dNetHack artifacts

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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 quest artifacts, 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!)

This page is currently being revised due to many updates changing artifact effects. Everything including and above the listed artifact has been revised and is accurate to the current version: Xiuhcoatl

Wishable artifacts

Vanilla Crowning Gifts

Excalibur

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

Vorpal Blade

  • neutral long sword
  • +1d5 to hit, +1 damage
  • Rolls 2d8+2 or 2d12+2 for each hit, dice are exploding dice adding 1d8+1 for each explosion
  • Randomly beheads targets (5%)
    • 100% chance against jabberwocks

Stormbringer

  • chaotic intelligent runesword
  • Bloodthirsty (insanity% chance of attacking an adjacent monster every turn, including pets and peacefuls)
  • +1d5 to hit, +1d2 drain damage
  • Drains target's levels on hit
    • Gains +1d8 damage vs non-life-drain-resistant targets, reducing the target's maximum HP by the extra damage dealt, and healing you for half the extra damage dealt
    • Occasionally (10%) converts its entire base damage to level drain damage, rolling one d8 per per 4 points of damage
  • Grants drain resistance when wielded
  • Always counts as cursed for unholy damage, and does an extra 4d9 unholy damage vs. unholy haters
  • Grants 25 Str and 25 Con when wielded in main hand.
  • Ignores equipped armor for calculating hits and DR and deals full damage to insubstantial targets (shades, sharab kamerel)

Nameable artifacts

Orcrist

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

Sting

  • chaotic elf-favoring elven dagger
  • Against orcs and spiders grants +1d5 to hit, 2x damage, and warning while carried
  • Cuts through spiderwebs in a single turn
  • Does not resist being held second to other weapons

Grimtooth

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

Carnwennan

  • lawful knight-favoring dagger
  • Can be named by any character than began the game as lawful
  • Against fey and monsters that pick up magic items, grants +1d5 to hit, +1d10 damage, and warning while carried
  • Grants stealth when wielded
  • Invoke to toggle invisibility

Slave to Armok

  • lawful dwarf-favoring dwarvish mattock
  • Bloodthirsty (insanity% chance of attacking an adjacent monster every turn, including pets and peacefuls)
  • Against elves, orcs, always-peaceful monsters, and monster lords, grants +1d5 to hit and 2x damage

Claideamh

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

The Singing Sword

  • unaligned intelligent long sword
    • Does not favor any role, unless you are a Bard, in which case it is Bard-favoring
  • Can be named by Bards, elves, and anyone who has ever bound Orthos
    • Rapiers and sabers are also valid base items when naming, in addition to long swords
  • +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.

Banes

Dragonlance

  • Unaligned lance
  • Against dragons and reptilians, grants +1d10 to hit, +1d20 damage, and warning while carried
    • 10% chance of attempting to cancel its hated targets when struck. This rolls against MR
  • Grants dragonbreath reflection when wielded
  • Can't break when used to joust

Nodensfork

  • unaligned silvered shell trident
  • Against primordials (elementals and similar), aliens (mind flayers, U (unknown abominations), and some others), telepathic monsters, and natives of R'lyeh, grants +1d10 to hit, +1d20 damage and warning while carried
    • 10% chance of attempting to cancel its hated targets when struck. This rolls against MR
  • Grants shock resistance while carried
  • Reduces sanity loss to 1/10 of normal when wielded in the main hand and always make sanity saves successfully

Gaia's Fate

  • unaligned sickle
  • Does not resist being held second to other weapons
    • However, the character must be skilled enough in Two-weapon fighting to use it in the off-hand without suffering −20 to-hit.
  • Against plants, insects, arachnids, avians, reptilians, animals, fey, elves, and elementals, grants +1d10 to hit, +1d20 damage, and warning while carried
    • 10% chance of attempting to cancel its hated targets when struck. This rolls against MR

Demonbane

  • lawful silver saber
  • Does not resist being held second to other weapons
    • However, the character must be Expert in two-weapon fighting to use it in the off-hand without suffering −20 to-hit.
  • Against demons, grants +1d10 to hit, +1d20 damage, and warning while carried
    • 10% chance of attempting to cancel its hated targets when struck. This rolls against MR
  • Blocks demons' passive summoning abilities

Werebane

  • unaligned silver saber
  • Does not resist being held second to other weapons
    • 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, +1d10 to hit, +1d20 damage, and warning while carried
    • 10% chance of attempting to cancel its hated targets when struck. This rolls against MR
    • Demihumans include minotaurs, gnolls, nagas, mind flayers, deep ones, centaurs, and Medusa
  • Protects against lycanthropy while wielded

Giantslayer

  • unaligned axe
  • Does not resist being held second to other weapons
    • However, the character must be a Grand Master in two-weapon fighting to use it in the off-hand without suffering −20 to-hit. In practice, only Monks can do this.
  • Does +1d4 vs small, +2d4 to large
  • Against large creatures, grants +1d10 to-hit, +1d20 damage.
    • 10% chance of attempting to cancel its hated targets when struck. This rolls against MR
  • Against giants and boulder-throwing enemies, deducts 6 movement points on hit and grants warning while carried

Vampire Killer

  • lawful bullwhip
  • Does not resist being held second to other weapons
  • Deals +12 damage vs. small creatures and +1d12 damage vs large creatures
  • Against undead, demons, and werecreatures, grants +1d10 to hit and +1d20 damage
    • 10% chance of attempting to cancel its hated targets when struck. This rolls against MR
  • Deals +7 holy damage to holy-haters
  • Grants drain resistance and protects against lycanthropy when wielded
  • Invoke to bless, repair erosion, set erodeproof, and raise enchantment to +3 if 2 or lower.

