DNetHack artifacts

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Revision as of 19:59, 20 June 2017 by EasterlyIrk (talk | contribs) (The Vestment of Hell)
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Artifacts in dNetHack can be divided into two broad categories: Wishable and Non-wishable. Wishable artifacts include those artifacts that can be given as divine gifts, including the generic crowning artifacts. Non-wishable artifacts include any artifacts found on Quests, as well as artifacts belonging to late-game enemies. Racial artifacts (for non-human Nobles & Dwarf Knight) are also Non-wishable.

Contents

Wishable Artifacts

Crowning Gifts

Excalibur

  • lawful intelligent knight-favoring long sword
  • Automatic searching
  • Adds enhancement bonus to search attempts
  • +1d5 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 Think-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
  • Protects against life drain attacks

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

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

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

Namable 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.

The 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.

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
  • Protects against lycathropy.
    • Demihumans: Minotaurs, Gnolls, Nagas, Mind Flayers, Deep Ones, Medusa, Centaurs

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
  • +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.

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

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-+2 enchantment maximizes damage against magic-resistant foes (Average damage is the same for +0, +1, and +2)
      • +7 enchantment is least-bad vs magic sensitive foes.

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

Gilded 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.


Mirror Brand

  • neutral silvered long sword
  • Vs non-neutral targets it grants +1 to hit, 2x damage, as well as additional magic effects
  • Grants reflection.

Sunsword

  • lawful silvered long sword
    • If you are more skilled in shortswords than in longswords, uses the shortsword 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+3x enchantment to both large and small creatures.
    • 'a'pply 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
  • Protects against cold damage
  • Allows moving 4x as fast for multi-tile movements
  • Can be invoked to activate 3 separate abilities
    • 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.
    • Each ability is on its own timer

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
  • Halves damage, both physical and magical
  • Toggles water walking when invoked
  • Provides magic resistance when wielded
    • 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 level drain resistance while wielded
  • Grants cold resistance while carried
  • Invoke for healing

The Lifehunt Scythe

  • large chaotic scythe
  • 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 (ie, are an unpolymorphed Rogue or have Andromalius bound)
  • Grants level drain resistance and stealth while wielded
  • Grants cold resistance while carried
  • Invoke to toggle invisibility
  • Bloodthirsty (attacks neutral targets).

The Silence Glaive

  • unaligned glaive
  • +1 to hit
  • +1 damage
  • drains levels from target
  • protects against level 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.

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.

Artifact Armors

Tie-Dye Shirt of Shambhala

  • neutral t-shirt
  • Read to cure afflictions (as unicorn horn). Blocked by non-crystal body armor.
  • Invoke for enlightenment
  • Greatly increases carrying capacity
  • Can be enchanted to +7
  • Enhances charisma if worn without torso armor
  • Enhances wisdom if worn with torso armor
  • Can only be picked up by neutral characters with at least a 20 alignment record (eligible for quest) and enough experience to no long be considered a beginner.

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
  • 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 Bolt 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 better 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
    • Also 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

Non-Wishable Artifacts

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 half again.
  • Invoke to bless and generate a small stack of throwing stars
    • Throwing stars count as silver as long as you are wielding Silver Starlight
  • Apply to play as a magic flute
    • If invoke cooldown is active, drains a point of enchantment
    • Otherwise, sets invoke cooldown.

Wrathful Spider

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

Tentacle Rod

  • Traitor's Quest Object
  • 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 (a)pplied, 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.
    • Releasing light will not disintegrate the cloak, nor will releasing darkness.

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

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
    • Ensnares target in webbing
    • Can be used in melee

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

The Web of the Chosen

  • Quest Object
  • Chaotic, Noble-favoring intelligent silvered droven cloak
  • Grants Reflection while worn
  • Grants half spell damage while worn
  • Grants Acid resistance while worn
  • Grants 2x the normal AC bonus from enchantment
  • Grants Shock resistance while carried

The Web of Lolth

The Claws of the Revenancer

Liecleaver

  • Lawful crowning gift
  • Lawful drow-favoring droven crossbow
  • Grants +1d5 to-hit and +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 drain-life 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

Liecleaver

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 when worn
  • Grants Half physical damage when worn
  • Grants +10 AC when worn
  • Grants Fire and Cold resistance when worn

The Arkenstone

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

The Palantir of Westernesse

  • Chaotic, elf-favoring intelligent crystal ball
  • Invoke to tame nearby monsters
  • Grants xray vision when carried
  • Grants telepathy when carried
  • Grants waring 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

