Difference between revisions of "DNetHack artifacts"
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*Does not resist being held second to other artifacts | *Does not resist being held second to other artifacts | ||
**However, it is too heavy to use in the offhand without suffering a −20 penalty to hit. | **However, it is too heavy to use in the offhand without suffering a −20 penalty to hit. | ||
− | *Against orcs and demons grants 1d5 to hit, | + | *Against orcs and demons grants 1d5 to hit, 2x damage, and warning. |
==== Sting ==== | ==== Sting ==== | ||
*chaotic elf-favoring elven dagger | *chaotic elf-favoring elven dagger | ||
*Does not resist being held second to other artifacts | *Does not resist being held second to other artifacts | ||
− | *Against orcs and spiders grants +1d5 to hit and | + | *Against orcs and spiders grants +1d5 to hit and 2x damage. |
*Grants warning vs orcs | *Grants warning vs orcs | ||
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*chaotic orc-favoring orcish dagger | *chaotic orc-favoring orcish dagger | ||
*Does not resist being held second to other artifacts | *Does not resist being held second to other artifacts | ||
− | *Grants +1d5 to hit, | + | *Grants +1d5 to hit, 2x damage, and warning against elves, humans, and minions. |
==== Carnwennan ==== | ==== Carnwennan ==== | ||
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*lawful dwarf-favoring dwarvish mattock | *lawful dwarf-favoring dwarvish mattock | ||
*Bloodthirsty (attacks peaceful monsters without prompting for confirmation) | *Bloodthirsty (attacks peaceful monsters without prompting for confirmation) | ||
− | *Grants +1d5 to hit and | + | *Grants +1d5 to hit and 2x damage against elves, orcs, always-peaceful monsters, and monster lords. |
==== Claideamh ==== | ==== Claideamh ==== | ||
*unaligned long sword | *unaligned long sword | ||
− | *Grants +1d5 to hit and | + | *Grants +1d5 to hit and 2x damage against elves, fey, giants, elementals, and primordials. |
*While wielded, grants warning against the same. | *While wielded, grants warning against the same. | ||
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*neutral Barbarian-favoring battle axe | *neutral Barbarian-favoring battle axe | ||
*First gift given to Barbarians starting with a battle axe | *First gift given to Barbarians starting with a battle axe | ||
− | *+1d3 to hit, | + | *+1d3 to hit, 2x damage |
*will automatically shatter the weapons of weapon wielding targets | *will automatically shatter the weapons of weapon wielding targets | ||
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*neutral Barbarian-favoring two-handed sword | *neutral Barbarian-favoring two-handed sword | ||
*First gift given to Barbarians starting with a two-handed sword | *First gift given to Barbarians starting with a two-handed sword | ||
− | *+1d3 to hit, | + | *+1d3 to hit, 2x damage |
*will automatically shatter the weapons of weapon wielding targets | *will automatically shatter the weapons of weapon wielding targets | ||
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*Does not resist being held second to other artifacts | *Does not resist being held second to other artifacts | ||
*+1d5 to-hit | *+1d5 to-hit | ||
− | ** Post Binder quest 1d5 to-hit, | + | ** Post Binder quest 1d5 to-hit, 2x damage |
*Can hold a summoned spirit, granting various special powers | *Can hold a summoned spirit, granting various special powers | ||
**An explanation of this mechanic can be found [[The Pen of the Void|here]]. | **An explanation of this mechanic can be found [[The Pen of the Void|here]]. | ||
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*lawful knight-favoring lance | *lawful knight-favoring lance | ||
*First gift given to Knights | *First gift given to Knights | ||
− | *Grants +1d3 to hit, | + | *Grants +1d3 to hit, 2x damage |
*Does not break when used to [[joust]] | *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. | *If gifted, also unrestricts riding and martial arts skill (along with lance skill). A saddle is also gifted. | ||
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*lawful Noble-favoring mace/axe/lance/rapier/spear (variable) | *lawful Noble-favoring mace/axe/lance/rapier/spear (variable) | ||
*First gift given to Nobles | *First gift given to Nobles | ||
− | *Grants +1d3 to-hit, | + | *Grants +1d3 to-hit, 2x damage |
*Fast engraving: the Rod engraves as an [[athame]] while in rapier form. | *Fast engraving: the Rod engraves as an [[athame]] while in rapier form. | ||
*Invoke for a variety of effects | *Invoke for a variety of effects | ||
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==== Grayswandir ==== | ==== Grayswandir ==== | ||
*lawful silver saber | *lawful silver saber | ||
− | *+1 to hit, | + | *+1 to hit, 2x damage |
*Warning vs all | *Warning vs all | ||
*Grants hallucination resistance while wielded | *Grants hallucination resistance while wielded | ||
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==== Frost Brand ==== | ==== Frost Brand ==== | ||
*unaligned long sword | *unaligned long sword | ||
− | *+1 to hit, | + | *+1 to hit, 2x cold damage |
*Grants cold resistance while wielded | *Grants cold resistance while wielded | ||
==== Fire Brand ==== | ==== Fire Brand ==== | ||
*unaligned long sword | *unaligned long sword | ||
− | *+1 to hit, | + | *+1 to hit, 2x fire damage |
*Grants fire resistance while wielded | *Grants fire resistance while wielded | ||
==== Golden Sword of Y'ha-Talla ==== | ==== Golden Sword of Y'ha-Talla ==== | ||
*unaligned scimitar or bullwhip | *unaligned scimitar or bullwhip | ||
− | *+1d5 to hit, | + | *+1d5 to hit, 2x poison damage |
**Permanently poisoned | **Permanently poisoned | ||
*Grants poison resistance while wielded | *Grants poison resistance while wielded | ||
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==== Mirror Brand ==== | ==== Mirror Brand ==== | ||
*neutral silver long sword | *neutral silver long sword | ||
− | *Vs non-neutral targets it grants +1 to hit, | + | *Vs non-neutral targets it grants +1 to hit, 2x damage, as well as additional magic effects |
**Note: While enchanting Mirror Brand decreases the odds of additional magic effects occurring, Mirror Brand should be enchanted to +7 to maximize damage (1d8/1d12+20 vs 1d8/1d20+12) | **Note: While enchanting Mirror Brand decreases the odds of additional magic effects occurring, Mirror Brand should be enchanted to +7 to maximize damage (1d8/1d12+20 vs 1d8/1d20+12) | ||
*Grants reflection while wielded | *Grants reflection while wielded | ||
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*+1 to hit | *+1 to hit | ||
**Ignores equipped armor | **Ignores equipped armor | ||
− | * | + | *2x damage vs undead and demons |
*Petrifies trolls | *Petrifies trolls | ||
*Dusts gremlins | *Dusts gremlins | ||
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*lawful battle axe | *lawful battle axe | ||
*+1 to hit | *+1 to hit | ||
− | * | + | *2x damage |
*Can be thrown by dwarves, and returns to their hands | *Can be thrown by dwarves, and returns to their hands | ||
*Grants X-ray vision to dwarves | *Grants X-ray vision to dwarves | ||
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*unaligned boomerang | *unaligned boomerang | ||
*+1 to hit | *+1 to hit | ||
− | * | + | *2x damage |
*Returns to the quiver when thrown | *Returns to the quiver when thrown | ||
*Can be multishot | *Can be multishot | ||
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*neutral mace | *neutral mace | ||
*+1 to hit | *+1 to hit | ||
− | * | + | *2x damage |
*Knocks back struck creatures | *Knocks back struck creatures | ||
==== Atma Weapon ==== | ==== Atma Weapon ==== | ||
*unaligned beamsword (uses broadsword skill) | *unaligned beamsword (uses broadsword skill) | ||
− | **Base damage is 3d10+( | + | **Base damage is 3d10+(3xenchantment) to both large and small creatures. |
**Apply the Atma Weapon to turn it on and off. | **Apply the Atma Weapon to turn it on and off. | ||
**If used to attack with while off, damage drops to 1d2. | **If used to attack with while off, damage drops to 1d2. | ||
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*chaotic silver two-handed moon axe | *chaotic silver two-handed moon axe | ||
*+1 to hit | *+1 to hit | ||
− | * | + | *2x damage |
**Damage is adjusted by your current energy % | **Damage is adjusted by your current energy % | ||
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*unaligned ancient arrow | *unaligned ancient arrow | ||
*+1000 to hit | *+1000 to hit | ||
− | * | + | *4x+108 damage |
*instantly kills [[Smaug]] | *instantly kills [[Smaug]] | ||
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*neutral tsurugi | *neutral tsurugi | ||
*+1 to hit | *+1 to hit | ||
− | * | + | *2x damage |
*Halves spell damage | *Halves spell damage | ||
*Grants basic armor if torso armor or a cloak is not worn | *Grants basic armor if torso armor or a cloak is not worn | ||
*Can be invoked to fire powerful energy blasts | *Can be invoked to fire powerful energy blasts | ||
*+1 move per turn | *+1 move per turn | ||
− | *Allows moving | + | *Allows moving 12x as fast for multi-tile movements |
*Drains 10 nutrition per turn | *Drains 10 nutrition per turn | ||
*If overused, deals 5 damage a turn and reduces max HP by 1 a turn | *If overused, deals 5 damage a turn and reduces max HP by 1 a turn | ||
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*adds enchantment to charisma | *adds enchantment to charisma | ||
*Protects against cold damage | *Protects against cold damage | ||
− | *Allows moving | + | *Allows moving 4x as fast for multi-tile movements |
*Can be invoked to activate 3 separate abilities, each on its own timer: | *Can be invoked to activate 3 separate abilities, each on its own timer: | ||
**First dance: Creates a cold element blast. | **First dance: Creates a cold element blast. | ||
**Second dance: Fires a cold element ray. | **Second dance: Fires a cold element ray. | ||
− | **Third dance: Repairs damage to the sword, and briefly allows | + | **Third dance: Repairs damage to the sword, and briefly allows 2x cold damage. |
==== Tobiume ==== | ==== Tobiume ==== | ||
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**−2 damage vs small targets, −3 damage vs large. | **−2 damage vs small targets, −3 damage vs large. | ||
*Automatically disarms weapon wielding targets. | *Automatically disarms weapon wielding targets. | ||
− | *Allows moving | + | *Allows moving 3x as fast, stealth, invisibility for multi-tile movements |
*Invoke to cast the fireball spell, using the higher of your attack magic skill and your longsword skill | *Invoke to cast the fireball spell, using the higher of your attack magic skill and your longsword skill | ||
*If a target is killed by Tobiume, their body is launched backwards and explodes as a fireball. | *If a target is killed by Tobiume, their body is launched backwards and explodes as a fireball. | ||
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*First gift for female half-dragons. All female half-dragons can reach expert skill in Farm Implements. | *First gift for female half-dragons. All female half-dragons can reach expert skill in Farm Implements. | ||
*Against living or undead creatures (ie, not golems and other non-living creatures): | *Against living or undead creatures (ie, not golems and other non-living creatures): | ||
− | **+1d4 to hit and | + | **+1d4 to hit and 2x damage |
**Target gains ''studied'' debuff equal to damage dealt (cumulative). | **Target gains ''studied'' debuff equal to damage dealt (cumulative). | ||
**You recover HP equal to {{frac|2}} damage dealt. | **You recover HP equal to {{frac|2}} damage dealt. | ||
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*''version 3.15.2'': Unlit, blessed sword does bonus holy damage to undead and demons | *''version 3.15.2'': Unlit, blessed sword does bonus holy damage to undead and demons | ||
** +1d20 to hit, +1d10+Enchantment damage | ** +1d20 to hit, +1d10+Enchantment damage | ||
− | *Apply to light up and become a larger, 2-handed, non-silver long sword that deals | + | *Apply to light up and become a larger, 2-handed, non-silver long sword that deals 2x damage to magic-sensitive targets |
