
- chaotic wand of death
- Can be recharged indefinitely
- Cannot be wrested or broken
- Drains enemies when wielded for a melee attack
- If its' invocation timer is good, allow a free zap despite 0 charges left
- Does not count against artifacts generated for wishing and sacrifice
Artifacts of the Empyrial Lords
Sword of Erathaol
- lawful intelligent silvered long sword
- Grants +1d7 to-hit, 2x damage
- Grants protection against blinding
- May blind struck targets
- Turns gremlins to dust and trolls to stone
- Does not count against artifacts generated for wishing and sacrifice
Saber of Sabaoth
- lawful intelligent silver saber
- Grants +1d7 to-hit, 2x damage
- Grants protection against blinding
- May blind struck targets
- Turns gremlins to dust and trolls to stone
- Does not count against artifacts generated for wishing and sacrifice
Sword of Onoel
- lawful intelligent silvered two-handed sword
- Grants +1d7 to-hit, 2x damage
- Grants protection against blinding
- May blind struck targets
- Turns gremlins to dust and trolls to stone
- Does not count against artifacts generated for wishing and sacrifice
Glaive of Shamsiel
- lawful intelligent silvered glaive
- Grants +1d7 to-hit, 2x damage
- Grants protection against blinding
- May blind struck targets
- Turns gremlins to dust and trolls to stone
- Does not count against artifacts generated for wishing and sacrifice
Lance of Uriel
- lawful intelligent silvered lance
- Grants +1d7 to-hit, 2x damage
- Grants protection against blinding
- May blind struck targets
- Turns gremlins to dust and trolls to stone
- Does not count against artifacts generated for wishing and sacrifice
Hammer of Barquiel
- lawful intelligent silvered lucern hammer
- Grants +1d7 to-hit, 2x damage
- Grants protection against blinding
- May blind struck targets
- Turns gremlins to dust and trolls to stone
- Does not count against artifacts generated for wishing and sacrifice