Difference between revisions of "Intelligent artifact"

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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 [[role]] as the artifact (if it is a [[quest artifact]])  
 
* be of the same [[role]] as the artifact (if it is a [[quest artifact]])  
 
* have non-negative [[alignment]]
 
* have non-negative [[alignment]]

Revision as of 04:08, 11 January 2009

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 any of the other conditions above, then a quest artifact will "evade 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