**Effective size increases from medium to huge (2 steps) | **Effective size increases from medium to huge (2 steps) | ||
***Size increase makes the sword two-handed for most characters | ***Size increase makes the sword two-handed for most characters | ||
***Size increase improves damage by 4 die faces (1d8/1d12 → 1d12/1d16) | ***Size increase improves damage by 4 die faces (1d8/1d12 → 1d12/1d16) | ||
**While lit, grants clairvoyance | **While lit, grants clairvoyance | ||
− | **While lit, using the #fire command will launch an explosive magic projectile and attack in the indicated direction (costs 25 energy). The explosion does 2d12+ | + | **While lit, using the #fire command will launch an explosive magic projectile and attack in the indicated direction (costs 25 energy). The explosion does 2d12+2xEnchantment. |
− | *** Total damage against an adjacent, magic sensitive target is therefore 2d8/2d12 + 2d12 + | + | *** Total damage against an adjacent, magic sensitive target is therefore 2d8/2d12 + 2d12 + 4xEnchantment. |
*** 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 | *** 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 | ||
*Invoke for enlightenment. | *Invoke for enlightenment. | ||
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**Adds silver damage to unarmed attacks | **Adds silver damage to unarmed attacks | ||
*Grants +1 skill level all spells (does not affect failure rates) | *Grants +1 skill level all spells (does not affect failure rates) | ||
− | * | + | *2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin) |
*Halves damage from spells | *Halves damage from spells | ||
*Inflicts a spell-casting penalty due to being based on the metal gauntlets of power (this is deliberate) | *Inflicts a spell-casting penalty due to being based on the metal gauntlets of power (this is deliberate) | ||
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**Set Dexterity to 25 | **Set Dexterity to 25 | ||
**Can be enchanted to +7 | **Can be enchanted to +7 | ||
− | *Unarmed attacks deal | + | *Unarmed attacks deal x2 damage |
**Adds enchantment to unarmed attacks | **Adds enchantment to unarmed attacks | ||
*Unarmed attacks have greatly increased chance of a staggering blow | *Unarmed attacks have greatly increased chance of a staggering blow | ||
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*Crowning gift for lawful human, incantifier and half-dragon Rangers. 20 Sunbeams are given to crowned characters. | *Crowning gift for lawful human, incantifier and half-dragon Rangers. 20 Sunbeams are given to crowned characters. | ||
*+1d10 to hit | *+1d10 to hit | ||
− | * | + | *2x damage |
*Permanently covered in poison and filth | *Permanently covered in poison and filth | ||
*Is never lost | *Is never lost | ||
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*Crowning gift for chaotic human, incantifier and half-dragon Rangers. 20 Moonbeams are given to crowned characters. | *Crowning gift for chaotic human, incantifier and half-dragon Rangers. 20 Moonbeams are given to crowned characters. | ||
*+1d10 to hit | *+1d10 to hit | ||
− | * | + | *2x damage |
*Permanently covered in sleeping poison | *Permanently covered in sleeping poison | ||
*Is never lost | *Is never lost | ||
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*lawful yumi | *lawful yumi | ||
*Crowning gift for Samurais | *Crowning gift for Samurais | ||
− | *Grants +1d20 to hit and | + | *Grants +1d20 to hit and 2x damage to ya fired from it |
*Invoke to create ya | *Invoke to create ya | ||
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**Fires 1d8 bolts in a single volley (You can tell it to shoot no more than n bolts by n{{kbd|f}} instead of {{kbd|f}}) | **Fires 1d8 bolts in a single volley (You can tell it to shoot no more than n bolts by n{{kbd|f}} instead of {{kbd|f}}) | ||
**Each bolt gets {{frac|2}} the normal damage bonus | **Each bolt gets {{frac|2}} the normal damage bonus | ||
− | **Total damage therefore is close to | + | **Total damage therefore is close to 2x base |
− | ***Crossbows get | + | ***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 | *Invoke to generate a small stack of droven bolts | ||
*Grants stealth while wielded | *Grants stealth while wielded | ||
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*Traitor's alternate quest object | *Traitor's alternate quest object | ||
*Lawful, drow-favoring intelligent silver saber | *Lawful, drow-favoring intelligent silver saber | ||
− | *Grants +1d4 to-hit, | + | *Grants +1d4 to-hit, 2x fire damage. |
*Pierces equipped armor | *Pierces equipped armor | ||
*Grants reflection while carried | *Grants reflection while carried | ||
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*Grants warning vs elves when worn | *Grants warning vs elves when worn | ||
*Grants drain resistance while worn | *Grants drain resistance while worn | ||
− | * | + | *2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin) |
*Grants magic resistance while worn | *Grants magic resistance while worn | ||
*Invoke to refill energy | *Invoke to refill energy | ||
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*Lawful crowning gift | *Lawful crowning gift | ||
*Silvered sickle | *Silvered sickle | ||
− | *+1 to+hit, | + | *+1 to+hit, 2x damage throwing weapon |
*Returns to the quiver when thrown | *Returns to the quiver when thrown | ||
*Can be multishot | *Can be multishot | ||
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*Chaotic, drow-favoring intelligent elven mithril coat | *Chaotic, drow-favoring intelligent elven mithril coat | ||
*Original alternate quest object | *Original alternate quest object | ||
− | * | + | *2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin) |
*Adds sleep poison to unarmed attacks. | *Adds sleep poison to unarmed attacks. | ||
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*Traitor's alternate quest object | *Traitor's alternate quest object | ||
*Lawful, drow-favoring fauchard | *Lawful, drow-favoring fauchard | ||
− | *Grants +1 to-hit and | + | *Grants +1 to-hit and 2x damage |
**Adds sleep, blinding, and paralysis poison to strikes | **Adds sleep, blinding, and paralysis poison to strikes | ||
***This will not cause an alignment penalty | ***This will not cause an alignment penalty | ||
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*First gift | *First gift | ||
*Chaotic, Noble-favoring silvered khakkhara, droven greatsword, droven spear, droven lance, or eclipse moon axe (variable) | *Chaotic, Noble-favoring silvered khakkhara, droven greatsword, droven spear, droven lance, or eclipse moon axe (variable) | ||
− | *Grants +1 to-hit, | + | *Grants +1 to-hit, 2x damage |
*Fast engraving: the Sceptre engraves as an athame while in greatsword form. | *Fast engraving: the Sceptre engraves as an athame while in greatsword form. | ||
*Invoke for a variety of effects | *Invoke for a variety of effects | ||
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*Chaotic, Noble-favoring intelligent silvered droven cloak | *Chaotic, Noble-favoring intelligent silvered droven cloak | ||
*Grants reflection, half spell damage, and acid resistance while worn | *Grants reflection, half spell damage, and acid resistance while worn | ||
− | *Grants | + | *Grants 2x the normal AC bonus from enchantment |
*Grants shock resistance while carried | *Grants shock resistance while carried | ||
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*Lawful drow-favoring droven crossbow | *Lawful drow-favoring droven crossbow | ||
*Grants +1d5 to-hit and +1d10 damage | *Grants +1d5 to-hit and +1d10 damage | ||
− | **In melee combat, does 1d12+1d10 damage and is a | + | **In melee combat, does 1d12+1d10 damage and is a 2x damage artifact |
*Invoke to generate a small stack of droven bolts | *Invoke to generate a small stack of droven bolts | ||
*Grants life drain resistance when wielded | *Grants life drain resistance when wielded | ||
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*Chaotic crowning gift | *Chaotic crowning gift | ||
*Chaotic, drow-favoring intelligence silvered morning star | *Chaotic, drow-favoring intelligence silvered morning star | ||
− | *Grants +1 to-hit and | + | *Grants +1 to-hit and 2x damage |
*Invoke to cause up to 1d4 (1d({{frac|level|10}} + 1)) clusters of fiery explosions and earthquakes at random places on the current level | *Invoke to cause up to 1d4 (1d({{frac|level|10}} + 1)) clusters of fiery explosions and earthquakes at random places on the current level | ||
*Grants magic resistance when carried | *Grants magic resistance when carried | ||
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*First gift for elvish Nobles | *First gift for elvish Nobles | ||
*Lawful, elf-noble-favoring elven mace, elven sickle, elven lance, elven broadsword, or elven spear (variable) | *Lawful, elf-noble-favoring elven mace, elven sickle, elven lance, elven broadsword, or elven spear (variable) | ||
− | *Grants +1d3 to-hit, | + | *Grants +1d3 to-hit, 2x damage |
*Fast engraving: the Rod engraves as an [[athame]] while in broadsword form. | *Fast engraving: the Rod engraves as an [[athame]] while in broadsword form. | ||
*Invoke for a variety of effects | *Invoke for a variety of effects | ||
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==== Belthronding ==== | ==== Belthronding ==== | ||
*Chaotic, elf-favoring intelligent elven bow | *Chaotic, elf-favoring intelligent elven bow | ||
− | *Grants +1d5 to-hit and | + | *Grants +1d5 to-hit and 2x damage |
*Invoke to create a small stack of elven arrows | *Invoke to create a small stack of elven arrows | ||
*Grants displacement when carried | *Grants displacement when carried | ||
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*Lawful crowning gift | *Lawful crowning gift | ||
*Lawful, elf-favoring intelligent long sword | *Lawful, elf-favoring intelligent long sword | ||
− | *Grants +1d5 to-hit and | + | *Grants +1d5 to-hit and 2x damage |
*Invoke for healing | *Invoke for healing | ||
*Grants life drain resistance when wielded | *Grants life drain resistance when wielded | ||
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*Grants +1d5 to-hit and +1d10 electrical damage | *Grants +1d5 to-hit and +1d10 electrical damage | ||
*Grants Shock resistance when wielded | *Grants Shock resistance when wielded | ||
− | *Grants | + | *Grants 2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin) |
==== Aryvelahr Kerym ==== | ==== Aryvelahr Kerym ==== | ||
*Chaotic crowning gift | *Chaotic crowning gift | ||
*Chaotic, elf-favoring intelligent silvered crystal sword | *Chaotic, elf-favoring intelligent silvered crystal sword | ||
− | *Grants +1d5 to-hit and | + | *Grants +1d5 to-hit and 2x damage |
*Grants life drain resistance when wielded | *Grants life drain resistance when wielded | ||
*Grants reflection when wielded | *Grants reflection when wielded | ||
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*Neutral Gnomish Ranger-favoring intelligent crossbow. | *Neutral Gnomish Ranger-favoring intelligent crossbow. | ||
**Gnomish Ranger quest item | **Gnomish Ranger quest item | ||
− | *Grants +1d5 to hit and | + | *Grants +1d5 to hit and 2x damage |
**Shoots 2 bolts instead of 1 | **Shoots 2 bolts instead of 1 | ||
**If there is no ammo quivered, will automatically create and fire +0 bolts | **If there is no ammo quivered, will automatically create and fire +0 bolts | ||
− | **In melee combat, does 1d6 vs small, 1d3 vs large damage and is a | + | **In melee combat, does 1d6 vs small, 1d3 vs large damage and is a 2x damage artifact |
*Grants warning, telepathy, and fire resistance while carried. | *Grants warning, telepathy, and fire resistance while carried. | ||
*Grants automatic searching and adds enhancement bonus to search attempts while wielded. | *Grants automatic searching and adds enhancement bonus to search attempts while wielded. | ||
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*Chaotic gnome crowning gift | *Chaotic gnome crowning gift | ||
*Chaotic gauntlets of power | *Chaotic gauntlets of power | ||
− | *Grants +1d10 to-hit and | + | *Grants +1d10 to-hit and 2x damage in unarmed combat |
**Adds enchantment to unarmed damage | **Adds enchantment to unarmed damage | ||
**Doubles unarmed damage die size (from 1d4 to 1d8 normally) | **Doubles unarmed damage die size (from 1d4 to 1d8 normally) | ||
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*Grants magic resistance when carried | *Grants magic resistance 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) | *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 | + | *Deals 2x damage when thrown |