Kingslayer

  • chaotic stiletto
  • Does not resist being held second to other weapons
  • Against monster lords and princes (including demon and devil lords and princes), grants +1d10 to hit, +1d20 damage, and warning while carried.
    • 10% chance of attempting to cancel its hated targets when struck. This rolls against MR
  • Permanently poisoned

Peace Keeper

  • lawful silvered athame
  • Does not resist being held second to other weapons
  • Against always hostile creatures, grants +1d5 to hit, +1d10 damage, and warning while carried
    • 10% chance of attempting to cancel its hated targets when struck. This rolls against MR

Ogresmasher

  • unaligned war hammer
  • Does not resist being held second to other weapons
    • However, the character must be a Master in two-weapon fighting to use it in the off-hand without suffering −20 to-hit. In practice, only Monks can do this.
  • Against ogres, grants +1d10 to-hit and smashes them on hit, instantly killing them
    • 10% chance of attempting to cancel its hated targets when struck, not that it matters. This would roll against MR
    • Smashing ogres exercises strength and wisdom
  • Sets strength and constitution to 25 when wielded or in offhand weapon slot (even if not currently two-weaponing)

Trollsbane

  • unaligned silvered morning star
  • Does not resist being held second to other weapons
    • However, it is too heavy to use it in the off-hand without suffering −20 to-hit.
  • Against trolls and any other monsters that naturally regenerate health, grants +1d10 to hit and +1d20 damage
    • 10% chance of attempting to cancel its hated targets when struck. This rolls against MR
  • Grants +2d20 damage plus doubled enchantment again vs covetous monsters (those "nasty trolls that pop in to ruin your day")
  • Counts as a sunlight-emitting artifact, instantly killing some trolls and gremlins on hit

First gifts

Xiuhcoatl

  • lawful archeologist-favoring atlatl / bullwhip
  • Whip form has 1d2+1d4 base dice
    • As an atlatl, can fire javelins just like throwing works, but adds double strength bonus and has no maximum range
  • Has 1d3 to hit and deals 1d12 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
  • Does not resist being held second to other weapons by Barbarians
  • +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
  • Does not resist being held second to other weapons by 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 weapons
  • +1d5 to-hit
    • After the Binder quest has been completed, also does 2x damage
  • Can hold a summoned spirit, granting various special effects. An explanation of this mechanic can be found here.
  • Resists being placed in containers and can't be destroyed ala other unique items

Luck Blade

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

Rhongomyniad

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

The Rod of Lordly Might

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

The Marauder's Map

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

Kiku-ichimonji

  • lawful Samurai-favoring katana
  • First gift given to male Samurai
  • Does not resist being held second to other weapons 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
  • Does not resist being held second to other weapons by Samurai
  • +1d4 to hit, +1d12 damage
  • When blessed, an extra +5 to-hit and +1d12 damage vs holy-haters
  • When wielded, grants a bonus to AC equal to 2+enchantment, doubled from the normal naginata AC bonus

Mjollnir

  • neutral Valkyrie-favoring war hammer
  • First gift given to Valkyries
  • Does not resist being held second to other weapons by Valkyries
    • However, it is too heavy to use it in the off-hand without suffering −20 to-hit.
  • +1d5 to hit and +2d4+2 to small and +2d4 to large, in addition to +1d24 electrical damage
  • Grants shock resistance and blindness resistance while wielded
  • Randomly fires 6d6 lightning bolts on melee hit, and randomly makes 6d6 electrical explosions on thrown hit (3x3, centered on the target).
  • Can be thrown by a Valkyrie wearing Gauntlets of Power. It will return to the hand of the wielder when thrown. As long as the Valkyrie is not confused, stunned, etc. and Mjollnir is not cursed, it will always be successfully caught.

Magicbane

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

The Robe of Closed Eyes

  • neutral drow-healer-favoring leather robe
  • First gift given to drow Healers
  • Grants invisibility and gaze resistance while worn
  • Can be enchanted to +7

Double-damage artifacts

Grayswandir

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

Frost Brand

  • unaligned glass bladed weapon
    • Type varies per game, but will always be consistent for both Fire and Frost Brand.
      • Can be wished for or found as nonmagical gauntlets, or any weapon that's a bladed weapon, not a charged weapon (vibro- or force-), crow quill, set of crow talons, rakuyo, crystal sword, runesword, or mirrorblade, and whose base size isn't two-handed. Any valid object has the normal artifact spawn chance. Once either Brand has spawned, the other Brand will only spawn from the matching object type.
      • When given as a gift, has a 1/3 chance of being a long sword. Otherwise it is equally likely to be: saber, scimitar, gauntlets, broadsword, axe, short sword, athame
  • Does not resist being held second to Fire 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-), crow quill, set of crow talons, rakuyo, crystal sword, runesword, or mirrorblade, and whose base size isn't two-handed. Any valid object has the normal artifact spawn chance. Once either Brand has spawned, the other Brand will only spawn from the matching object type.
      • When given as a gift, has a 1/3 chance of being a long sword. Otherwise it is equally likely to be: saber, scimitar, gauntlets, broadsword, axe, short sword, athame
  • Does not resist being held second to Frost Brand
  • +1 to hit, 2x fire damage
  • Base dice damage are dealt as explosion damage, so it is rarely resisted
  • Grants fire resistance while wielded
  • Counts as a "fast" weapon, costing only 56 of the normal movement cost to attack with (10 vs. 12) when wielded in the main hand or worn as gauntlets. It also works when two-weaponed in the offhand with Frost Brand in the main hand.

Golden Sword of Y'ha-Talla

  • unaligned scimitar or bullwhip
    • Always spawns as and must be wished as a scimitar. When gifted, unrestricts both scimitar & whip skill.
  • +1d5 to hit, 2x poison damage
  • Whip form deals always has 1d2+1d4 base dice
  • Permanently poisoned, and grants poison resistance while wielded
  • Can be applied as a whip at range 2, for normal whip effects. This has no effect on scimitar form.
  • Gains insight-scaling effects on strikes, depending on its current form.
    • Above 8 insight, deals an extra 2d2+1d4 damage to telepathic targets (20% chance for non-telepathic non-mindless). This only triggers when in scimitar form, or 25% of the time in whip form.
    • Above 8 insight, also causes adjacent open squares around struck targets warp to become a giant stinging scorpion tail, dealing an extra 1d8 damage per available square. The chance for this effect is (insight/64), but can never trigger under 8 insight. At 64 or above insight, this triggers every time. Weapon form does not matter.
    • Above 64 insight, struck targets are afflicted with the scorpions madness. This behaves identically to the formication madness for both you and monsters. but with the added penalty of constantly being stung with phantom scorpions for persistent minor damage (d4 per 10 levels on the defender, reduced by DR). This effect only triggers when in whip form, or 14 of the time in scimitar form. On both the user and monsters, the madness has a 120 chance of being cured each time the effects trigger.
  • Invoke to transform or lash out
    • 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.
  • Counts as an insight weapon, gaining extra bonus damage when used by a Madman

Mirror Brand

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

Sunsword

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

Axe of the Dwarvish Lords

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

Windrider

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

Rod of the Ram

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

Atma Weapon

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

Limited Moon

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

The Black Arrow

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

Tensa Zangetsu

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

Utility artifacts

Sode no Shirayuki

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

Tobiume

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

Lance of Longinus

  • lawful silver spear
  • When wielded, conveys half physical and spell damage, magic resistance, and reflection.
  • Adds half enchantment to AC and DR when wielded.
  • Makes you invulnerable with a 6/7 chance when praying, even if the prayer was unsuccessful.
  • Deals an extra 3d7 holy damage or 3d9 unholy damage when blessed/cursed against those who hate holy/unholy
  • Grants drain resistance when carried
  • Toggles water walking when invoked.
  • The Lance of Longinus angers demon lords when wielded, following the same rules that Excalibur does.

