Difference between revisions of "Intelligent artifact"

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m (Recategorize to Artifacts.)
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'''Intelligent artifacts''' are those that have special usage requirements. In order to safely use them, you must:
 
'''Intelligent artifacts''' are those that have special usage requirements. In order to safely use them, you must:
  
* be of the same alignment as the artifact
+
* be of the same [[alignment]] as the artifact
* be of the same class (if a quest artifact) as the artifact
+
* be of the same [[role]] as the artifact (if it is a [[quest artifact]])  
 
* have non-negative [[alignment]]
 
* have non-negative [[alignment]]
* not be in the form of something the artifact specifically attacks (e.g. werewolves cannot touch [[Werebane]])
+
* not be in the form of something the artifact specifically attacks (e.g. [[werewolf|werewolves]] cannot touch [[Werebane]])
  
Otherwise, you will be blasted by the artifact, sustain 4d10 damage (2d10 if you have [[magic resistance]]), and abuse your wisdom. If you are of the wrong class, and fail at least one of the other conditions above, the artifact "evades your grasp", and you will not be able to touch it.
+
Otherwise, you will be blasted by the artifact, sustain 4d10 damage (2d10 if you have [[magic resistance]]), and [[abuse]] your [[wisdom]]. If you are of the wrong role, and fail at least one of the other conditions above, the artifact "evades your grasp", and you will not be able to touch it.
  
 
It is possible to get around this last limitation using a [[helm of opposite alignment]]. If, for example, you are lawful but want to wish for [[The Master Key of Thievery]], you can wear the helm, switching to chaotic, then wish for the artifact, then uncurse and take off the helm. You won't be able to touch the key, and if you drop it you won't be able to pick it up again. However, the key still provides its special benefits like [[half physical damage]] while carried.
 
It is possible to get around this last limitation using a [[helm of opposite alignment]]. If, for example, you are lawful but want to wish for [[The Master Key of Thievery]], you can wear the helm, switching to chaotic, then wish for the artifact, then uncurse and take off the helm. You won't be able to touch the key, and if you drop it you won't be able to pick it up again. However, the key still provides its special benefits like [[half physical damage]] while carried.

Revision as of 21:53, 5 October 2006

Intelligent artifacts are those that have special usage requirements. In order to safely use them, you must:

Otherwise, you will be blasted by the artifact, sustain 4d10 damage (2d10 if you have magic resistance), and abuse your wisdom. If you are of the wrong role, and fail at least one of the other conditions above, the artifact "evades your grasp", and you will not be able to touch it.

It is possible to get around this last limitation using a helm of opposite alignment. If, for example, you are lawful but want to wish for The Master Key of Thievery, you can wear the helm, switching to chaotic, then wish for the artifact, then uncurse and take off the helm. You won't be able to touch the key, and if you drop it you won't be able to pick it up again. However, the key still provides its special benefits like half physical damage while carried.

List of intelligent artifacts