*Weighs only 100 units (vs 150 units for a regular crystal ball) | *Weighs only 100 units (vs 150 units for a regular crystal ball) | ||
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==== Infinity's Mirrored Arc ==== | ==== Infinity's Mirrored Arc ==== | ||
*neutral double lightsaber | *neutral double lightsaber | ||
− | *Grants up to | + | *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 | *Grants reflection and displacement while wielded | ||
*Allows use and training of [[User:Chris/dNethack/Lightsaber_Forms|Niman]] while wielded | *Allows use and training of [[User:Chris/dNethack/Lightsaber_Forms|Niman]] while wielded | ||
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==== The Staff of Twelve Mirrors ==== | ==== The Staff of Twelve Mirrors ==== | ||
*neutral silver khakkhara | *neutral silver khakkhara | ||
− | *Grants +1d5 to-hit and | + | *Grants +1d5 to-hit and 2x damage +2d6 |
*Makes two attacks in melee | *Makes two attacks in melee | ||
*Noisy | *Noisy | ||
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*Can transform without limit into: | *Can transform without limit into: | ||
**silver chakram | **silver chakram | ||
− | *** Grants +1d5 to-hit and | + | *** Grants +1d5 to-hit and 2x damage |
*** Returns to the hand when thrown, can be thrown multiple times in one attack. | *** Returns to the hand when thrown, can be thrown multiple times in one attack. | ||
*** While wielded, grants the ability to cast {{spell of|force bolt}} and {{spell of|magic missile}} at 0% spell failure. Force bolt deals an additional +{{frac|level|2}} (round up) d12 damage. | *** While wielded, grants the ability to cast {{spell of|force bolt}} and {{spell of|magic missile}} at 0% spell failure. Force bolt deals an additional +{{frac|level|2}} (round up) d12 damage. | ||
**silver ring | **silver ring | ||
*** Does whatever silver rings do in the current game. | *** Does whatever silver rings do in the current game. | ||
− | *** Doubles unarmed attack damage and applies | + | *** Doubles unarmed attack damage and applies 2x its enchantment to unarmed attacks. This effect stacks with other unarmed-attack-boosting items. |
**[[User:Chris/dNethack/dNethack Items#Quarterstaves|khakkhara]] | **[[User:Chris/dNethack/dNethack Items#Quarterstaves|khakkhara]] | ||
*** A silver staff with extra (1–3)d20 silver damage. | *** A silver staff with extra (1–3)d20 silver damage. | ||
− | *** Grants +1d5 to-hit and | + | *** Grants +1d5 to-hit and 2x damage |
*** Invoke in this form to duplicate the effects of the [[Bell of Opening]], including the [[invocation]]. | *** Invoke in this form to duplicate the effects of the [[Bell of Opening]], including the [[invocation]]. | ||
**lightsaber | **lightsaber | ||
*** Can ignite two blades, is still one-handed. | *** Can ignite two blades, is still one-handed. | ||
*** Grants +1d5 to-hit and +1 damage. | *** Grants +1d5 to-hit and +1 damage. | ||
− | *** As a lightsaber, grants | + | *** As a lightsaber, grants 3x damage. |
*** Returns to the hand when thrown. | *** Returns to the hand when thrown. | ||
*** Invoke in this form for charging. | *** Invoke in this form for charging. | ||
**BFG | **BFG | ||
*** A firearm with extremely high multishot. Can shoot any form of ammunition. | *** A firearm with extremely high multishot. Can shoot any form of ammunition. | ||
− | *** Grants +1d5 to-hit and | + | *** Grants +1d5 to-hit and 2x damage |
*** Invoke in this form for silver bullets or a disintegration beam. | *** 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. | *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. | ||
Line 1,336: | Line 1,336: | ||
*Grants half spell damage, magic resistance, reflection and life drain resistance when carried | *Grants half spell damage, magic resistance, reflection and life drain resistance when carried | ||
*Invoke to remove curse | *Invoke to remove curse | ||
− | *Grants +1d10 to hit and | + | *Grants +1d10 to hit and 2x damage if used as a projectile |
==== The Lyre of Orpheus ==== | ==== The Lyre of Orpheus ==== | ||
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*lawful Caveman-favoring intelligent mace | *lawful Caveman-favoring intelligent mace | ||
**Caveman quest item | **Caveman quest item | ||
− | *Grants +1d5 to-hit and | + | *Grants +1d5 to-hit and 2x damage |
*Grants magic resistance when carried | *Grants magic resistance when carried | ||
*Invoke to toggle conflict | *Invoke to toggle conflict | ||
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*chaotic Convict-favoring intelligent iron spoon | *chaotic Convict-favoring intelligent iron spoon | ||
**Convict quest item | **Convict quest item | ||
− | *Grants +1d5 to hit and | + | *Grants +1d5 to hit and 2x damage |
**As a spoon, allows Convicts to make sneak attacks when used as a weapon | **As a spoon, allows Convicts to make sneak attacks when used as a weapon | ||
*Can be used to dig | *Can be used to dig | ||
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*neutral Healer-favoring intelligent silver-shod quarterstaff | *neutral Healer-favoring intelligent silver-shod quarterstaff | ||
**Healer quest item | **Healer quest item | ||
− | *Grants +1 to hit and | + | *Grants +1 to hit and 2x negative-energy damage. |
*Grants magic resistance while carried. | *Grants magic resistance while carried. | ||
*Invoke for healing | *Invoke for healing | ||
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*chaotic Ranger-favoring intelligent silvered bow. | *chaotic Ranger-favoring intelligent silvered bow. | ||
**Ranger quest item | **Ranger quest item | ||
− | *Grants +1d5 to hit and | + | *Grants +1d5 to hit and 2x damage. |
*Grants reflection while wielded. | *Grants reflection while wielded. | ||
*Invoke to create ammo. | *Invoke to create ammo. | ||
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*lawful Samurai-favoring intelligent tsurugi. | *lawful Samurai-favoring intelligent tsurugi. | ||
**Samurai quest item | **Samurai quest item | ||
− | *Grants +1d2 to hit, | + | *Grants +1d2 to hit, 2x damage. |
*Grants automatic searching and luck. | *Grants automatic searching and luck. | ||
*Bisects targets (10%). | *Bisects targets (10%). | ||
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==== Fire of Heaven ==== | ==== Fire of Heaven ==== | ||
*lawful intelligent silvered trident | *lawful intelligent silvered trident | ||
− | *Grants +1 to-hit, | + | *Grants +1 to-hit, 2x fire damage |
*Causes fiery explosions centered on struck target | *Causes fiery explosions centered on struck target | ||
*May cause electrical explosions centered on struck target | *May cause electrical explosions centered on struck target | ||
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==== Shadowlock ==== | ==== Shadowlock ==== | ||
*lawful intelligent rapier | *lawful intelligent rapier | ||
− | *Grants +1d20 to-hit, | + | *Grants +1d20 to-hit, 2x damage |
**Ignores equipped armor | **Ignores equipped armor | ||
**Also deals 2d6 cold damage | **Also deals 2d6 cold damage | ||
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==== Wrath of Heaven ==== | ==== Wrath of Heaven ==== | ||
*lawful intelligent silvered long sword | *lawful intelligent silvered long sword | ||
− | *Grants +1 to-hit, | + | *Grants +1 to-hit, 2x electrical damage |
*Causes electrical explosions centered on struck target | *Causes electrical explosions centered on struck target | ||
*May cause fiery explosions centered on struck target | *May cause fiery explosions centered on struck target | ||
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==== Sceptre of the Frozen Floor of Hell ==== | ==== Sceptre of the Frozen Floor of Hell ==== | ||
*lawful intelligent iron bar | *lawful intelligent iron bar | ||
− | *Grants +1 to-hit, | + | *Grants +1 to-hit, 2x cold damage |
*Causes cold explosions centered on struck target | *Causes cold explosions centered on struck target | ||
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==== Heartcleaver ==== | ==== Heartcleaver ==== | ||
*chaotic intelligent halberd | *chaotic intelligent halberd | ||
− | *Grants +1 to-hit and | + | *Grants +1 to-hit and 2x damage |
**Can be used in melee combat | **Can be used in melee combat | ||
==== Wrathful Wind ==== | ==== Wrathful Wind ==== | ||
*chaotic intelligent silvered club | *chaotic intelligent silvered club | ||
− | *Grants +1d10 to-hit and | + | *Grants +1d10 to-hit and 2x damage vs non-cold resistant monsters |
**May cause a 6d6 icy explosion when it strikes a target | **May cause a 6d6 icy explosion when it strikes a target | ||
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==== Doomscreamer ==== | ==== Doomscreamer ==== | ||
*chaotic intelligent two-handed sword | *chaotic intelligent two-handed sword | ||
− | *Grants +1 to-hit, | + | *Grants +1 to-hit, 2x damage against non-acid resistant monsters |
*Grants acid resistance when wielded | *Grants acid resistance when wielded | ||
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==== Sword of Erathaol ==== | ==== Sword of Erathaol ==== | ||
*lawful intelligent silvered long sword | *lawful intelligent silvered long sword | ||
− | *Grants +1d7 to-hit, | + | *Grants +1d7 to-hit, 2x damage |
*Grants protection against blinding | *Grants protection against blinding | ||
*May blind struck targets | *May blind struck targets | ||
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==== Saber of Sabaoth ==== | ==== Saber of Sabaoth ==== | ||
*lawful intelligent silver saber | *lawful intelligent silver saber | ||
− | *Grants +1d7 to-hit, | + | *Grants +1d7 to-hit, 2x damage |
*Grants protection against blinding | *Grants protection against blinding | ||
*May blind struck targets | *May blind struck targets | ||
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==== Sword of Onoel ==== | ==== Sword of Onoel ==== | ||
*lawful intelligent silvered two-handed sword | *lawful intelligent silvered two-handed sword | ||
− | *Grants +1d7 to-hit, | + | *Grants +1d7 to-hit, 2x damage |
*Grants protection against blinding | *Grants protection against blinding | ||
*May blind struck targets | *May blind struck targets | ||
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==== Glaive of Shamsiel ==== | ==== Glaive of Shamsiel ==== | ||
*lawful intelligent silvered glaive | *lawful intelligent silvered glaive | ||
− | *Grants +1d7 to-hit, | + | *Grants +1d7 to-hit, 2x damage |
*Grants protection against blinding | *Grants protection against blinding | ||
*May blind struck targets | *May blind struck targets | ||
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==== Lance of Uriel ==== | ==== Lance of Uriel ==== | ||
*lawful intelligent silvered lance | *lawful intelligent silvered lance | ||
− | *Grants +1d7 to-hit, | + | *Grants +1d7 to-hit, 2x damage |
*Grants protection against blinding | *Grants protection against blinding | ||
*May blind struck targets | *May blind struck targets | ||
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==== Hammer of Barquiel ==== | ==== Hammer of Barquiel ==== | ||
*lawful intelligent silvered lucern hammer | *lawful intelligent silvered lucern hammer | ||
− | *Grants +1d7 to-hit, | + | *Grants +1d7 to-hit, 2x damage |
*Grants protection against blinding | *Grants protection against blinding | ||
*May blind struck targets | *May blind struck targets |
Revision as of 19:55, 20 July 2019
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, excluding the generic crowning artifacts. Non-wishable artifacts include any artifacts found on Quests, as well as artifacts belonging to late-game enemies and found on alignment quests. Racial artifacts (for non-human Nobles, Dwarf Knight, and Drow Priest, Ranger, Rogue, and Wizard) are also non-wishable. In addition, most of the artifacts found on unique demons/angels or on the alignment quests don't count towards the wishing/sacrifice total, with the notable exception of The Black Crystal, The Rod of Seven Parts, and Nighthorn.
Wishable artifacts
Nameable artifacts
Orcrist
- chaotic elf-favoring elven broadsword
- Does not resist being held second to other artifacts
- However, it is too heavy to use in the offhand without suffering a −20 penalty to hit.