The Silver Sky

  • unaligned githyanki-pirate-favoring silver longsword
  • +1 to hit, +1d12 damage
  • When wielded, conveys magic resistance.
  • Vorpal
  • Always has the Gith silver sword object property
  • Enables use of mental edge fighting styles.
  • Can be fused with the Sky Reflected to create the Amalgamated Skies.

The Sky Reflected

  • unaligned githyanki-pirate-favoring mercurial broadsword
    • Can be created with an alternative base item type by naming any mercurial weapon "The Sky Reflected"
  • +1d8 to hit, +1 damage
  • When wielded, conveys reflection.
  • Deals iron damage to iron-haters.
  • Invoke to learn zerth mantras .
  • Can be fused with the Silver Skies to create the Amalgamated Skies.

The Arkenstone

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

Release from Care

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

The Lifehunt Scythe

  • large chaotic scythe
  • First gift for female half-dragons
  • 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 12 damage dealt (cumulative).
    • You recover HP equal to 12 damage dealt.
    • You gain studied debuff equal to 14 damage dealt (cumulative).
    • Triggers sneak attack against living or undead targets that have heads and don't know exactly where you are (removing the minimum distance requirement to sneak attack "from hiding"), but only if you have sneak attack (e.g. are an unpolymorphed Rogue or have Andromalius bound)
  • Capable of beheading target if and only if sneak attacking, with normal 120 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
  • Can be enchanted to +10

The Holy Moonlight Sword

  • unaligned metallic long sword
  • When unlit, is silvered, and grants +1d20 to hit, +1d10+enchantment holy damage vs holy-haters
  • Apply to light up and become a huge long sword that deals 2x damage to magic-sensitive targets. While lit:
    • Effective size increases from medium to huge (2 steps)
      • Size increase makes the sword two-handed for most characters
      • Size increase improves damage by 4 die faces (1d8/1d12 → 1d12/1d16)
    • Grants clairvoyance while wielded
    • Using the #fire command will launch an explosive magic projectile and attack in the indicated direction (costs 25 energy). The explosion does 2d12+2xEnchantment.
      • Note that the explosion from the projectile can damage the player character and any pets adjacent to the target. Player-style MR prevents this damage
    • Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
    • Converts base dice to explosion damage, bypassing most resistances
    • Can be read while lit, even if you're blind. If read with at least 40 insight, you will receive the guidance thought for free.
  • Invoke for enlightenment.
  • Heals you for a portion of base damage dealt. Heals 30% rounded up when lit, 10% rounded up when unlit.
    • The heal amount is calculated before the double damage to magic-sensitive targets, or any silver/holy bonus damage. It DOES include the increased die size from a lit sword.
  • Counts as an insight weapon, gaining extra bonus damage when used by a Madman
  • Can be enchanted to +10.

Bloodletter

  • unaligned iron morning star
  • +1d8 to hit and +1d12 blood damage
    • Blood damage triggers versus targets with blood, and has a flat bonus equal to the target's level. Bloodletter only grants the extra damage when activated.
  • At under 1/4 of your maximum health, deals an extra 2d12 blood damage, or an extra 1d12 at under 1/2 of your maximum health but above 1/4. This does not multiply the base damage or flat blood bonus, only the d12 extra, but does not require Bloodletter to be activated.
  • Can be #invoked to activate it, dealing damage to you equal to 1/5 of your max health and coating it in blood for 20 + 2d10 turns.
    • While active, grants the bonus damage based on the target's level, but successfully triggering the extra blood damage will reduce the turns remaining by anywhere from <target's level>/10 to <target's level>/10 - 4. This will never add time.
    • While wielded and active, invoking it again or applying it will slam Bloodletter down. This shakes off the blood on it, ending the active effect but causing a 6d6 rotten blood damage explosion of radius 1 centered on the player, hitting you and all adjacent squares. Nothing (including you) is entirely immune to this explosion, but creatures without blood will not take the level-based bonus damage.
  • Counts as an insight weapon, gaining extra bonus damage when used by a Madman
  • Can be enchanted to +10.

Fallingstar Mandibles

  • unaligned pincer staff
  • +1d12 to hit and +1d12 magic damage
  • Grants double damage (on top of the extra magic damage) to aliens (in the space sense, not the planar sense)
  • At above 20 insight, the bonus pincer damage for consecutive hits gains an extra 1d12 magic damage.
  • Acts as a living weapon when wielded or held in offhand slot. Every turn, a d100 is rolled against your insight. If your insight is higher, it will try to impale all monsters within 3 squares with a 110 chance per monster. The impalement deals 4d(enchantment/2) damage to all non-flying and non-levitating monsters, and has no limit on struck targets per turn.
  • When invoked, triggers a variety of effects depending on direction invoked.
    • When invoked in a sideways direction, causes 3 3x3 magical explosions, on the direction selected and to the left/right of it. These explosions deal (1d12+enchantment), for a total of 3d12 + 3*enchantment on the target at the chosen direction.
    • When invoked downwards, causes 3 magical explosions centered on you. The first hits only your square, the second is a typical 3x3 explosion, and the third is 5x5. These explosions deal the same damage as the sideways explosions, for 2d12 + 2*enchantment on adjacent targets and 1d12 + enchantment to targets 1 square away.
    • When invoked upwards, has similar effects to the living effects. No initial insight check is made, and the chance of impaling targets is raised to 14. For targets that are in-line with you (can be targeted by normal zaps), there is an additional 14 chance of firing a 6d6 magic damage beam, ending the invoke. This beam pierces targets, does not reflect, and does not bounce (stops on walls).
  • Counts as an insight weapon, gaining extra bonus damage when used by a Madman
  • Can be enchanted to +10.

