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 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
- Automatic searching
- Adds enhancement bonus to search attempts
- +1d20 to hit
- +1d10 damage
- If blessed, grants +7 to-hit and +3d7 damage vs holy-haters
- Resists drain life attacks
Vorpal Blade
- neutral long sword
- Randomly beheads targets (5%)
- +1d5 to hit
- +1 damage
- Rolls 2d8 or 2d12 exploding dice for damage
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
- Occasionally (10%) converts its entire base damage to level drain (1 level per 4 points of damage)
- Grants drain resistance when wielded
- Always counts as cursed vs unholy-hating monsters, and gets +4d9 extra damage against them
- 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)
Nameable 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-hoarding 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.
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 shell trident
- Against 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.
- Deals both silver damage and iron damage to appropriate monsters
- 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 it grants slotless warning, +1d10 to hit, and +1d20 to damage.
- Because of its long warning list, it's absolutely worth keeping around in open inventory.
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
- Demihumans: minotaurs, gnolls, nagas, mind flayers, deep ones, centaurs, Medusa
- Protects against lycathropy.
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 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
- +12 damage vs small creatures
- +1d12 damage vs large creatures
- Grants drain resistance when wielded.
- 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.
- Deals +7 holy damage to holy-haters
- Protects against lycanthropy
Kingslayer
- chaotic stiletto
- 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
- Permanently poisoned
Peace Keeper
- lawful silvered 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
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
- 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
- +1d7 to hit, +1d7 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 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
- As a naginata, can be used in melee
- When blessed, an extra +5 to-hit and +1d12 damage vs holy-haters
- Gives a bonus to AC equal to 2+enchantment
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, +1d24 electricity damage, +2d4+2 to small, +2d4 to large
- 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 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 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
- Warning while carried
- Grants hallucination resistance while wielded
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 to be a long sword. Otherwise it will be equally likely to be: saber, scimitar, gauntlets, broadsword, axe, short sword, athame
- Type varies per game, but will always be consistent for both Fire and Frost Brand.
- +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 to be a long sword. Otherwise it will be equally likely to be: saber, scimitar, gauntlets, broadsword, axe, short sword, athame
- 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.
- +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.
- At will: The Sword can be ordered to assume a different form as often as desired.
Mirror Brand
- neutral silver long sword
- Vs non-neutral targets it grants +1 to hit, 2x damage, as well as additional magic effects ala Magicbane
- Deals an extra 2d10 damage when a magic effect is triggered
- Grants reflection while wielded
Sunsword
- lawful silvered long sword
- If you are more skilled in short swords than in long swords, uses the short sword skill
- +1 to hit
- 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
- 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, subtracts 10 movement points, and stuns
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.
- +1d6 to hit and +3d6 damage vs nasty monsters
- 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
- 2x Damage is adjusted by your current energy %
- Drains 3 pw per hit
- Being at 0 power deals the normal two-handed moon axe damage
The Black Arrow
- unaligned ancient arrow
- +1000 to hit
- 4x base roll 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.
- 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.
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.
- −2 damage vs small targets, −3 damage vs large.
- 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 & 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 again those who hate holy/unholy
- When carried, grants life drain resistance.
- 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
- Gives 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
The Lifehunt Scythe
- large chaotic scythe
- First gift for female half-dragons. All female half-dragons can reach expert skill in Farm Implements.
- 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 1⁄2 damage dealt.
- You gain studied debuff equal to 1⁄4 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
- Bloodthirsty (attacks neutral targets)
The Holy Moonlight 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
- Apply to light up and become a larger, 2-handed, non-silver 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
- Effective size increases from medium to huge (2 steps)
- 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.
The Silence Glaive
- unaligned glaive
- +1 to hit
- +1 life drain damage
- drains one level from the target on hit
- protects against life drain
- 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
- Grants HP regeneration
- +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
- 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
- When wielded:
- Automatic searching
- Adds enhancement bonus to search attempts
- Grants stealth
- 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 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)
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
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
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
- chaotic onyx (mineral) bullwhip
- As an onyx bullwhip, deals 1d4 to small and 1d2 to large
- +1d4 to hit, +1 cold damage
- Grants cold resistance while carried and sleep resistance while wielded
- 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
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 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 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 vs cross-aligned
- 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.
- 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.
- Each gem deals 1d8 damage. Throwing the full set therefore deals 8d8 damage.
- 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:
is die size (8 for the Fluorite Octet)
is luck, if X>15, or luck/3, if X<=15
Staff of Necromancy
- chaotic bone quarterstaff
- +1d5 to hit and double 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
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 to instantly kill non-resistant monsters (20%, vs 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
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 to lose 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
- +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
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 active.
- 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 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.
- 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).
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
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 (MR⁄2)% 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
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 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
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
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
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 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
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
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
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
- 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
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
- 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
- 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 1⁄2 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 to lash 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
- 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
- Gains a multishot bonus for Elf and Drow (may fire an additional time)
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 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
- 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
- This will not cause an alignment penalty
- Ensnares target in webbing
- Can be used in melee
- Adds sleep, blinding, and paralysis poison to strikes
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
Racial 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.
- 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, 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
- 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 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
Racial 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(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, half physical damage, +10 AC, and 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 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.
- 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
- 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
Racial 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
Racial 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 1⁄4 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 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:
- 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 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:
- 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.
Ritual Ringed Spear
- chaotic intelligent noble-favoring obsidian spear
- Crowning gift for chaotic female half-dragon nobles
- 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:
- 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.
- 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.
Racial artifacts: male half-dragon Noble
Dragon's Heart-Stone
- Nobleman-favoring flint stone
- Quest artifact for male half-dragon Nobles
- 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 (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
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 to have 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.
- 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
- 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 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 Mask of Tlaloc
- lawful Archeologist-favoring intelligent mask of a god
- Found occasionally (10%) on the Archeologist quest
- 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
- +1d5 to hit and double damage
- Can bisect opponents ala the Tsurugi of Muramasa
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 +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.
- 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.
- 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 Eyes of the Oracle
- neutral intelligent human eyeballs
- found on the Android quest
- grants half spell damage and magic resistance when carried
- may be invoked to act as a crystal ball
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 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 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 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, 1⁄3 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
- 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 ball.
- 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
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 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.
- 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 1⁄8 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