- Against orcs and demons grants 1d5 to hit, 2x damage, and warning.
Sting
- chaotic elf-favoring elven dagger
- Does not resist being held second to other artifacts
- Against orcs and spiders grants +1d5 to hit and 2x damage.
- Grants warning vs orcs
Grimtooth
- chaotic orc-favoring orcish dagger
- Does not resist being held second to other artifacts
- Grants +1d5 to hit, 2x damage, and warning against elves, humans, and minions.
Carnwennan
- lawful knight-favoring dagger
- Can be named by knights only
- Grants +1d5 to hit, +1d10 damage, and warning vs magic-hording monsters
- Grants stealth when wielded
- Invoke to toggle invisibility
Slave to Armok
- lawful dwarf-favoring dwarvish mattock
- Bloodthirsty (attacks peaceful monsters without prompting for confirmation)
- Grants +1d5 to hit and 2x damage against elves, orcs, always-peaceful monsters, and monster lords.
Claideamh
- unaligned long sword
- Grants +1d5 to hit and 2x damage against elves, fey, giants, elementals, and primordials.
- While wielded, grants warning against the same.
Banes
Dragonlance
- lawful lance
- Grants reflection, including against dragonbreath
- Can't break when used to joust
- Against dragons and reptilians it grants slotless warning, +1d10 to hit, and +1d20 to damage.
Nodensfork
- unaligned silvered trident
- Against primordials, aliens, and telepathic monsters it grants slotless warning, +1d10 to hit, and +1d20 to damage.
- Deals both silver damage and iron damage to appropriate monsters
Gaia's Fate
- unaligned sickle
- Does not resist being held second to other artifacts
- However, the character must be skilled enough in Two-weapon fighting to use it in the off-hand without suffering −20 to-hit.
- Against plants, insects, arachnids, avians, reptilians, animals, fey, elves, and elementals it grants slotless warning, +1d10 to hit, and +1d20 to damage.
Demonbane
- lawful silver saber
- Does not resist being held second to other artifacts
- However, the character must be Expert in two-weapon fighting to use it in the off-hand without suffering −20 to-hit.
- Against demons it grants slotless warning, +1d10 to hit, +1d20 damage.
- Blocks demons' passive summoning abilities
Werebane
- unaligned silver saber
- Does not resist being held second to other artifacts
- However, the character must be Expert in two-weapon fighting to use it in the off-hand without suffering −20 to-hit.
- Against lycanthropes and demihumans it grants slotless warning, +1d10 to hit, and +1d20 damage
- Demihumans: minotaurs, gnolls, nagas, mind flayers, deep ones, centaurs, Medusa
- Protects against lycathropy.
Giantslayer
- unaligned axe
- Does not resist being held second to other artifacts
- However, the character must be a Grand Master in two-weapon fighting to use it in the off-hand without suffering −20 to-hit. In practice, only Monks can do this.
- Does +1d4 vs small
- Against large monsters, +1d10 to-hit, +2d4+1d20 damage
- Against giants and boulder-throwing enemies, deducts movement points if used in combat
- Grants slotless detection of giants and boulder-throwers.
Vampire Killer
- lawful bullwhip
- Does not resist being held second to other artifacts
- +10 damage vs small creatures
- +1d10 damage vs large creatures
- Protects against life draining.
- Against undead, demons, and werecreatures it grants slotless warning, +1d10 to hit, and +1d20 damage
- Invoke to bless, repair erosion, set erodeproof, and raise enchantment to +3 if 2 or lower.
Kingslayer
- chaotic stiletto
- Does not resist being held second to other artifacts
- Against monster lords and princes it grants slotless warning, +1d10 to hit, and +1d20 damage
- Permanently poisoned
Peace Keeper
- lawful athame
- Does not resist being held second to other artifacts
- Against always hostile creatures it grants +1d5 to hit, +1d10 damage, and slotless warning.
Ogresmasher
- unaligned war hammer
- Does not resist being held second to other artifacts
- However, the character must be a Master in two-weapon fighting to use it in the off-hand without suffering −20 to-hit. In practice, only Monks can do this.
- Grants slotless warning against ogres
- Smashes ogres, killing them instantly
- Smashing ogres exercises strength and wisdom
- Sets strength and constitution to 25 when wielded or in unused secondary weapon slot (even if your role can't twoweapon)
Trollsbane
- unaligned silvered morning star
- Does not resist being held second to other artifacts
- However, it is too heavy to use it in the off-hand without suffering −20 to-hit.
- Grants slotless warning against trolls
- Petrifies trolls
- Turns gremlins to dust
- Grants +1d10 to hit and +1d20 damage vs regenerating monsters
- Grants +1d10 to hit, +2d20 damage plus doubled enchantment again vs covetous monsters
First gifts
Cleaver
- neutral Barbarian-favoring battle axe
- First gift given to Barbarians starting with a battle axe
- +1d3 to hit, 2x damage
- will automatically shatter the weapons of weapon wielding targets
Atlantean Royal Sword
- neutral Barbarian-favoring two-handed sword
- First gift given to Barbarians starting with a two-handed sword
- +1d3 to hit, 2x damage
- will automatically shatter the weapons of weapon wielding targets
The Pen of the Void
- neutral Binder-favoring athame
- First gift given to Binders
- Does not resist being held second to other artifacts
- +1d5 to-hit
- Post Binder quest 1d5 to-hit, 2x damage
- Can hold a summoned spirit, granting various special powers
- An explanation of this mechanic can be found here.
- Resists being placed in containers
- Can't be destroyed
Luck Blade
- chaotic Convict-favoring intelligent short sword
- First gift given to Convicts
- +1 to hit, +1d4 damage, uses luck-biased damage dice.
Rhongomyniad
- lawful knight-favoring lance
- First gift given to Knights
- Grants +1d3 to hit, 2x damage
- Does not break when used to joust
- If gifted, also unrestricts riding and martial arts skill (along with lance skill). A saddle is also gifted.
The Rod of Lordly Might
- lawful Noble-favoring mace/axe/lance/rapier/spear (variable)
- First gift given to Nobles
- Grants +1d3 to-hit, 2x damage
- Fast engraving: the Rod engraves as an athame while in rapier form.
- Invoke for a variety of effects
- At will: The Rod can be ordered to assume a different form as often as desired.
- Become Mace
- Become Axe
- Become Rapier
- Become Spear
- Become Lance
- Limited: these powers are limited by the artifact's invoke cooldown. Once you invoke one of them, you can't invoke any of these powers for
rnz(100)
turns.- Become Ladder (Rod must be a mace):
- Prior to gaining the Amulet: Similar to quaffing a cursed potion of gain level, allows you to escape through the ceiling to the level above.
- After gaining the Amulet: Similar to zapping a wand of digging downward, allows you to escape through the floor to the level below.
- While swallowed: Similar to zapping a wand of digging, the extending ladder seriously injures physical monsters engulfing you.
- Show Me My Surroundings: Maps local area using clairvoyance.
- Inspire Fear: Scares nearby monsters that can see you.
- Give Me Your Life (Rod must be a spear): Drains two levels from one adjacent monster, healing you for 4d8 HP.
- Kneel: Paralyzes one adjacent monster.
- Become Ladder (Rod must be a mace):
- At will: The Rod can be ordered to assume a different form as often as desired.
The Marauder's Map
- chaotic Pirate-favoring scroll of magic mapping
- Invoke for object and artifact detection
- Read to map local area of the dungeon (as clairvoyance)
- Is not consumed by being read.
Kiku-ichimonji
- lawful Samurai-favoring katana
- First gift given to Samurai
- Does not resist being held second to other artifacts by Samurai
- However, the character must be Expert in two-weapon fighting to use it in the off-hand without suffering −20 to-hit.
- +1d4 to hit, +1d12 damage
The Singing Sword
- unaligned Bard-favoring long sword
- First gift given to Troubadours
- +1 to hit, +1 damage
- Uses the musicalize spell skill instead of the long sword skill.
- Passively learns songs while wielded, and can be instructed to sing a known song via #invoke
- An explanation of this mechanic can be found here.
Mjollnir
- neutral Valkyrie-favoring war hammer
- First gift given to Valkyries
- Does not resist being held second to other artifacts by Valkyries
- However, it is too heavy to use it in the off-hand without suffering −20 to-hit.
- +1d5 to hit, +1d24 electricity damage
- Randomly fires 6d6 lightning bolts when swung (as wand of lightning).
- Can be thrown by a Valkyrie wearing Gauntlets of Power. It will return to the hand of the wielder when thrown.
- As long as the Valkyrie is not confused, stunned, etc. and Mjollnir is not cursed, it will always be successfully caught.
- When thrown it will randomly cause explosions of lightning upon striking a target.
Magicbane
- neutral Wizard-favoring silvered athame
- First gift given to Wizards
- Does not resist being held second to other artifacts by Wizards
- +1d3 to hit, +1d4 damage
- grants magic resistance
- guards against curses
- Additional magic effects based on enchantment
- Magicbane's magic fanfare effects deal increased damage to magic-resistant creatures (+5d6 vs +1d4)
- +0 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.
- Magicbane's magic fanfare effects deal increased damage to magic-resistant creatures (+5d6 vs +1d4)
Double-damage artifacts
Grayswandir
- lawful silver saber
- +1 to hit, 2x damage
- Warning vs all
- Grants hallucination resistance while wielded
Frost Brand
- unaligned long sword
- +1 to hit, 2x cold damage
- Grants cold resistance while wielded
Fire Brand
- unaligned long sword
- +1 to hit, 2x fire damage
- Grants fire resistance while wielded
Golden Sword of Y'ha-Talla
- unaligned scimitar or bullwhip
- +1d5 to hit, 2x poison damage
- Permanently poisoned
- Grants poison resistance while wielded
- Invoke for a variety of effects
- At will: The Sword can be ordered to assume a different form as often as desired.
- Become Sword
- Become Scorpion Whip
- Limited: this power is limited by the artifact's invoke cooldown. Once you invoke it, you can't use it again for
rnz(100)
turns.- Strike: Deal 5d6 poison damage to single chosen adjacent monster's HP and max HP.
- At will: The Sword can be ordered to assume a different form as often as desired.
Mirror Brand
- neutral silver long sword
- Vs non-neutral targets it grants +1 to hit, 2x damage, as well as additional magic effects
- Note: While enchanting Mirror Brand decreases the odds of additional magic effects occurring, Mirror Brand should be enchanted to +7 to maximize damage (1d8/1d12+20 vs 1d8/1d20+12)
- Grants reflection while wielded
Sunsword
- lawful silvered long sword
- If you are more skilled in short swords than in long swords, uses the short sword skill
- +1 to hit
- Ignores equipped armor
- 2x damage vs undead and demons
- Petrifies trolls
- Dusts gremlins
- May blind targets
- Serves as a light source
- Grants resistance to blindness
Axe of the Dwarvish Lords
- lawful battle axe
- +1 to hit
- 2x damage
- Can be thrown by dwarves, and returns to their hands
- Grants X-ray vision to dwarves
- Grants teleport control
- Can be used to dig with
Windrider
- unaligned boomerang
- +1 to hit
- 2x damage
- Returns to the quiver when thrown
- Can be multishot
- Does not shatter if wielded in melee
Rod of the Ram
- neutral mace
- +1 to hit
- 2x damage
- Knocks back struck creatures
Atma Weapon
- unaligned beamsword (uses broadsword skill)
- Base damage is 3d10+(3xenchantment) to both large and small creatures.
- Apply the Atma Weapon to turn it on and off.
- If used to attack with while off, damage drops to 1d2.
- +1d6 to hit and +3d6 damage vs nasty monsters
- If you are not life drain resistant:
- Atma weapon adds 1d(current level) to damage, then scales its damage by your current HP percentage.
- While active, Atma Weapon severely reduces your natural healing rate.
- If you are wielding a cursed activated Atma Weapon, or attempt to turn on a cursed Atma Weapon, it drains a level from you but uncurses itself.