The Silence Glaive

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

The Garnet Rod

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

Helping Hand

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

Blade Singer's Saber

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

Blade Dancer's Dagger

  • unaligned silver rakuyo-dagger
  • Does not resist being held second to Blade Singer's Saber or Sode no Shirayuki
  • Grants +1d4 to hit and +1d4 damage
  • Can't be wished for, gifted, or otherwise obtained except from bones and unlatching Blade Singer's Saber
  • Does not count toward artifacts generated
  • Has all the normal benefits/penalties of a rakuyo-dagger, including insight bonuses
  • Grants +4 movement points on a hit, up to once per turn
    • When Blade Singer's Saber is offhanded (regardless of two-weaponing), grants another +2 points per hit for +6 total
  • Shares an invoke with Blade Singer's Saber
  • As a rakuyo, counts as an insight weapon, gaining extra bonus damage when used by a Madman

Limb of the Black Tree

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

The Lash of the Cold Waste

  • chaotic onyx (mineral) bullwhip
    • As an onyx bullwhip, deals 1d4 to small and 1d3 to large
  • +1d4 to hit, +1 cold damage
  • Grants sleep resistance while wielded
  • Grants cold resistance while carried
  • Causes a 6d6 cold explosion whenever it strikes a target
  • Has insight-scaling damage & defense bonuses
    • Grants d(minimum of insight, attacker level) bonus damage
    • At 10+ insight, grants (insight-10) bonus AC, capped at -10 (achieved at 20 insight)
    • At 20+ insight, grants ((insight-20)/4) bonus DR to all slots, capped at 5 (achieved at 40 insight)
  • Counts as an insight weapon, gaining extra bonus damage when used by a Madman

Ramiel

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

Spineseeker

  • chaotic short sword
  • Grants +1 to hit and +1d6 damage
  • Grants stealth while wielded
  • Adds an extra sneak die, enabling sneak attacks for non-Rogues. An extra die is also added for sneak attacks on backstabs specifically (based on the monster's previous movement). These stack with the die that Rogues get, allowing for 2d(level) or 3d(level) extra damage on appropriate targets.

Quicksilver

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

Sky Render

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

Fuma-itto no Ken

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

Callandor

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

Staff of Necromancy

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

Green Dragon Crescent Blade

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

Hellfire

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

The Unstoppable

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

Plague

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

Epoch's Curve

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

Fluorite Octet

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

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

X is die size (8 for the Fluorite Octet)

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

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

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

Wallet of Perseus

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

Hellrider's Saddle

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

Artifact armors

Tie-Dye Shirt of Shambhala

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

Soulmirror

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

The Scorpion Carapace

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

Beastmaster's Duster

  • lawful dragonhide jacket
  • Invoke to either retrieve an item out of your pockets, or pinpoint the location of pets & increase their tameness (both set invoke timer)
    • The item options are a magic whistle, leash, saddle, tripe ration, apple, or a banana
  • Can be enchanted to +7 (has 6/7 AC/DR at +7)
  • Doubles beast mastery bonus for animal pets
  • If gifted, unrestricts beast mastery skill

Aegis

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

Grandmaster's Robe

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

Cloak of the Unheld One

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

Mirrorbright

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

Shield of the All-Seeing

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

Shield of Yggdrasil

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

Whisperfeet

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

Water Flowers

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

Hammerfeet

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

Seven League Boots

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

Frost Treads

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

Helm of Undeath

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

Stormhelm

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

Apotheosis Veil

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

Shield of the Resolute Heart

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

Gauntlets of Spell Power

  • unaligned silvered gauntlets of power
    • Adds silver damage to unarmed attacks
    • Base item material is still iron, so they will give regeneration penalties to elves/drow but not vampires
  • Grants +1 skill level for 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
  • Doesn't increase spell failure for monks
  • Unarmed attacks have greatly increased chance of a staggering blow
    • (skill level)20, rather than (skill level)100
  • Damaged multiplier increased by +1x for each status ailment currently afflicting you
    • HP at less than 14 maximum
    • HP at less than 116 maximum
    • Blindness
    • Confusion
    • Hallucinating
    • Wounded legs
    • Stunned
    • Sickness
    • Gradual stoning
    • Strangulation
    • Vomiting
    • Slimed
    • Fumbling
    • Sanity less than 50 (blocked by clear thoughts)
    • Sanity less than 25 (blocked by clear thoughts)
  • 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
  • Doesn't increase spell failure for monks
  • Deals an extra 3d7 holy/unholy damage to holy/unholy haters when blessed/cursed, in addition to 1d20/2d9 holy/unholy damage from the base item
  • Grants drain resistance when worn

Grappler's Grasp

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

Wrappings of the Sacred Fist

  • unaligned hand wraps
  • +1d8 to-hit and 2x damage vs non-unholy-hating monsters
  • Deals 3x damage vs holy-hating monsters
  • Blocks curses while worn
  • Invoke to zap turn undead
  • Can be enchanted to +7
  • Increases base aura bolt dice from d4 to d8

The Red Cords of Ilmater

  • lawful intelligent hand wraps
  • Lawful crowning gift for drow Healers
    • Also the lawful crowning gift for Convicts
    • Not randomly gifted, but can be wished for
  • Grants free action, stoning resistance, and 25 Con while worn
  • Can be enchanted to +7
  • Transfer wounds (healing one party at the expense of another, capped at 1/2 the wound recipient's current HP)
    • In melee: transfers wounds from attacker to target on a hit (capped at 1/2 the target's current HP)
    • When applied: auto hit, transfers wounds TO a hostile monster, or FROM a peaceful monster TO the PC. Capped at 1/2 the wound recipient's current HP
      • Does not need to be worn or wielded to apply

Artifact rings

Ring of Thror

Main article: Ring of Thror
  • unaligned dwarf-favoring granite ring (actual ring type varies per game)
    • Has the base type of whatever the "granite ring" appearance is. If granite rings are polymorph in the current game, becomes a gold ring instead
  • Doubles gold found in the dungeon while worn
  • Adds 1d6 physical damage to all attacks (melee and projectiles) while worn (only adds messages for unarmed attacks)
  • Grants aggravate monster while worn

Narya

Main article: Narya
  • unaligned intelligent elf-favoring ruby ring (actual ring type varies per game)
    • Has the base type of whatever the "ruby ring" appearance is. If ruby rings are polymorph in the current game, becomes a gold ring instead
  • Applies several effects while worn that scale to a modifier that equals (charisma-11)/2 (i.e. in the range -4 to +7)
    • Inspires pets: adds the modifier to pet to-hit and damage, and adds 1d(modifier) to pet AC
    • Applies the modifier to your save vs. sanity loss
  • While worn, pets become bold, making them stop fleeing faster
  • Strongly boosts fireball and firestorm success rate while worn
  • Adds 1d10 fire damage to all attacks (melee and projectiles) while worn (only adds messages for unarmed attacks)
  • Grants fire resistance while worn

Nenya

Main article: Nenya
  • unaligned intelligent elf-favoring diamond ring (actual ring type varies per game)
    • Has the base type of whatever the "diamond ring" appearance is. If diamond rings are polymorph in the current game, becomes a silver ring instead
  • Applies several effects while worn that scale to a modifier that equals (wisdom-11)/2 (i.e. in the range -4 to +7)
    • Gain (or lose) modifier energy per 10 turns
    • Applies the modifier to your base AC when not flat footed
  • Strongly boosts divination spell success rate while worn
  • Adds 1d20 silver damage (only affects silver-haters) to all attacks (melee and projectiles) while worn (only adds messages for unarmed attacks)
  • Grants monster detection, waterproofing, and water walking while worn