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 immunity to lifedrain when wielded
  • Increases in power when used in combat
  • Invoke to use a variety of command-word activated effects (spoiler page)
  • Read to study writing engraved on weapon (gives clues about command words)
  • The Rod of Seven Parts 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
  • Deals 2x damage when thrown
  • Weighs only 40 units (vs 150 units for a regular crystal ball)

The Water Crystal

  • unaligned crystal ball
  • Grants cold resistance when carried
  • Invoke to cast an area-effect ice spell
  • Does not count toward total number of artifacts generated
  • Weighs only 40 units (vs 150 units for a regular crystal ball)

The Fire Crystal

  • unaligned crystal ball
  • Grants fire resistance when carried
  • Invoke to cast an area-effect fire spell
  • Does not count toward total number of artifacts generated
  • Weighs only 20 units (vs 150 units for a regular crystal ball)

The Earth Crystal

  • unaligned crystal ball
  • Halve hp damage from physical attacks when carried
  • invoke to cast earthquake spell
  • Does not count toward total number of artifacts generated
  • Weighs only 80 units (vs 150 units for a regular crystal ball)

The Air Crystal

  • unaligned crystal ball
  • Grants electricity resistance when carried
  • Invoke to cast an area-effect shocking spell
  • Does not count toward total number of artifacts generated
  • Weighs only 20 units (vs 150 units for a regular crystal ball)

Nighthorn

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

Neutral Quest Artifacts

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 loose a level. Your failure chance is (number names known)/31.
    • Bind your soul to one of the known spirits without any ritual.
      • Non-binders can bind only one spirit at a time.
      • Binders can bind up to their normal limit.

The Book of Infinite Spells

  • unaligned spellbook of secrets
  • Stores a random spell inside
  • Can be read to learn the spell, or to bookcast the spell for free
  • Each time you relearn the spell or bookcast, there is a 1/20 chance of the book randomly switching to another spell

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 it's 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
  • Can be used in the invocation ritual instead of the Bell of Opening (Wield the key while reading from the Book of the Dead with the Candelabrum of Invocation lit).
  • 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

Italchiayaque

  • lawful Archeologist-favoring intelligent shield of reflection
    • Archeologist quest item (from Archeologist patch)
  • Grants fire resistance when equipped.
  • Grants magic resistance, ESP, 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 +1/2 level (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 (1-3d20) silver damage.
      • Grants +1d5 to-hit and 2x damage
      • Invoke in this form to duplicate the effects of the Bell of Opening, including the invocation.
    • lightsaber
      • Can ignite two blades, is still one-handed.
      • Grants +1d5 to-hit and +1 damage.
      • As a lightsaber, grants 3x damage.
      • Returns to the hand when thrown.
      • Invoke in this form for charging.
    • BFG
      • A firearm with extremely high multishot. Can shoot any form of ammunition.
      • Grants +1d5 to-hit and 2x damage
      • Invoke in this form for silver bullets or a disintegration beam.
  • Secondary invocations (like charging, making bullets etc) in a certain form have a long invoke timeout. Changing the shape of the item itself is unaffected and can be done at will.

The Heart of Ahriman

  • neutral Barbarian-favoring intelligent ruby
    • Barbarian quest item
  • Grants Half-spell damage, magic resistance, reflection and 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 while carried.
  • Grants Telepathy while carried.
  • Grants 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 xray vision.

The Mantle of Heaven

  • lawful Noble-favoring intelligent ornamental cope (randomized cloak)
    • Non-vampire Noble quest item
  • Grants Cold resistance while carried.
  • Grants Electricity resistance and Cold 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 Electricity 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 (poor-man's polypile).
  • Is lighter than a normal chest (150 units, the same as 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 Palantir of Westernesse

  • chaotic Elf-favoring intelligent crystal ball.
    • Possible Elf-Ranger quest item
  • Grants Warning, Telepathy, Reflection, and 3-squares of xray vision while carried.

Belthronding

  • chaotic Elf-favoring intelligent elven bow.
    • Possible Elf-Ranger quest item
  • Grants +1d5 to hit and 2x damage.
  • Grants displacement while carried.
  • Grants stealth and displacement while wielded.
  • Invoke to create ammo.
  • Grants a +1 multishot bonus, or +2 to Elves.