- If you attempt to activate an uncharged Atma Weapon, it drains a level from you but charges itself.
- Otherwise follows lightsaber rules.
Limited Moon
- chaotic silver two-handed moon axe
- +1 to hit
- 2x damage
- Damage is adjusted by your current energy %
The Black Arrow
- unaligned ancient arrow
- +1000 to hit
- 4x+108 damage
- instantly kills Smaug
Tensa Zangetsu
- neutral tsurugi
- +1 to hit
- 2x damage
- Halves spell damage
- Grants basic armor if torso armor or a cloak is not worn
- Can be invoked to fire powerful energy blasts
- +1 move per turn
- Allows moving 12x as fast for multi-tile movements
- Drains 10 nutrition per turn
- If overused, deals 5 damage a turn and reduces max HP by 1 a turn
- Can be used safely for 1 turn per level. One turn of safe use is regained for every 10 turns you do not wield Tensa Zangetsu.
Utility artifacts
Sode no Shirayuki
- lawful silvered katana
- +1 to hit
- adds enchantment to charisma
- Protects against cold damage
- Allows moving 4x as fast for multi-tile movements
- Can be invoked to activate 3 separate abilities, each on its own timer:
- First dance: Creates a cold element blast.
- Second dance: Fires a cold element ray.
- Third dance: Repairs damage to the sword, and briefly allows 2x cold damage.
Tobiume
- chaotic long sword
- +1 to hit, +1 fire damage.
- −2 damage vs small targets, −3 damage vs large.
- Automatically disarms weapon wielding targets.
- Allows moving 3x as fast, stealth, invisibility for multi-tile movements
- Invoke to cast the fireball spell, using the higher of your attack magic skill and your longsword skill
- If a target is killed by Tobiume, their body is launched backwards and explodes as a fireball.
Lance of Longinus
- lawful silver spear
- When wielded, conveys half physical and spell damage, magic resistance, and reflection.
- When carried, grants life drain resistance.
- Toggles water walking when invoked.
- The Lance of Longinus angers demon lords when wielded, following the same rules that Excalibur does.
The Arkenstone
- chaotic diamond
- Acts as a light source
- Invoke to toggle conflict
Release from Care
- unaligned scythe
- +1 to hit
- +1d10 damage
- Can behead target
- Grants life drain resistance while wielded
- Grants cold resistance while carried
- Invoke for healing
The Lifehunt Scythe
- large chaotic scythe
- First gift for female half-dragons. All female half-dragons can reach expert skill in Farm Implements.
- Against living or undead creatures (ie, not golems and other non-living creatures):
- +1d4 to hit and 2x damage
- Target gains studied debuff equal to damage dealt (cumulative).
- You recover HP equal to 1⁄2 damage dealt.
- You gain studied debuff equal to 1⁄4 damage dealt (cumulative).
- Can behead target, but only if it doesn't know where you are.
- Triggers sneak attack against targets that don't know where you are, but only if you have sneak attack (i.e., are an unpolymorphed Rogue or have Andromalius bound)
- Grants life drain resistance and stealth while wielded
- Grants cold resistance while carried
- Invoke to toggle invisibility
- Bloodthirsty (attacks neutral targets)
The Holy Moonlight Sword
- unaligned silver long sword
- version 3.15.2: Unlit, blessed sword does bonus holy damage to undead and demons
- +1d20 to hit, +1d10+Enchantment damage
- Apply to light up and become a larger, 2-handed, non-silver long sword that deals 2x damage to magic-sensitive targets
- 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)
- While lit, grants clairvoyance
- While lit, using the #fire command will launch an explosive magic projectile and attack in the indicated direction (costs 25 energy). The explosion does 2d12+2xEnchantment.
- Total damage against an adjacent, magic sensitive target is therefore 2d8/2d12 + 2d12 + 4xEnchantment.
- 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
- Effective size increases from medium to huge (2 steps)
- Invoke for enlightenment.
The Silence Glaive
- unaligned glaive
- +1 to hit
- +1 damage
- drains life from target
- protects against life drain
- Offers a variety of special effects when invoked
- Invoke and specify direction: magic missile attack
- Invoke and press up: protection
- Invoke and press down: kills all genocide-susceptible creatures on the current level. Yourself included. 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.
The Garnet Rod
- unaligned silver key
- When wielded:
- Grants energy regeneration
- Grants HP regeneration
- +1 move per turn
- Drains 10 nutrition per turn
- Offers a variety of special effects when invoked
- Invoke and specify direction: magic missile attack
- Invoke and press up: time stop (10 free moves). Also initiates a 5-turn petrification timer on you (ie, you will turn to stone and die 5 clock-ticks after the time stop ends).
- A stoning resistance does not prevent this, though the stoning can be cured via a lizard corpse or acid as normal.
Helping Hand
- lawful grappling hook
- Invoke to untrap specified square
- Automatic searching when wielded
- Adds enhancement bonus to search attempts
- Grants stealth when wielded
- Warns of all enemies
- Blocks curses if held in open inventory (as wielded Magicbane)
- Can be used to rapidly engrave (as athame)
Blade Singer's Spear
- unaligned silver spear
- Grants +1d6 to hit and +1d6 damage
- Invoke to create Blade Dancer's Dagger.
- If gifted, unrestricts two-weapon combat
- Deducts 4 move from target
Blade Dancer's Dagger
- unaligned silver dagger
- Grants +1d4 to hit and +1d4 damage
- Invoke to create Blade Singer's Spear
- If gifted, unrestricts two-weapon combat
- Does not count toward artifacts generated
- Deducts 2 move from targets when wielded second to Blade Singer's spear.
Limb of the Black Tree
- chaotic club
- Grants +1d4 to hit and +1 fire damage
- Grants Fire Resistance
- Causes a 6d6 fiery explosion whenever it strikes a target
Hellfire
- chaotic crossbow
- Grants bolts fired from it +1d4 to hit and +1 fire damage
- Causes a 6d6 fiery explosion whenever a bolt fired from it strikes a target
Lash of the Cold Waste
- chaotic bullwhip
- Grants +1d4 to hit and +1 cold damage
- Grants Cold Resistance
- Causes a 6d6 icy explosion whenever it strikes a target
Ramiel
- lawful partisan
- Grants +1d4 to hit and +1 electrical damage
- When applied, it causes a 6d6 shocking explosion whenever it strikes a target
- When used in melee on horseback, fires a 6d6 lightning bolt whenever it strikes a target
Spineseeker
- chaotic short sword
- Grants +1 to hit and +1d6 damage
- Grants stealth while wielded
- Allows wielder to make sneak attacks like a Rogue
- Does extra sneak attack damage when used to attack a foe from behind
Quicksilver
- unaligned silver flail
- Grants +1d4 to hit and +1d8 damage
- Gains extra attacks based on level—one extra attack at level 11, another at level 21, and another at level 30.
- Invoke to toggle extrinsic (very fast) speed.
Sky Render
- lawful katana
- Grants +1d10 to hit and +1d10 damage
- Grants displacement while carried
Fuma-itto no Ken
- chaotic broadsword (Ninja-to)
- Grants +1 to-hit and +1d8 damage
- Invoke to create shuriken
- Permanently poisoned
Fluorite Octet
- 8 unaligned blue fluorite gems
- The full set is called the Fluorite Octet
- A single gem is called a Fluorite Octahedron
- Multiple gems are called Fluorite Octahedra
- The Fluorite Octet is a throwing weapon.
- Each gem deals 1d8 damage. Throwing the full set therefore deals 8d8 damage.
- The gems' damage dice are luck-biased and exploding.
- Fewer gems may be thrown using the same system as for throwing a specified amount of gold (for example, n4t or 4t, depending on control scheme)
- The gems may also be used as sling ammo.
- Each gem deals 1d8 damage. Throwing the full set therefore deals 8d8 damage.
Artifact armors
Tie-Dye Shirt of Shambhala
- unaligned t-shirt
- Read to cure afflictions (as unicorn horn). Blocked by non-crystal body armor.
- Invoke for enlightenment
- Greatly increases carrying capacity when non-cursed (50%)
- 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 and life drain resistance while worn
Aegis
- lawful leather cloak / leather roundshield
- Can be applied to change forms
- Grants reflection and half physical damage when worn
- After Medusa or her equivalent that game has been killed, #invoke to channel her power
- Invoking downwards will burn up to three Gorgoneia onto the floor (based on BUC)
- Invoking at a monster will attempt to stone that monster with a (MR⁄2)% chance. If that fails or the monster is petrification resistant, the monster will be stunned, confused, and crazed.
Grandmaster's Robe
- neutral robe
- Martial arts attacks use exploding dice and get extra damage (50% chance per hit of an extra 1d4)
- Can be enchanted to +7
- Grants double the normal robe effect
- Can be #named by level 30 characters with Grand Master martial arts
- If gifted, unrestricts martial arts skill
Beastmaster's Duster
- lawful leather jacket
- Will sometimes blast cross-aligned characters when they are hit in combat (1⁄10 chance per hit)
- Invoke to pull something out of your pockets (chosen via menu)
- magic whistle
- leash
- saddle
- tripe ration
- apple
- banana
- Can be enchanted to +7
- If gifted, unrestricts beast mastery skill
Mirrorbright
- chaotic bronze roundshield
- Resist hallucinations while worn
- Grants reflection while worn
- Invoke to toggle conflict
- Can enchant to +7
Shield of the All-Seeing
- unaligned orc-favoring orcish shield
- Automatic searching
- Adds enhancement bonus to search attempts
- Grants warning vs elves when worn
- Grants fire resistance when worn
- Toggles protection from shape changers when invoked
- Can enchant to +7
Shield of Yggdrasil
- unaligned elf-favoring elven shield
- Invoke for healing
- Grants regeneration when worn
- Grants poison resistance when worn
- Can enchant to +7
Whisperfeet
- chaotic boots of speed
- Invoke to toggle invisibility
- Grants stealth when worn
- Can enchant to +7
Water Flowers
- chaotic silvered water walking boots
- Adds silver damage to kick attacks
- Invoke for hungerless teleport
- Grants displacement when worn
- Can enchant to +7
Hammerfeet
- chaotic kicking boots
- If a target is damaged by a kick, knock back target 10 squares.
- Doubles kicking damage
- Kicking damage still applies to thick-skinned monsters, but not the knockback.
- Can enchant to +7
Shield of the Resolute Heart
- unaligned gauntlets of dexterity
- Halves physical damage when worn
- Invoke to bless, clear erosion, raise enchantment to +3
- Can enchant to +7
Stormhelm
- chaotic helm of brilliance
- Grants Shock resistance while carried
- Grants cold resistance while worn
- Allows casting of the lightning spell while worn.
- Can enchant to +7
Gauntlets of Spell Power
- unaligned silvered gauntlets of power
- Adds silver damage to unarmed attacks
- Grants +1 skill level all spells (does not affect failure rates)
- 2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin)
- Halves damage from spells
- Inflicts a spell-casting penalty due to being based on the metal gauntlets of power (this is deliberate)
Premium Heart
- unaligned gauntlets of power
- Set Dexterity to 25
- Can be enchanted to +7
- Unarmed attacks deal x2 damage
- Adds enchantment to unarmed attacks
- Unarmed attacks have greatly increased chance of a staggering blow
- (skill level)⁄20, rather than (skill level)⁄100
- Damaged multiplier increased by +1x for each status ailment currently afflicting you
- HP at less than 1⁄4 maximum
- HP at less than 1⁄16 maximum
- Blindness
- Confusion
- Hallucinating
- Wounded legs
- Stunned
- Sickness
- Gradual stoning
- Strangulation
- Vomiting
- Slimed
- Fumbling
- If gifted, unrestricts martial arts skill
Cloak of the Unheld One
- neutral intelligent oilskin cloak
- Grants sleep resistance while carried
- Grants free action while worn
- Grants magic resistance while worn
- Invoke to teleport
- Can enchant to +7
Non-wishable artifacts
Crowning gifts
Excalibur
- lawful intelligent knight-favoring long sword
- Automatic searching
- Adds enhancement bonus to search attempts
- +1d20 to hit
- +1d10 damage
- If blessed:
- Gains +7 to-hit vs demons and undead
- Gains +3d7 damage vs demons and undead
- Resists drain life attacks
Clarent
- lawful Knight-favoring long sword
- Given to knights as a crowning gift
- Does not resist being held second to other artifacts by Knights
- However, in practice is is too heavy to use in the off-hand without suffering −20 to-hit.