Vilya

Main article: Vilya
  • unaligned intelligent elf-favoring sapphire ring (actual ring type varies per game)
    • Has the base type of whatever the "sapphire ring" appearance is. If sapphire rings are polymorph in the current game, becomes a brass ring instead
  • Applies several effects while worn that scale to a modifier that equals (intelligence-11)/2 (i.e. in the range -4 to +7)
    • Gain modifier HP per 10 turns. This may worsen your condition if you are already dying due to negative HP regen, but won't cause HP regen to be negative otherwise.
    • Add modifier to your San regen threshold
    • Applies modifier to pet regen rate (may kill pets if negative!)
    • Add modifier to pet AC
  • Strongly boosts healing spell success rate while worn
  • Adds 1d20 study to all attacks (melee and projectiles) while worn (only adds messages for unarmed attacks)
  • Grants shock res, warning, stealth, and magical breathing while worn

Lomya

Main article: Lomya
  • unaligned intelligent drow-favoring black signet ring (actual ring type varies per game)
    • Has the base type of whatever the "black signet ring" appearance is. This appearance cannot be levitation, aggravate monster, hunger, polymorph, or polymorph control.
  • Modifies pet DR while worn. The modifier equals (wisdom-11)/2 (i.e. in the range -4 to +7).
  • Applies a different modifier to pet max level while worn. This number is (wisdom + charisma - 18)/4 (i.e. in the range -3 to +8) plus beast mastery skill (0 to 5, doubled if you are wielding Clarent or have it in the swap weapon slot)
  • Halves pet special attack timeout while worn
  • Strongly boosts enchantment spell success rate while worn
  • For each attack (melee and projectiles) made while worn, has a 12 chance to try to put the target to sleep for 1d8 turns. This can be resisted by monster MR. (This only adds attack messages for unarmed attacks, but there are always messages for monsters falling asleep.)
    • Despite checking sleep resistance, this is actually a paralysis effect, and therefore the monster will not woke up early if attacked, etc.
  • Has Lolth's silver holy symbol on it, and therefore adds silver damage to unarmed attacks made with Lomya worn without gloves
  • Grants teleportitis, teleport control, and searching while worn

Non-wishable artifacts

Role-specific artifacts: Android

The Eyes of the Oracle

Role-specific artifacts: Archeologist

The Mask of Tlaloc

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

Macuahuitl of Quetzalcoatl

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

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 weldproof

The Tecpatl of Huhetotl

  • chaotic bone tecpatl
  • Crowning gift for chaotic archeologists
    • As a tecpatl, deals 1d8 to small and 1d6 to large
  • Does not resist being held second to other weapons by Archeologists
  • 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)

Role-specific artifacts: Convict

The Iron Ball of Levitation

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

The Red Cords of Ilmater

  • Lawful crowning gift for Convicts
    • Also the lawful crowning gift for drow Healers
  • See above

Role-specific artifacts: Healer

Aegis

Hermes's Sandals

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

Poseidon's Trident

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

Role-specific artifacts: Knight

Dirge

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

Clarent

  • lawful Knight-favoring long sword
  • Given to knights as a crowning gift
  • Does not resist being held second to Excalibur
    • 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.

Role-specific artifacts: Madman

Sickle of Thunderblasts

  • lawful intelligent Madmen-favoring sickle
  • Lawful crowning gift for Madmen
  • +1d3 to hit and triple damage
    • Bonus damage is reduced based on your sanity (100 sanity yields 3x damage, 50 sanity yields 2x damage, 0 sanity yields 1x damage)
  • Deals 1x damage and knocks back all enemies around the primary target.
  • Stuns, confuses, and deafens all targets
  • Returns to the hand when thrown and can be multishot

Spear of Peace

  • neutral intelligent Madmen-favoring wooden spear
  • neutral crowning gift for Madmen
  • Grants clear thoughts, confusion immunity, hallucination resistance, half spell damage, and half physical damage when carried
  • Invoke for three turns of invulnerability
  • If blessed, grants +1d20 damage vs holy-haters
  • If cursed, grants +1d20 damage vs unholy-haters

War-helm of the Dreaming

  • chaotic intelligent Madmen-favoring faceless helm
  • chaotic crowning gift for Madmen
  • Grants magical breathing and nightmares when worn
    • Nightmares blocks the effects of clear thoughts from any source, but reduces your sanity penalty to 1/5 of what it should be - so having 80 sanity becomes 96, 60 becomes 92, and 0 becomes 80. This affects the effects of madnesses as well as their chances to trigger.
    • It also attempts to apply the effects of your madnesses to all monsters around you, doing similar effects to the ones you would suffer. This chance is rolled once per turn for any monster that can see you. To trigger, a normal madness effect roll is made but based on your actual sanity instead of your Nightmare-aware sanity, and so is a linear roll comparing a d100 against your sanity. If this passes, then you next roll 2d<your level> against the monster's level, and if your roll is higher than their monster level then they are affected by any and all madnesses you have. The practicality of this depends on the madnesses being applied.
  • Invoke to refill energy

Star-emperor's Ring

  • unaligned elf-favoring Madmen-favoring ring of wishes
  • Found on the Stranger for Elf Madmen only
  • Always spawns with 2 stars
    • Can be used to make an additional artifact wish, separate from any other artifacts used or unlocked
  • Allows you to summon up to 2 constellation pets. These pets are summoned just like from candles of invocation, but have the constellation monster template applied. This template makes them insubstantial, mindless, unholy-hating, silent, and grants them all resistances and the ability to fly. It also boosts their speed by 4 movement points, or the minimum of 12 (normal speed), and removes any natural armor bonuses they may have had. Only two constellations can ever be summoned, they are loyal so don't count as pet cap and will never traitor, and summoning them does not use up any of the stars on the ring. It is an entirely separate counter.
  • While worn, turns your bare-handed attacks into 4d8 starlight rapier attacks, which do not get any skill or bare-handed bonuses. It also attempts to make automatic starlight rapier attacks against adjacent hostile monsters once per turn. These automatic attacks will not trigger enemy contact-requiring passive effects and deal 4d4 damage. Each monster around you has a 23 chance of being attacked, and up to level/10 attacks are performed per monster.
  • While worn, also grants a bonus level/10 DR to your head slot.

