dNetHack artifacts

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Artifacts in dNetHack can be divided into two broad categories: wishable and non-wishable. Wishable artifacts include those artifacts that can be given as divine gifts, excluding the generic crowning artifacts. Non-wishable artifacts include any artifacts found ons, as well as artifacts belonging to late-game enemies and found on alignment quests. Racial artifacts (for non-human Nobles, Dwarf Knight, etc.) 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.

For the rules for wishing for artifacts, see dNetHack artifact wishing. (Spoilers!)

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 (elementals and similar), aliens (mind flayers, U (unknown abominations), and a couple drow) 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.
  • Because of its long warning list, it's absolutely worth keeping around in open inventory.

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
  • +12 damage vs small creatures
  • +1d12 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.
  • Deals +7 holy damage to holy-haters

Kingslayer

  • chaotic stiletto
  • Does not resist being held second to other artifacts
  • Against monster lords and princes (including the late-game demon and devil lords) 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

Xiuhcoatl

  • lawful archeologist-favoring atlatl / bullwhip
    • As an atlatl, can fire javelins just like throwing works, but adds double strength bonus and has no maximum range
  • Has 1d5 to hit and deals 1d10 extra fire damage (in melee as a bullwhip, in ranged combat when firing javelins as an atlatl) and grants fire resistance when wielded
  • Can be #invoked to change between atlatl and bullwhip at no cost
  • In atlatl form, can be #invoked to generate javelins, which has a cooldown

Cleaver

  • neutral Barbarian-favoring battle axe
  • First gift given to Barbarians starting with a battle axe
  • +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.

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.

Double-damage artifacts

Grayswandir

  • lawful silver saber
  • +1 to hit, 2x damage
  • Warning vs all
  • Grants hallucination resistance while wielded

Frost Brand

  • unaligned glass bladed weapon
    • Type varies per game, but will always be consistent for both Fire and Frost Brand.
      • Can be wished for or found as nonmagical gauntlets, or any weapon that's a bladed weapon, not a charged weapon (vibro- or force-) and whose base size isn't two-handed. Any valid object has the normal artifact spawn chance. Once either Brand has spawned, the other Brand will only spawn from the matching object type.
      • When given as a gift, has a 1/3 chance to be a long sword. Otherwise it will be equally likely to be: saber, scimitar, gauntlets, broadsword, axe, short sword, athame
  • +1 to hit, 2x cold damage
  • Grants cold resistance while wielded

Fire Brand

  • unaligned obsidian bladed weapon
    • Type varies per game, but will always be consistent for both Fire and Frost Brand. Once either Brand has spawned, the other Brand will only spawn from the matching object type.
      • Can be wished for or found as nonmagical gauntlets, or any weapon that's a bladed weapon, not a charged weapon (vibro- or force-) and whose base size isn't two-handed. Any valid object has the normal artifact spawn chance.
      • When given as a gift, has a 1/3 chance to be a long sword. Otherwise it will be equally likely to be: saber, scimitar, gauntlets, broadsword, axe, short sword, athame
  • +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.

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 for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
  • 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.
    • 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 d(current level) extra damage
    • Severely reduces your natural healing rate
    • Scales its damage by your current hp percentage
  • When Atma Weapon is wielded while cursed and activated, or attempted to be activated while either cursed or uncharged, it will drain a level and uncurse / charge itself (only applies if you don't have drain resistance)
  • If you are drain resistant, its base damage is decreased to 2d10+(2x enchantment)
  • Otherwise follows lightsaber rules.

Limited Moon

  • chaotic silver two-handed moon axe
  • +1 to hit
  • 2x damage
    • Damage is adjusted by your current energy %
    • Drains 3 pw per hit

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.
  • Deals an extra 3d7 holy damage or 3d9 unholy damage when blessed/cursed again those who hate holy/unholy
  • 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):
    • +1d6 to hit and 1d6 damage
    • Target gains studied debuff equal to damage dealt (cumulative).
    • You recover HP equal to 12 damage dealt.
    • You gain studied debuff equal to 14 damage dealt (cumulative).
    • Triggers sneak attack against 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)
      • Can behead target if and only if sneak attacking.
  • Grants double dexterity bonus in addition to double strength bonus to damage, for +16 when you have 25 in both stats
  • Grants life drain resistance and stealth while wielded
  • Grants cold resistance while carried
  • Invoke to toggle invisibility
  • Bloodthirsty (attacks neutral targets)