The Rogue Gear-spirits

  • neutral Ranger-favoring intelligent crossbow.
    • Gnomish Ranger quest item
  • Grants +1d5 to hit and 2x damage (shoots 2 bolts instead of 1). If there's 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, ESP 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 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 orb.
    • 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.
  • +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

High-level artifacts are artifacts that can be #named by a specific role at a specific level

Staff of the Archmagi

  • unaligned Wizard-favoring intelligent quarterstaff
  • Can be named at level 30 by Wizards
  • 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
  • Can be named at level 30 by Wizards
  • Grants magic resistance and reflection while worn
  • Invoke to refill Energy
  • Can be enchanted to +7

Hat of the Archmagi

  • unaligned Wizard-favoring intelligent cornuthaum
  • Can be named at level 30 by Wizards
  • Grants warning and xray vision while worn
  • Can speak
  • Invoke to refill Energy

The Kusanagi no Tsurugi

  • lawful Samurai-favoring intelligent long sword
  • Can be named at level 18 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 Armor

Platinum Dragon Plate

  • unaligned silver dragon scale mail
  • Grants magic resistance and reflection
  • Can put targets to sleep (5% chance per attack)
  • Can disintegrate struck targets (2.5% chance per attack)
  • Grants extra damage
    • +1d10 fire
    • +1d10 electricity
  • Half again as heavy as normal dragon scale (making it 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 (A shield would make you lose all the offensive abilities)
  • Grants Fire, Cold, Shock, Disintegration, and Poison resistance
  • Can disintegrate struck targets (5% chance per attack)
  • Grants extra damage
    • +1d3 fire (1d8 if mail)
    • +1d3 electricity (1d8 if mail)
    • +1d3 cold (1d8 if mail)
    • Poison
  • Half again as heavy as normal dragon scale (making it 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
  • Does not count against artifacts generated for wishing and sacrifice

Rod of Dis

  • lawful intelligent mace
  • Grants +1d10 to-hit, +1d8 damage
  • Invoke for taming
  • Knocks targets back
  • Does not count against artifacts generated for wishing and sacrifice

Avarice

  • lawful intelligent short sword
  • Grants +1d10 to-hit, +1 damage
  • Steals items from struck targets
  • Does not count against artifacts generated for wishing and sacrifice

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
  • Does not count against artifacts generated for wishing and sacrifice

Diadem of Amnesia

  • lawful intelligent dunce cap
  • Invoke to toggle conflict
  • Does not count against artifacts generated for wishing and sacrifice

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.
  • Does not count against artifacts generated for wishing and sacrifice

Thunder's Voice

  • lawful intelligent silver dagger
  • Grants +1d6 to-hit, +1d6 electrical damage
  • May cause electrical explosions centered on struck target
  • Does not count against artifacts generated for wishing and sacrifice

Serpent's Tooth

  • lawful intelligent athame
  • permanently poisoned
  • Does not count against artifacts generated for wishing and sacrifice

Unblemished Soul

  • lawful intelligent silvered unicorn horn
  • Does not count against artifacts generated for wishing and sacrifice

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
  • Does not count against artifacts generated for wishing and sacrifice

All-seeing Eye of the Fly

  • lawful intelligent helm of telepathy
  • Invoke to cast an area-effect death spell
  • Does not count against artifacts generated for wishing and sacrifice

Cold Soul

  • lawful ranseur
  • May cause fiery, cold, and electrical explosions centered on struck target
  • Does not count against artifacts generated for wishing and sacrifice

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
  • Does not count against artifacts generated for wishing and sacrifice

Caress

  • lawful intelligent bullwhip
  • Grants +1 to-hit, +1d20 electrical damage vs elves, humans, and dwarves
  • Does not count against artifacts generated for wishing and sacrifice

The Iconoclast

  • lawful intelligent silver saber
  • Grants +1d9 to-hit, +1d99 damage vs elves, humans, and dwarves
  • Grants magic resistance when wielded
  • Does not count against artifacts generated for wishing and sacrifice

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.
  • Does not count against artifacts generated for wishing and sacrifice

Heartcleaver

  • chaotic intelligent halberd
  • Grants +1 to-hit and 2x damage
    • Can be used in melee combat
  • Does not count against artifacts generated for wishing and sacrifice

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
  • Does not count against artifacts generated for wishing and sacrifice

Sting of the Poison Queen

  • chaotic intelligent flail
  • Grants +1d4 to-hit, +1d12 damage
  • Permanently poisoned
  • Grants magic resistance when wielded
  • Does not count against artifacts generated for wishing and sacrifice

Doomscreamer

  • chaotic intelligent two-handed sword
  • Grants +1 to-hit, 2x damage against non-acid resistant monsters
  • Grants acid resistance when wielded
  • Does not count against artifacts generated for wishing and sacrifice

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
  • Does not count against artifacts generated for wishing and sacrifice

Artifacts of the Empyrial Lords

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
  • Does not count against artifacts generated for wishing and sacrifice

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
  • Does not count against artifacts generated for wishing and sacrifice

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
  • Does not count against artifacts generated for wishing and sacrifice

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
  • Does not count against artifacts generated for wishing and sacrifice

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
  • Does not count against artifacts generated for wishing and sacrifice

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
  • Does not count against artifacts generated for wishing and sacrifice