Ibite Arm

  • unaligned madmen-favoring gigantic flesh arm
  • +1d20 to hit and double acid damage
    • Deals 2d4 bonus water damage. Water damage is doubled vs. flaming and iron targets
    • During gibbous moons, wields a flame that adds 1d16 plus enchantment damage. The flame can burn scrolls, spellbooks, and potions as normal
    • When used by a Madman, gains a bonus damage die based on your bare-handed combat skill. The die size is equal to 1/5th of your charisma score plus 2x your bare-handed combat damage skill bonus.
  • As a flesh club, it will do greatly reduced damage to thick-skinned targets. The hand portion of the artifact does not suffer from this penalty, dealing full damage to thick-skinned targets.
  • Deals full damage to insubstantial targets.
  • Is an insight weapon, gaining additional powers based on insight.

Role-specific artifacts: Monk

Feng Huo Lun

  • lawful monk-favoring wind and fire wheels
    • Foot weapons, can be worn as boots or wielded
  • Crowning gift for lawful monks
  • +1 to-hit, 2x fire damage
  • Grants very fast speed and flying while worn or wielded
  • Reduces move cost by up to 1/2 on consecutive moves
  • Can be enchanted to +7

Jin Gang Zuo

  • neutral monk-favoring diamond bands
  • Crowning gift for neutral monks
  • Grants fire resistance and waterproofing while carried
  • Can be thrown as monsters to entangle them
    • Returns to the hand if it misses
    • Cannot be broken, and hard to escape from
    • Casts cancellation each turn the target is entangled
    • Returns to your inventory if the target escapes from it or otherwise drops it
  • Invoke to force all monsters in line-of-sight to roll resistance. Steals weapons and non-equipped items on failure, as well as cancelling the target

Ruyi Jingu Bang

  • chaotic monk-favoring iron quarterstaff
  • Crowning gift for chaotic monks
  • +1 to-hit, 2x damage
  • Rolls 2 dice instead of one, resulting in 2d6 base dice when medium
  • Deals both iron damage and gold damage to x-haters
  • Returns to your inventory when thrown
  • Invoke to change its size with no timeout

Role-specific artifacts: Noble

Avenger

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

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.

Role-specific artifacts: default Pirate

Reaver

  • chaotic Pirate-favoring intelligent scimitar (cutlass)
  • Crowing gift for Pirates
  • Adds 1d8 to base damage dice, so it deals 2d8 base damage to both small and large
    • Since this is base damage, it will be included in the damage added by object properties that add +1x base damage.
  • +1d5 to hit, +1d8 bonus 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.

Role-specific artifacts: default Ranger

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)

Role-specific artifacts: Samurai

Yoichi no yumi

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

Role-specific artifacts: Valkyrie

Gungnir

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

Sol Valtiva

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

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

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

Silver Starlight

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

Wrathful Spider

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

Tentacle Rod

  • Traitor's quest object
  • Unaligned intelligent flail
    • Becomes lawful when you turn traitor. If acquired without turning traitor, it will remain unaligned.
  • +1d7 to-hit and +1 to damage
    • Receives no damage bonus from your skill or its enhancement (you still get the to-hit bonus)
    • Receives 12 normal damage bonus from strength
  • Decreases spell failure while wielded
  • Absorbs curses while wielded
  • Acts as a living weapon when wielded or held in offhand slot. When there are hostile monsters nearby, has a 1/4 chance of lashing out against each adjacent monster.
  • Attacks up to 7 times per swing
    • If it hits 3 or more times it blinds, stuns, or confuses the target.
    • If it hits 6 or more times, it also slows, paralyzes, or drives the target insane.
    • If it hits 7 times, it also does an up to an additional 7d7 damage of various types.
      • 1d7 per missing resistance of: shock, acid, poison, drain, magic, in addition to 2d7 if the monster doesn't resist both fire and cold.

Crescent Blade

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

The Web of Lolth

  • Chaotic crowning gift
  • Chaotic, drow-favoring intelligent silvered elven mithril coat
    • As a metal (mithril) armor, still has a spellcasting penalty equal to a normal 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 carried
  • Invoke to refill energy

The Claws of the Revenancer

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

Sickle Moon

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

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

Darkweaver's Cloak

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

Spidersilk

  • Chaotic, drow-favoring intelligent spider-silk droven chain mail
    • As spidersilk, is effectively cloth base material. Spidersilk (the artifact) gains +2 AC and +2 DR to compensate for the loss of protection from being cloth, for a total of 3 AC/4 DR, down from the normal material 4 AC/5 DR
  • Original alternate quest object
  • 2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin)
  • Prevents you from being trapped in webs (you will pass through the square as if it were floor)
    • Does not conflict with the Black Web's bonus AC for being trapped in a web, simply standing on a web with Spidersilk will suffice
  • Adds sleep poison to unarmed attacks.

Tentacle Rod

Webweaver's Crook

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

Lolth's Fang

  • Chaotic/Neutral crowning gift
    • Lawfuls learn the seal of the Black Web spirit, which grants shadow-based powers when bound
  • Drow-favoring intelligent silvered droven short sword
  • Adds +1d5 to-hit and +1d10 acid damage
    • Permanently poisoned
  • Grants life drain resistance while wielded
  • Adds an extra sneak die, enabling sneak attacks for non-Rogues. This stack with the die that Rogues get, allowing for 2d(level) extra damage on appropriate targets.

Role-specific artifacts: female drow Noble

The Sceptre of Lolth

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

The Web of the Chosen

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

The Web of Lolth

The Claws of the Revenancer

Liecleaver

  • Lawful crowning gift
  • Lawful drow-favoring droven crossbow
  • Grants +1d5 to-hit and double damage
    • In melee combat, does 1d12+1d10 base 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, automatic searching and improved searching while wielded
  • Cuts through webs while wielded
  • Grants hallucination resistance when carried

Role-specific artifacts: male drow Noble

The Death-Spear of Vhaerun

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

Cloak of the Consort

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

The Ruinous Descent of Stars

  • Chaotic crowning gift for male drow Nobles
    • Also the chaotic crowning gift for drow Healers
  • Chaotic, drow-favoring intelligent silvered morning star
  • Grants +1 to-hit and 2x damage
  • Always gains double strength bonus (up to +16 at 25 strength, instead of +8) like a two-handed weapon, even if one-handed or two-weaponed with
  • At less than 100 sanity, deals extra acid damage. The extra acid damage is 2d(sanity lost / 4), capping at 2d12 at 52 or less sanity. This is reduced to one die of damage with clear thoughts active, for only 1d12 extra
  • At 6+ insight, deals +1d6 fire damage for every 6 insight, up to +6d6 fire damage at 36+ insight
  • At 42+ insight, may summon falling stars on a hit, causing up to 6 physical & fiery explosions dealing 6d6 damage each, all centered on the same random point anywhere on the level. The chance and max number of explosions rises with insight, always triggering and causing up to 7 explosions at insight 72+.
  • Invoke to cause up to 1d4 (1d(level10 + 1)) clusters of fiery explosions and earthquakes at random places on the current level
  • Grants magic resistance when carried