- Against 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.
Stormbringer
- chaotic intelligent runesword
- Bloodthirsty (attacks peaceful monsters without prompting for confirmation)
- +1d5 to hit
- +1d2 damage
- Drains target's levels
- Gains +1d8 damage vs non-life-drain-resistant targets
- Reduces maximum HP by an amount equal to the extra d8's damage
- Heals you by 1⁄2 the extra d8's damage
- Occasionally (10%) converts its entire base damage to level drain (1 level per 4 points of damage)
- Protects against life drain attacks
- Always counts as cursed vs curse-hating monsters, and gets extra damage against them
- Grants 25 Str and 25 Con when wielded in main hand.
- Cuts through any substance
Vorpal Blade
- neutral long sword
- Randomly beheads targets (5%)
- +1d5 to hit
- +1 damage
- Rolls 2d8 or 2d12 exploding dice for damage
The Bow of Skadi
- lawful Valkyrie-favoring bow
- Crowning gift for Valkyries
- +1 to-hit
- +1d24 cold damage
- 5d6 cold elemental explosion on impact
- Read to learn the spell Cone of Cold
The Crown of the Saint King
- lawful Noble-favoring intelligent gold circlet (random magic helm)
- Crowing gift for lawful and neutral (non-vampire) nobles
- Causes all pets on the level to follow you between levels
- Can be invoked to pinpoint the location of pets and increase their tameness
- Can be enchanted to +7
Warning: Both this and its vampire noble counterpart (The Helm of the Dark Lord) can be helms of opposite alignment. Be wary about trying them on.
The Helm of the Dark Lord
- chaotic Noble-favoring intelligent visored helmet (random magic helm)
- Crowing gift for chaotic and vampire nobles
- Causes all pets on the level to follow you between levels
- Can be invoked to pinpoint the location of pets and increase their tameness
- Can be enchanted to +7
Warning: Both this and its non-vampire noble counterpart (The Crown of the Saint King) can be helms of opposite alignment. Be wary about trying them on.
Reaver
- chaotic Pirate-favoring intelligent scimitar (cutlass)
- Crowing gift for Pirates
- +1d5 to hit
- +1d8 damage
- Steals one item per hit from target.
- You will be asked whether you want to keep the item. Should you decline, you may throw the item in any direction.
Sunbeam
- lawful Ranger-favoring intelligent golden arrow(s)
- Crowning gift for lawful human, incantifier and half-dragon Rangers. 20 Sunbeams are given to crowned characters.
- +1d10 to hit
- 2x damage
- Permanently covered in poison and filth
- Is never lost
- Petrifies trolls and dusts gremlins
- Grants life drain resistance when carried
Veil of Latona
- neutral Ranger-favoring intelligent cloak of invisibility
- Crowning gift for neutral human, incantifier and half-dragon Rangers.
- Grants life drain resistance when carried
- Grants magic resistance and reflection alongside invisibility when worn
Moonbeam
- chaotic Ranger-favoring intelligent silver arrow(s)
- Crowning gift for chaotic human, incantifier and half-dragon Rangers. 20 Moonbeams are given to crowned characters.
- +1d10 to hit
- 2x damage
- Permanently covered in sleeping poison
- Is never lost
- Petrifies trolls and dusts gremlins
- Grants life drain resistance when carried
Yoichi no yumi
- lawful yumi
- Crowning gift for Samurais
- Grants +1d20 to hit and 2x damage to ya fired from it
- Invoke to create ya
Racial artifacts: female drow Priest, Ranger, Rogue, and Wizard
Silver Starlight
- Original quest object
- Drow-favoring intelligent silvered rapier
- Grants +1d4 to hit and +1d4 damage
- Pierces equipped armor
- Grants +2d4 precision damage (vs corporeal, non-amorphous, non-stationary targets).
- Grants 2d20 silver damage, rather than 1d20
- Increases the size of your sneak-attack damage die by 50%.
- Invoke to bless and generate a small stack of throwing stars
- Throwing stars count as silver as long as you are wielding Silver Starlight
- Apply to play as a magic flute
- If invoke cooldown is active, drains a point of enchantment
- Otherwise, sets invoke cooldown.
Wrathful Spider
- Original alternate quest object
- Chaotic, drow-favoring droven crossbow
- No bonus to attack or damage
- Invoke to generate a small stack of droven bolts
- Grants stealth while wielded
Tentacle Rod
- Traitor's quest object
- Drow-favoring intelligent flail
- +1d7 to-hit and +1 to damage
- Receives no damage bonus from your skill or its enhancement
- Receives 1⁄2 normal damage bonus from strength
- Decreases spell failure while wielded
- Absorbs curses while wielded
- Attacks up to 7 times per swing
- If it hits 3 or more times it blinds, stuns, or confuses the target.
- If it hits 6 or more times, it also slows, paralyzes, or drives the target insane.
- If it hits 7 times, it also does an up to an additional 7d7 damage of various types.
Crescent Blade
- Traitor's alternate quest object
- Lawful, drow-favoring intelligent silver saber
- Grants +1d4 to-hit, 2x fire damage.
- Pierces equipped armor
- Grants reflection while carried
- Can behead targets (as Vorpal Blade)
The Web of Lolth
- Chaotic crowning gift
- Chaotic, drow-favoring intelligent silvered elven mithril coat
- Grants warning vs elves when worn
- Grants drain resistance while worn
- 2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin)
- Grants magic resistance while worn
- Invoke to refill energy
The Claws of the Revenancer
- Neutral crowning gift
- Silvered gauntlets of dexterity
- Adds life draining to your unarmed attacks
- Grants life drain resistance when worn
- Invoke for an undead turning effect
- Dig up graves while wearing to recruit undead
- Grants energy regeneration when worn
- Fills your right ring slot
Sickle Moon
- Lawful crowning gift
- Silvered sickle
- +1 to+hit, 2x damage throwing weapon
- Returns to the quiver when thrown
- Can be multishot
Racial artifacts: male drow Priest, Ranger, Rogue, and Wizard
Darkweaver's Cloak
- Drow-favoring intelligent droven cloak
- Original quest object
- Grants magic resistance when worn, and is a droven cloak, so MC3
- Can be enchanted to +7 (and will self-enchant to that level, see below)
- When applied, releases a patch of darkness if standing in light, or of light if standing in darkness.
- Releasing darkness reduces the enchantment of the cloak, releasing light increases it.
- This will never disintegrate the cloak.
Spidersilk
- Chaotic, drow-favoring intelligent elven mithril coat
- Original alternate quest object
- 2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin)
- Adds sleep poison to unarmed attacks.
Tentacle Rod
- Traitor's quest object
- See above
Webweaver's Crook
- Traitor's alternate quest object
- Lawful, drow-favoring fauchard
- Grants +1 to-hit and 2x damage
- Adds sleep, blinding, and paralysis poison to strikes
- This will not cause an alignment penalty
- Ensnares target in webbing
- Can be used in melee
- Adds sleep, blinding, and paralysis poison to strikes
Lolth's Fang
- Chaotic/Neutral crowning gift
- Drow-favoring intelligent silvered droven short sword
- Adds +1d5 to-hit and +1d10 acid damage
- Permanently poisoned
- Grants life drain resistance while wielded
Racial artifacts: female drow Noble
The Sceptre of Lolth
- First gift
- Chaotic, Noble-favoring silvered khakkhara, droven greatsword, droven spear, droven lance, or eclipse moon axe (variable)
- Grants +1 to-hit, 2x damage
- Fast engraving: the Sceptre engraves as an athame while in greatsword form.
- Invoke for a variety of effects
- At will: The Sceptre can be ordered to assume a different form as often as desired.
- Become Silver Khakkhara
- Become Moon Axe
- Become Greatsword
- Become Spear
- Become Lance
- Limited: these powers are limited by the artifact's invoke cooldown. Once you invoke one of them, you can't invoke any of these powers for
rnz(100)
turns.- Become Ladder (Sceptre must be a silver khakkhara):
- Prior to gaining the amulet: Similar to quaffing a cursed potion of gain level, allows you to escape through the ceiling to the level above.
- After gaining the amulet: Similar to zapping a wand of digging downward, allows you to escape through the floor to the level below.
- While swallowed: Similar to zapping a wand of digging, the extending ladder seriously injures physical monsters engulfing you.
- Show Me My Surroundings: Maps local area using clairvoyance.
- Inspire Fear: Scares nearby monsters that can see you.
- Give Me Your Life (Sceptre must be a silver khakkhara or a spear): Drains two levels from one adjacent monster, healing you for 4d8 HP.
- Kneel: Paralyzes one adjacent monster.
- Become Ladder (Sceptre must be a silver khakkhara):
- At will: The Sceptre can be ordered to assume a different form as often as desired.
The Web of the Chosen
- Quest object
- Chaotic, Noble-favoring intelligent silvered droven cloak
- Grants reflection, half spell damage, and acid resistance while worn
- Grants 2x the normal AC bonus from enchantment
- Grants shock resistance while carried
The Web of Lolth
- Chaotic crowning gift
- See above
The Claws of the Revenancer
- Neutral crowning gift
- See above
Liecleaver
- Lawful crowning gift
- Lawful drow-favoring droven crossbow
- Grants +1d5 to-hit and +1d10 damage
- In melee combat, does 1d12+1d10 damage and is a 2x damage artifact
- Invoke to generate a small stack of droven bolts
- Grants life drain resistance when wielded
- Gives automatic searching and improved searching when wielded
- Cuts through webs while wielded
- Grants hallucination resistance when carried
Racial artifacts: male drow Noble
The Cloak of the Consort
- Quest artifact
- Neutral, noble-drow-favoring intelligent droven cloak
- Grants life drain resistance when worn
- Grants half physical damage when worn
- Grants cold resistance when carried
The Ruinous Descent of Stars
- Chaotic crowning gift
- Chaotic, drow-favoring intelligence silvered morning star
- Grants +1 to-hit and 2x damage
- Invoke to cause up to 1d4 (1d(level⁄10 + 1)) clusters of fiery explosions and earthquakes at random places on the current level
- Grants magic resistance when carried
Lolth's Fang
- Neutral crowning gift
- See above
Liecleaver
- Lawful crowning gift
- See above
Racial artifacts: dwarf Knight
Glamdring
- First gift
- Lawful, noble-favoring elven broadsword
- Grants +1d5 to-hit and +1d10 damage
- Grants +1d20 damage vs orcs and demons
- Grants warning of orcs and demons when wielded
- Can't be knocked out of your hands
The Armor of Erebor
- Quest artifact
- Lawful, dwarf-Noble-favoring plate mail
- Grants magic resistance, half physical damage, +10 AC, and fire and cold resistance when worn
The Arkenstone
- Crowning gift
- See above
Racial artifacts: dwarf Noble
The Armor of Khazad-dum
- First gift
- Lawful, dwarf-noble-favoring intelligent dwarvish mithril coat
- Grants magic resistance when worn
- Grants +4 AC when worn
- Can be enchanted to +7
The War-mask of Durin
- Quest artifact
- Lawful, dwarf-noble-favoring intelligent mask
- Grants half spell damage when worn
- Grants +5 to-hit and damage with axes when worn by a dwarf
- Grants fire, acid, and poison resistance when worn
Durin's Axe
- Crowning gift
- Lawful, noble-favoring intelligent silvered axe
- Grants +1d5 to-hit, +1d10 damage
- Grants life drain resistance when wielded
- Grants automatic searching and improved searching when wielded
- Can be used to dig with
Racial artifacts: elf Noble, Priest, Ranger, and Wizard
The Rod of the Elvish Lords
- First gift for elvish Nobles
- Lawful, elf-noble-favoring elven mace, elven sickle, elven lance, elven broadsword, or elven spear (variable)
- Grants +1d3 to-hit, 2x damage
- Fast engraving: the Rod engraves as an athame while in broadsword form.