Lolth's Fang

Liecleaver

Role-specific artifacts: drow Healer

Esscooahlipboourrr

  • Quest artifact for drow Healers, referred to as Esscoo for short
  • Neutral drow-healer-favoring double sword
    • Base dice are 1d6+2 versus small and 2d6+1 versus large monsters
  • +1d20 to-hit, +1d10 damage
  • Drains a level from the target on hit
  • Grants drain resistance and searching while wielded
  • Passively steals magic items from adjacent enemies and off the floor.
    • Shopkeepers aren't angered by this
  • Items inside the artifact are weightless
  • Interact with it as a container via invoke (subject to invoke cooldown)
    • Only accepts magic items
    • Can be put inside other containers as usual, the same way bags can. Like bags, if Esscoo contains a bag of holding, charged bag of tricks, or charged wand of cancellation, and Esscoo is then put inside another bag of holding, that bag of holding has a chance of exploding. Unlike bags, Esscoo can pick up those dangerous items on its own. So be careful about what Esscoo contains before you put it in your BoH!
  • Read to learn Mass Healing
  • Does +1x bonus damage on consecutive hits vs. the same enemy
  • Apply for Staff of Aesculapius effects
  • Spellcasting focus for healing and matter spells

The Robe of Closed Eyes

The Red Cords of Ilmater

  • Lawful crowning gift for drow Healers
    • Also the lawful crowning gift for Convicts
  • See above

The Crown of the Percipient

  • Neutral crowning gift for drow Healers
  • Flesh helm of brilliance (also increases Cha)
  • Grants a wide variety of useful resistances when worn (drain, stone, fire, cold, shock, sleep, hallucination, and confusion)
  • Grants monster detection when worn
  • Grants spell recall when worn (the PC can cast spells that they've "forgotten")
  • Grants MR while in open inventory
  • Invoke for enlightenment
  • Sometimes cancels adjacent monsters (1/11th chance per turn to attempt, monster rolls MR as normal for cancellation)

The Ruinous Descent of Stars

  • Chaotic crowning gift for drow Healers
    • Also the chaotic crowning gift for male drow Nobles
  • See above

Role-specific artifacts: dwarf Knight

Glamdring

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

The Armor of Erebor

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

The Arkenstone

Role-specific artifacts: dwarf Noble

The Armor of Khazad-dum

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

The War-mask of Durin

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

Durin's Axe

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

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

The Rod of the Elvish Lords

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

The Palantir of Westernesse

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

Belthronding

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

Arcor Kerym

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

Aryfaern Kerym

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

Aryvelahr Kerym

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

Role-specific artifacts: gnomish Ranger

The Rogue Gear-spirits

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

The Steel Scales of Kurtulmak

  • Lawful gnome crowning gift
  • Lawful kobold-favoring iron grey dragon scales
    • Will blast gnomish characters in combat
    • Since it's iron, it will weigh a lot and block spellcasting.
    • Counts as dragon armor for breath attack purposes, matching any other grey or red dragon armors.
  • 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
  • Grants 25 Con while worn
    • Adds enchantment to unarmed damage
    • Doubles unarmed damage die size (from 1d4 to 1d8 normally)
  • Invoke to cause an earthquake
  • Can be used to dig with
  • When given, unrestricts martial arts to grandmaster

Role-specific artifacts: female half-dragon Noble

The Profaned Greatscythe

  • Lawful, noble-favoring huge stone scythe
  • Reward for killing the quest nemesis, the Bastard of the Boreal Valley, despite not being the official quest artifact
  • Against living or undead creatures (i.e., not golems and other non-living creatures):
    • Grants +1d8 to-hit
    • Grants +1d30 fire damage (does not damage items)
    • Fire damage is halved vs fire-resistant targets.
    • Target gains studied debuff equal to 14 damage dealt (cumulative).
  • Grants fire resistance while carried
  • Grants robe bonus to spellcasting while wielded
  • Can be two-weaponed with Friede's Scythe despite being two-handed
  • Can be enchanted to +10

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 while carried
  • Can be two-weaponed and held second to any scythe (including the Profaned Greatscythe)
  • Can be enchanted to +10

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)
  • Can be enchanted to +10

Dragonhead Shield

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

Crucifix of the Mad King

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

Ringed Brass Armor

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

Painting Fragment

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

Law quest artifacts

The Rod of Seven Parts

  • lawful intelligent platinum 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 and 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
  • Grants knowledge of and a bonus to casting haste self and extra healing while carried
  • Grants +1 to your skill cap for two-handed sword and escape spell skills while carried
  • Can save your life up to twice when carried
    • Once if all the elemental crystals (along with the black crystal) are carried, cracking the 4 elemental crystals
    • Once if just the black crystal is carried, cracking the black crystal
    • The 5-crystal version is used first if possible, otherwise the 1-crystal version is used. Cracked crystals retain all properties other than life-saving
  • Weighs only 30 units (vs 50 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
  • Grants knowledge of and a bonus to casting cone of cold while carried
  • Grants +1 to your skill cap for hammer, spear, broadsword, clerical spell, and musicalize spell skills while carried
  • Weighs only 40 units (vs 50 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
  • Grants knowledge of and a bonus to casting fireball while carried
  • Grants +1 to your skill cap for long sword, bow, wand damage, matter spell, and dagger skills while carried
  • Weighs only 10 units (vs 50 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
  • Grants knowledge of and a bonus to casting dig while carried
  • Upgrades your bare-handed combat to martial arts and grants +1 to your skill cap for martial arts, attack spell, healing spell, clerical spell, and shuriken skills while carried
  • Weighs 100 units (vs 50 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
  • Grants knowledge of and a bonus to casting lightning bolt while carried
  • Grants +1 to your skill cap for bare-handed combat, axe, saber, healing spell, attack spell, and dagger skills while carried
  • Weighs only 20 units (vs 50 units for a regular crystal ball)

Nighthorn

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

Mantle of Wrath

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

The Heart of Shadow

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

Shard from Morgoth's Crown

  • chaotic iron ring (actual ring type varies per game)
    • Has the base type of whatever the "iron ring" appearance is. If iron rings are polymorph in the current game, becomes a twisted ring instead
  • Grants shock resistance while worn (even if the base type is shock resistance)
  • Grants +6 to all attribute scores while worn (maximum 25, bypassing racial maximums)
  • Grants -6 to AC and +3 to all DR slots (+6 to head and hands) while worn
  • Grants +6 to your pet cap while worn
  • Adds 1d9 corrupted holy damage to all attacks, which applies to both holy-haters and unholy-haters. Unlike normal artifact holy damage, this does not apply to otherwise mundane enemies. This only displays messages for bare-handed attacks, but is applied to all attacks (melee and projectiles).
  • Grants magic resistance while carried

Artifact books

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

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

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

The Necronomicon

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

The Book of Lost Names

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

The Book of Infinite Spells

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

Artifacts of the Archmagi

These are found inside the true Wizard's Tower, with a 5% chance for each of them to spawn individually.