- Invoke for a variety of effects
- At will: The Rod can be ordered to assume a different form as often as desired.
- Become Mace
- Become Sickle
- Become Broadsword
- Become Spear
- Become Lance
- Limited: these powers are limited by the artifact's invoke cooldown. Once you invoke one of them, you can't invoke any of these powers for
rnz(100)
turns.- Become Ladder (Rod must be a mace):
- Prior to gaining the amulet: Similar to quaffing a cursed potion of gain level, allows you to escape through the ceiling to the level above.
- After gaining the amulet: Similar to zapping a wand of digging downward, allows you to escape through the floor to the level below.
- While swallowed: Similar to zapping a wand of digging, the extending ladder seriously injures physical monsters engulfing you.
- Show Me My Surroundings: Maps local area using clairvoyance.
- Inspire Fear: Scares nearby monsters that can see you.
- Give Me Your Life (Rod must be a spear): Drains two levels from one adjacent monster, healing you for 4d8 HP.
- Kneel: Paralyzes one adjacent monster.
- Become Ladder (Rod must be a mace):
- At will: The Rod can be ordered to assume a different form as often as desired.
The Palantir of Westernesse
- 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
- Chaotic, elf-favoring intelligent elven bow
- Grants +1d5 to-hit and 2x damage
- Invoke to create a small stack of elven arrows
- Grants displacement when carried
- Grants stealth when wielded
Arcor Kerym
- Lawful crowning gift
- Lawful, elf-favoring intelligent long sword
- Grants +1d5 to-hit and 2x damage
- Invoke for healing
- Grants life drain resistance when wielded
Aryfaern Kerym
- Neutral crowning gift
- Neutral, elf-favoring intelligent runesword
- Grants +1d5 to-hit and +1d10 electrical damage
- Grants Shock resistance when wielded
- Grants 2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin)
Aryvelahr Kerym
- Chaotic crowning gift
- Chaotic, elf-favoring intelligent silvered crystal sword
- Grants +1d5 to-hit and 2x damage
- Grants life drain resistance when wielded
- Grants reflection when wielded
Racial artifacts: gnomish Ranger
The Rogue Gear-spirits
- Neutral Gnomish Ranger-favoring intelligent crossbow.
- Gnomish Ranger quest item
- Grants +1d5 to hit and 2x damage
- Shoots 2 bolts instead of 1
- If there is no ammo quivered, will automatically create and fire +0 bolts
- In melee combat, does 1d6 vs small, 1d3 vs large damage and is a 2x damage artifact
- Grants warning, telepathy, and fire resistance while carried.
- Grants automatic searching and adds enhancement bonus to search attempts while wielded.
- Can speak.
- Apply to dig like a pick-axe.
- Invoke to untrap target square.
The Steel Scales of Kurtulmak
- Lawful gnome crowning gift
- Lawful kobold-favoring iron grey dragon scales
- Will blast gnomish characters in combat
- Since it's iron, it will weigh a lot and block spellcasting.
- Grants reflection when worn
- Grants half physical damage when worn, in addition to half spell damage from the base item
- When given, unrestricts riding to expert
The Glitterstone
- Neutral gnome crowning gift
- Neutral gnome-favoring amber gemstone
- Grants energy regeneration while carried
- Invoke for charging
- Emits light while carried
- When given, unrestricts enchantment, healing, and divination spells to expert
Great Claws of Urdlen
- Chaotic gnome crowning gift
- Chaotic gauntlets of power
- Grants +1d10 to-hit and 2x damage in unarmed combat
- Adds enchantment to unarmed damage
- Doubles unarmed damage die size (from 1d4 to 1d8 normally)
- Invoke to cause an earthquake
- Can be used to dig with
- When given, unrestricts martial arts to grandmaster
Racial artifacts: female half-dragon Noble
The Profaned Greatscythe
- Lawful, noble-favoring huge stone scythe
- Reward for killing the quest nemesis, the Bastard of the Boreal Valley, despite not being the official quest artifact
- Against living or undead creatures (i.e., not golems and other non-living creatures):
- Grants +1d8 to-hit
- Grants +1d30 fire damage (does not damage items)
- Target gains studied debuff equal to 1⁄4 damage dealt (cumulative).
- Grants fire resistance while carried
- Grants robe bonus to spellcasting while wielded
- Can be two-weaponed with Friede's Scythe despite being two-handed
Friede's Scythe
- Lawful, noble-favoring small metallic scythe
- Official quest artifact for female half-dragon nobles, found alongside the Profaned Greatscythe
- Has half damage bonus from strength, but gains bonus for dexterity and intelligence (capping at +8 each, +20 total)
- Ignores worn armor when calculating hits
- +6 to hit and +6 damage
- Doubles damage for non-cold-resistant targets; multiplies damage by 2.5 for fire-resistant, non-cold-resistant targets
- Grants magic resistance and cold resistance while carried
- Can be two-weaponed and held second to The Profaned Greatscythe
Yorshka's Spear
- Lawful, noble-favoring spear
- Found on the corpse of your quest leader
- In addition to the damage bonus from strength, gains bonus for dexterity and wisdom (capping at +8 each, +24 total)
- Deals blunt damage in addition to piercing damage
- Drains energy and increases spell cooldowns of monsters (if you are attacked with it, drains 14 from energy (minimum 0) and increases your breath cooldown by 1)
Racial artifacts: male half-dragon Noble
Dragon's Heart-Stone
- Nobleman-favoring flint stone
- Quest artifact for male half-dragon Nobles
- Doubles breath attack damage
- Doubles AC reduction with level from your thick hide
- Can behead enemies that don't know where you are
Law quest artifacts
The Rod of Seven Parts
- lawful intelligent silver spear
- +1d7 to-hit
- +1d20 damage vs non-lawful creatures
- 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 minimum)
- 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 vs mercenaries
- Invoke for a cannonade attack
- Does not count toward total number of artifacts generated
Chaos quest artifacts
Werebuster
- unaligned long sword
- +1d10 to-hit and +1d20 damage vs werebeasts
- does not count toward total number of artifacts generated
Masamune
- unaligned intelligent silvered tsurugi
- Generated with abnormally high enchantment
- Invoke to bless and raise enchantment to +3
- Does not count toward total number of artifacts generated
The Black Crystal
- chaotic crystal ball
- Grants magic resistance when carried
- Invoke to cast an area-effect death spell (flavored as a disintegration field, acts similarly to the effect of breaking a wand of death)
- Deals 2x damage when thrown
- Weighs only 100 units (vs 150 units for a regular crystal ball)
The Water Crystal
- unaligned crystal ball
- Grants cold resistance when carried
- Invoke to cast an area-effect ice spell
- Does not count toward total number of artifacts generated
- Weighs only 120 units (vs 150 units for a regular crystal ball)
The Fire Crystal
- unaligned crystal ball
- Grants fire resistance when carried
- Invoke to cast an area-effect fire spell
- Does not count toward total number of artifacts generated
- Weighs only 120 units (vs 150 units for a regular crystal ball)
The Earth Crystal
- unaligned crystal ball
- Half physical damage when carried
- Invoke to cast earthquake spell
- Does not count toward total number of artifacts generated
- Weighs only 160 units (vs 150 units for a regular crystal ball)
The Air Crystal
- unaligned crystal ball
- Grants shock resistance when carried
- Invoke to cast an area-effect shocking spell
- Does not count toward total number of artifacts generated
- Weighs only 80 units (vs 150 units for a regular crystal ball)
Nighthorn
- chaotic intelligent unicorn horn
- Grants +1d12 to-hit and +1d24 fire
- Causes a fiery explosion when it strikes a target
- Grants fire resistance when wielded
- Invoke to toggle levitation
- Counts as luckstone
- For chaotic players only, acts as scroll of scare monster vs non-chaotic creatures
- Will always blast its user
- Will blast and evade the grasp of lawfuls
Artifact books
- Can be found with a 10% chance in the true wizard's tower, Moloch's Sanctum, or Library of Law (the lair of Axus).
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 levelling up as a binder or from the Necronomicon.
- Non-binders can bind only one spirit at a time.
- Binders can bind up to their normal limit.
- Try to learn the name of a random spirit.
The Book of Infinite Spells =
- unaligned spellbook of secrets
- Stores a random spell inside
- Can be read to learn the spell
- Can be #invoked (timeout applies to both options) to either:
- turn the page, which randomly switches to another spell (includes the otherwise nearly unobtainable lightning bolt and poison spray)
- book-cast the spell with no power cost
Artifacts of the Archmagi
These are found with a 10% chance inside the true wizard's tower. It's a 10% chance for them all to spawn together, not for each.
Staff of Wild Magic
- unaligned Wizard-favoring intelligent quarterstaff
- Grants +1d20 to-hit and +1d4 damage
- Additional magic effects based on enchantment
- Knocks targets back
- May cause explosions centered on target
- Can be used as a digging instrument
- Grants automatic searching, luck, and displacement when wielded
- Invoke to refill Energy
Robe of the Archmagi
- unaligned Wizard-favoring intelligent robe
- In addition, the chaotic monk crowning gift
- Grants 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
The Staff of Twelve Mirrors
- neutral silver khakkhara
- Grants +1d5 to-hit and 2x damage +2d6
- Makes two attacks in melee
- 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
- Grants counterattack in melee (50% chance)
- Grants half physical damage while wielded
- Grants reflection while wielded
The Hand-Mirror of Cthylla
- unaligned mirror
- Replaces The Silver Key for binders, others cannot get it besides bones
- Grants automatic searching while carried
- Grants teleport control while carried
- If its invocation timeout is good, a creature (including you) that sees its reflection in the mirror takes 15d15 damage.
- Otherwise, it acts as an ordinary mirror.
The Silver Key
- neutral universal key
- When wielded, the invocation ritual can be performed without the Bell of Opening
- Refuses to be placed in bags
- Is indestructible.
- Grants fast energy recovery when carried
- Grants automatic searching when carried
- Grants teleport control when carried
- Grants polymorph control when carried
- Invoke for branchport
Quest artifacts
Itlachiayaque
- lawful Archeologist-favoring intelligent obsidian roundshield
- Archeologist quest item (from Archeologist patch)
- Grants fire resistance and dragonbreath reflection when equipped
- Grants magic resistance, telepathy, and half spell damage when carried
- Invoke to cast stinking cloud
The Annulus
- chaotic Anachrononaut-favoring silver chakram
- Anachrononaut quest item
- Can transform without limit into:
- silver chakram
- Grants +1d5 to-hit and 2x damage
- Returns to the hand when thrown, can be thrown multiple times in one attack.
- While wielded, grants the ability to cast force bolt and magic missile at 0% spell failure. Force bolt deals an additional +level⁄2 (round up) d12 damage.
- silver ring
- Does whatever silver rings do in the current game.
- Doubles unarmed attack damage and applies 2x its enchantment to unarmed attacks. This effect stacks with other unarmed-attack-boosting items.
- khakkhara
- A silver staff with extra (1–3)d20 silver damage.
- Grants +1d5 to-hit and 2x damage
- Invoke in this form to duplicate the effects of the Bell of Opening, including the invocation.
- lightsaber
- Can ignite two blades, is still one-handed.
- Grants +1d5 to-hit and +1 damage.
- As a lightsaber, grants 3x damage.
- Returns to the hand when thrown.
- Invoke in this form for charging.