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
  • Grants warning and magic resistance while worn
  • Invoke to refill energy
  • Can be enchanted to +7

Hat of the Archmagi

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

Neutral Quest artifacts

Infinity's Mirrored Arc

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

The Staff of Twelve Mirrors

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

Sansara Mirror

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

The Mirrored Mask

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

The Spell-warded Wrappings of Nitocris

  • neutral mummy wrapping
  • Grants magic resistance when worn

The Hand-Mirror of Cthylla

  • unaligned mirror
  • Replaces The Silver Key for binders, others cannot get it besides bones
  • Grants automatic searching while carried
  • Grants teleport control while carried
  • Grants polymorph control while carried
  • Grants magic resistance 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 teleport control when carried
  • Grants polymorph control when carried
  • Invoke for branchport

Quest artifacts

Itlachiayaque

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

The Annulus

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

The Heart of Ahriman

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

The Lyre of Orpheus

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

The Sceptre of Might

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

The Iron Spoon of Liberation

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

The Staff of Aesculapius

  • neutral Healer-favoring intelligent silver-shod quarterstaff
    • Healer quest item
  • Grants +1 to hit and 2x negative-energy damage.
  • Grants drain resistance while wielded.
  • Grants hungerless regeneration while wielded.
  • Invoke for healing
  • Spellcasting focus for healing spells
  • Can be applied to poke monsters/yourself with it
    • Poke yourself: counts as a unicorn horn (of the same BUC as the staff)
    • Poke a monster: peaceful+uncursed: good effect, peaceful+cursed: bad effect, hostile+uncursed: bad effect, hostile+cursed: good effect
      • Good effects: Fixes blindness, deafness, stunning and confusion, sleep, paralysis, cancellation, or plague (one per turn, in that order)
      • Bad effects: Causes deafness, blindness, stunning, confusion, paralysis, cancellation, or illness damage (one per turn, in that order)

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 gaze resistance, blindness immunity (includes resistance to blinding effects and overwrites any forced blindness), and x-ray vision when worn
  • Grants magic resistance while carried.
  • Invoke for enlightenment.

The Star of Hypernotus

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

The Mantle of Heaven

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

The Vestment of Hell

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

The Mitre of Holiness

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

The Treasury of Proteus

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

The Longbow of Diana

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

The Master Key of Thievery

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

The Tsurugi of Muramasa

  • lawful Samurai-favoring intelligent tsurugi.
    • Samurai quest item
  • Bloodthirsty (insanity% chance of attacking an adjacent monster every turn, including pets and peacefuls)
  • Grants +1d2 to hit, 2x damage.
  • Grants automatic searching and luck.
  • Bisects targets (10%).

The Platinum Yendorian Express Card

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

The Orb of Fate

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

The Eye of the Aethiopica

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

High-level artifacts

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

The Kusanagi no Tsurugi

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

Snickersnee

  • unaligned Samurai-favoring intelligent knife
  • Can be named at level 19 or once quest is done by Tourists (not Samurai)
  • Does not resist being held second to other weapons 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. Has substantially increased damage over a normal knife: The base dice are doubled and exploding, like Vorpal Blade, dealing 2d5+2/2d3+2 base damage, and each explosion adds 1d5+1/1d3+1 damage. It also has an additional +d10 bonus damage, for a total of 2d5+2+1d10 versus small and 2d3+2+1d10 versus large (if neither dice explodes).
  • 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
    • Counts as dragon armor for breath attack purposes, matching any other silver, white, red, blue, orange, black, or gray dragon armors.
  • 50% heavier than normal dragon scale (225 units vs the normal 150)
  • Causes spell penalties as metal armor
  • Drops from the Platinum Dragon. The Platinum Dragon's fortress appears above the Law quest in 18 of games.

Chromatic Dragon Scales

  • unaligned black dragon scales
    • Can be converted to Chromatic Dragon Scale Mail or Chromatic Dragon Scale Shield via the usual methods.
  • Grants fire, cold, shock, disintegration, poison, life drain, sickness, acid, and stone resistance
    • Counts as dragon armor for breath attack purposes, matching any other black, white, red, blue, yellow, or green dragon armors.
  • Drops from the Chromatic Dragon. The Chromatic Dragon is the Caveman quest nemesis, and appears in Gehennom in 18 of (non-Caveman) games.

Artifacts of the Lords of the Nine

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

Genocide

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

Rod of Dis

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

Avarice

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

Fire of Heaven

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

Diadem of Amnesia

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

Shadowlock

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

Thunder's Voice

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

Serpent's Tooth

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

Unblemished Soul

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

Wrath of Heaven

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

All-seeing Eye of the Fly

  • lawful intelligent large helm of telepathy, worn by Baalzebub
  • Grants monster detection when worn
  • While worn, farlooking monsters will show their DR breakdown as well as their current inventory
  • Invoke to cast an area-effect death spell (flavored as a disintegration field, acts similarly to the effect of breaking a wand of death)

Cold Soul

  • lawful intelligent 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 intelligent huge wand of death, wielded by Orcus
  • Bloodthirsty and uses mace skill when wielded as a melee weapon
    • 1d4 base damage, +d20 to hit, +d12 life-drain, and drains a level on hit
  • Can be recharged indefinitely
  • Cannot be wrested or broken
  • 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

Other unwishable artifacts

The Amalgamated Skies

  • unaligned githyanki-pirate-favoring large mercurial two-handed sword
  • Grants +1d8 to-hit and +1d12 damage
  • Grants reflection and free action when wielded
  • Grants magic resistance while carried
  • Deals iron damage to iron-haters and silver damage to silver-haters
  • Always has the Gith silver sword object property
  • Enables use of mental edge fighting styles
  • Invoke to learn zerth mantras
  • Created by merging the Silver Sky and the Sky Reflected. Inherits all object properties from both component weapons.