- BFG
- A firearm with extremely high multishot. Can shoot any form of ammunition.
- Grants +1d5 to-hit and 2x damage
- Invoke in this form for silver bullets or a disintegration beam.
- silver chakram
- Secondary invocations (like charging, making bullets etc) in a certain form have a long invoke timeout. Changing the shape of the item itself is unaffected and can be done at will.
The Heart of Ahriman
- neutral Barbarian-favoring intelligent ruby
- Barbarian quest item
- Grants half spell damage, magic resistance, reflection and life drain resistance when carried
- Invoke to remove curse
- Grants +1d10 to hit and 2x damage if used as a projectile
The Lyre of Orpheus
- neutral Troubadour-favoring intelligent magic harp
- Troubadour quest item
- Can play any song
- Grants magic resistance when carried
- Causes all pets on the level to follow you between levels
- Can speak
- Invoke for taming
The Sceptre of Might
- lawful Caveman-favoring intelligent mace
- Caveman quest item
- Grants +1d5 to-hit and 2x damage
- Grants magic resistance when carried
- Invoke to toggle conflict
The Iron Ball of Levitation
- chaotic Convict-favoring intelligent heavy iron ball
- Given to Convicts by the quest leader at the start of the quest
- Grants +1d5 to hit and +1d10 damage
- Grants life drain resistance and warning vs all while carried
- Grants stealth while wielded.
- Invoke to toggle levitation
- Grants increased carrying capacity equal to its current weight
- Acts as a luckstone.
The Iron Spoon of Liberation
- chaotic Convict-favoring intelligent iron spoon
- Convict quest item
- Grants +1d5 to hit and 2x damage
- As a spoon, allows Convicts to make sneak attacks when used as a weapon
- Can be used to dig
- Engraves fast like an athame
- Grants magic resistance when carried
- Grants stealth while wielded
- Automatic searching when carried
- Adds enhancement bonus to search attempts
- Invoke to phase through walls
- Acts as a luckstone.
The Staff of Aesculapius
- neutral Healer-favoring intelligent silver-shod quarterstaff
- Healer quest item
- Grants +1 to hit and 2x negative-energy damage.
- Grants magic resistance while carried.
- Invoke for healing
The Magic Mirror of Merlin
- lawful Knight-favoring intelligent mirror
- Knight quest item
- Grants magic resistance, telepathy, and improved spellcasting while carried.
The Eyes of the Overworld
- neutral Monk-favoring intelligent glasses
- Monk quest item
- Grants magic resistance while carried.
- Invoke for enlightenment.
- Wear for X-ray vision.
The Mantle of Heaven
- lawful Noble-favoring intelligent ornamental cope (randomized cloak)
- Non-vampire Noble quest item
- Grants cold resistance while carried.
- Grants shock resistance while worn.
- Provides double the normal AC bonus.
- Allows for the use of the Noble's throne, notably a free wish and a free single-species genocide.
The Vestment of Hell
- chaotic Noble-favoring intelligent opera cloak (randomized cloak)
- Vampire Noble quest item
- Grants fire resistance while carried.
- Grants shock resistance while worn.
- Provides double the normal AC bonus.
- Allows for the use of the Noble's throne, notably a free wish and a free single-species genocide.
The Mitre of Holiness
- lawful Priest-favoring intelligent helm of brilliance
- Priest quest item
- Grants fire resistance while carried.
- Grants warning of undead.
- Invoke to refill energy.
The Treasury of Proteus
- chaotic Pirate-favoring intelligent chest
- Pirate quest item
- Grants magic resistance while carried.
- Grants resistance to curses while carried.
- Polymorphs its contents randomly.
- Is much lighter than a normal chest (50 units, 1⁄3 the weight of a crystal ball).
The Longbow of Diana
- chaotic Ranger-favoring intelligent silvered bow.
- Ranger quest item
- Grants +1d5 to hit and 2x damage.
- Grants reflection while wielded.
- Invoke to create ammo.
- Grants a +1 multishot bonus, or +2 to Rangers.
- Arrows have no maximum range.
The Master Key of Thievery
- chaotic Rogue-favoring intelligent skeleton key.
- Rogue quest item
- Grants warning, teleport control, and half physical damage while carried.
- Can speak.
- Invoke to untrap target square.
The Tsurugi of Muramasa
- lawful Samurai-favoring intelligent tsurugi.
- Samurai quest item
- Grants +1d2 to hit, 2x damage.
- Grants automatic searching and luck.
- Bisects targets (10%).
- Bloodthirsty (attacks neutral targets).
The Platinum Yendorian Express Card
- neutral Tourist-favoring intelligent silvered credit card.
- Tourist quest item
- Grants telepathy, magic resistance, and half spell damage while carried.
- Invoke for charging.
The Orb of Fate
- neutral Valkyrie-favoring intelligent crystal ball.
- Valkyrie quest item
- Grants warning, half spell and half physical damage when carried.
- Acts as a luckstone.
- Invoke for levelport.
Sol Valtiva
- chaotic fire giant-favoring two-handed sword.
- Lord Surtur's weapon
- +1d5 to hit, +1d24 fire damage.
- May cause a 6d6 fiery explosion centered on the target
- Petrifies trolls and dusts gremlins
- May blind targets
- Serves as a light source
- Can be applied like a polearm.
The Eye of the Aethiopica
- neutral Wizard-favoring intelligent amulet of ESP.
- Wizard quest item
- Grants fast energy regeneration, magic resistance, and half spell damage while carried.
- Invoke for branchport.
High-level artifacts
These are artifacts that can be #named by a specific role at a specific level.
The Kusanagi no Tsurugi
- lawful Samurai-favoring intelligent long sword
- Can be named at level 22 by Samurai, but only used as a weapon at level 30
- Grants +1d20 to-hit and +1d12 damage
- May behead targets
- Destroys elementals
- Grants energy regeneration while wielded
- Grants searching, seeking, and luck while carried
Snickersnee
- unaligned Samurai-favoring intelligent knife
- Can be named at level 18 or once quest is done by Tourists (not samurai)
- Does not resist being held second to other artifacts by Samurai or Tourists
- However, the character must be Skilled in two-weapon fighting to use it in the off-hand without suffering −20 to-hit.
- Grants +1d3 to-hit and +1d6 damage
- May behead targets
Dragon Lord Artifacts
Platinum Dragon Plate
- unaligned silver dragon scale mail
- Grants fire, cold, shock, disintegration, and sleep resistance, free action, magic resistance, and reflection
- 50% heavier than normal dragon scale (225 units vs the normal 150)
- Causes spell penalties as metal armor
- Drops from the Platinum Dragon. The Platinum Dragon's fortress appears above the Law quest in 1⁄8 of games.
Chromatic Dragon Scales
- unaligned black dragon scales
- Can be converted to Chromatic Dragon Scale Mail or Chromatic Dragon Scale Shield via the usual methods.
- Grants fire, cold, shock, disintegration, poison, life drain, sickness, acid, and stone resistance
- 50% heavier than normal dragon scale (225 units vs the normal 150)
- Drops from the Chromatic Dragon. The Chromatic Dragon is the Caveman quest nemesis, and appears in Gehennom in 1⁄8 of (non-Caveman) games.
Artifacts of the Lords of the Nine
Genocide
- lawful intelligent two-handed sword
- Grants +1d10 to-hit, +1d20 fire damage
- May cause a fiery explosion centered on the target
Rod of Dis
- lawful intelligent mace
- Grants +1d10 to-hit, +1d8 damage
- Invoke for taming
- Knocks targets back
Avarice
- lawful intelligent short sword
- Grants +1d10 to-hit, +1 damage
- Steals items from struck targets
Fire of Heaven
- lawful intelligent silvered trident
- Grants +1 to-hit, 2x fire damage
- Causes fiery explosions centered on struck target
- May cause electrical explosions centered on struck target
Diadem of Amnesia
- lawful intelligent dunce cap
- Invoke to toggle conflict
Shadowlock
- lawful intelligent rapier
- Grants +1d20 to-hit, 2x damage
- Ignores equipped armor
- Also deals 2d6 cold damage
- Can be applied like a polearm
- May behead target
- Deals 4d6 + enchantment damage to the wielded with every hit
- If the wielder is not immune to cold, also deals 2d6 cold damage to the wielder with every hit, which may freeze potions.
Thunder's Voice
- lawful intelligent silver dagger
- Grants +1d6 to-hit, +1d6 electrical damage
- May cause electrical explosions centered on struck target
Serpent's Tooth
- lawful intelligent athame
- permanently poisoned
Unblemished Soul
- lawful intelligent silvered unicorn horn
Wrath of Heaven
- lawful intelligent silvered long sword
- Grants +1 to-hit, 2x electrical damage
- Causes electrical explosions centered on struck target
- May cause fiery explosions centered on struck target
All-seeing Eye of the Fly
- lawful intelligent helm of telepathy
- Invoke to cast an area-effect death spell
Cold Soul
- lawful ranseur
- May cause fiery, cold, and electrical explosions centered on struck target
Sceptre of the Frozen Floor of Hell
- lawful intelligent iron bar
- Grants +1 to-hit, 2x cold damage
- Causes cold explosions centered on struck target
Caress
- lawful intelligent bullwhip
- Grants +1 to-hit, +1d20 electrical damage vs elves, humans, and dwarves
The Iconoclast
- lawful intelligent silver saber
- Grants +1d9 to-hit, +1d99 damage vs elves, humans, and dwarves
- Grants magic resistance when wielded
Artifacts of the Lords of the Abyss
The Three-Headed Flail
- chaotic intelligent flail
- Makes two bonus attacks against a struck target, each doing normal weapon damage (damage dice + enchantment). If both bonus attacks hit, the target is stunned and confused.
Heartcleaver
- chaotic intelligent halberd
- Grants +1 to-hit and 2x damage
- Can be used in melee combat
Wrathful Wind
- chaotic intelligent silvered club
- Grants +1d10 to-hit and 2x damage vs non-cold resistant monsters
- May cause a 6d6 icy explosion when it strikes a target
Sting of the Poison Queen
- chaotic intelligent flail
- Grants +1d4 to-hit, +1d12 damage
- Permanently poisoned
- Grants magic resistance when wielded
Doomscreamer
- chaotic intelligent two-handed sword
- Grants +1 to-hit, 2x damage against non-acid resistant monsters
- Grants acid resistance when wielded
Wand of Orcus
- chaotic wand of death
- Can be recharged indefinitely
- Cannot be wrested or broken
- Drains enemies when wielded for a melee attack
- If its invocation timer is good, allow a free zap despite 0 charges left
Artifacts of the Empyrial Lords
The first nine generated Throne Archons will spawn with a random one of these.
Sword of Erathaol
- lawful intelligent silvered long sword
- Grants +1d7 to-hit, 2x damage
- Grants protection against blinding
- May blind struck targets
- Turns gremlins to dust and trolls to stone
Saber of Sabaoth
- lawful intelligent silver saber
- Grants +1d7 to-hit, 2x damage
- Grants protection against blinding
- May blind struck targets
- Turns gremlins to dust and trolls to stone
Sword of Onoel
- lawful intelligent silvered two-handed sword
- Grants +1d7 to-hit, 2x damage
- Grants protection against blinding
- May blind struck targets
- Turns gremlins to dust and trolls to stone
Glaive of Shamsiel
- lawful intelligent silvered glaive
- Grants +1d7 to-hit, 2x damage
- Grants protection against blinding
- May blind struck targets
- Turns gremlins to dust and trolls to stone
Lance of Uriel
- lawful intelligent silvered lance
- Grants +1d7 to-hit, 2x damage
- Grants protection against blinding
- May blind struck targets
- Turns gremlins to dust and trolls to stone
Hammer of Barquiel
- lawful intelligent silvered lucern hammer
- Grants +1d7 to-hit, 2x damage
- Grants protection against blinding
- May blind struck targets
- Turns gremlins to dust and trolls to stone