The Holy Moonlight Sword

  • unaligned metallic long sword
  • Unlit, blessed sword has +1d20 to hit, +1d10+Enchantment vs holy-haters (undead, demons, etc.), and counts as silver against silver-haters
  • Apply to light up and become a larger, 2-handed, non-silver long sword that deals 2x damage to magic-sensitive targets. While lit:
    • Effective size increases from medium to huge (2 steps)
      • Size increase makes the sword two-handed for most characters
      • Size increase improves damage by 4 die faces (1d8/1d12 → 1d12/1d16)
    • Grants clairvoyance while wielded
    • Using the #fire command will launch an explosive magic projectile and attack in the indicated direction (costs 25 energy). The explosion does 2d12+2xEnchantment.
      • Note that the explosion from the projectile can damage the player character and any pets adjacent to the target. Player-style MR prevents this damage
    • Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
  • Invoke for enlightenment.
  • Heals you for a portion of base damage dealt. Heals 30% rounded up when lit, 10% rounded up when unlit.
    • The heal amount is calculated before the double damage to magic-sensitive targets, or any silver/holy bonus damage. It DOES include the increased die size from a lit sword.

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 Saber

  • unaligned silver rakuyo (or rakuyo-saber)
  • Grants +1d8 to hit and +1d8 damage
  • If gifted, unrestricts saber, dagger, and two-weaponing skills
  • When unlatched, Blade Dancer's Dagger replaces the normal rakuyo-dagger
  • Has all the normal benefits/penalties of a rakuyo/rakuyo-saber, including insight bonuses
  • Grants +4 movement points on a hit, up to once per turn
    • When Blade Dancer's Dagger is offhanded (regardless of two-weaponing), grants another +2 points per hit for +6 total

Blade Dancer's Dagger

  • unaligned silver rakuyo-dagger
  • Grants +1d4 to hit and +1d4 damage
  • Can't be wished for, gifted, or otherwise obtained except from bones and unlatching Blade Singer's Saber
  • Does not count toward artifacts generated
  • Has all the normal benefits/penalties of a rakuyo-dagger, including insight bonuses
  • Grants +4 movement points on a hit, up to once per turn
    • When Blade Singer's Saber is offhanded (regardless of two-weaponing), grants another +2 points per hit for +6 total

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
  • Grants Fire Resistance while wielded

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 an extra attack at xp level 16, however the extra attack is made with a -15 to-hit penalty
  • Invoke to toggle extrinsic (very fast) speed.

Sky Render

  • lawful 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.

Staff of Necromancy

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

Green Dragon Crescent Blade

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

Plague

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

Callandor

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

Wallet of Perseus

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

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, MC3, and life drain resistance while worn
  • Can be enchanted to +7

Aegis

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

Grandmaster's Robe

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

Beastmaster's Duster

  • lawful leather jacket
    • Will sometimes blast cross-aligned characters when they are hit in combat (110 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 silver roundshield
  • Resist hallucinations while worn
  • Grants reflection while worn
  • Invoke to toggle conflict
  • Can enchant to +7

Shield of the All-Seeing

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

Shield of Yggdrasil

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

Whisperfeet

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

Water Flowers

  • chaotic silvered water walking boots
    • Adds silver damage to kick attacks
  • Invoke for hungerless teleport
  • 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
    • Base item material is still iron, so they will give regeneration penalties to elves/drow but not vampires
  • 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)
  • Grants half spell damage
  • Inflicts a spell-casting penalty due to being based on the metal gauntlets of power (this is deliberate)

Premium Heart

  • unaligned gauntlets of power
    • Also increase dexterity by enchantment, identical to gauntlets of dexterity
    • Can be enchanted to +7
  • +1 to hit and 2x damage
  • Unarmed attacks have greatly increased chance of a staggering blow
    • (skill level)20, rather than (skill level)100
  • Damaged multiplier increased by +1x for each status ailment currently afflicting you
    • HP at less than 14 maximum
    • HP at less than 116 maximum
    • Blindness
    • Confusion
    • Hallucinating
    • Wounded legs
    • Stunned
    • Sickness
    • Gradual stoning
    • Strangulation
    • Vomiting
    • Slimed
    • Fumbling
  • If gifted, unrestricts martial arts skill

Godhands

  • lawful golden gauntlets of power
    • Set Dexterity to 25
    • Can be enchanted to +7
  • +1d20 to-hit and +1d10 damage
  • Deals an extra 3d7 holy/unholy damage when blessed/cursed, in addition to 1d20/2d9 holy/unholy damage from the base item
  • Grants drain resistance when worn

Cloak of the Unheld One

  • neutral intelligent oilskin cloak
  • Grants sleep resistance while carried
  • Grants free action while worn
  • Grants magic resistance while worn
  • Grants MC3 while worn
  • Invoke to teleport
  • Can enchant to +7

Frost Treads

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

Grappler's Grasp

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

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, grants +7 to-hit and +3d7 damage vs holy-haters
  • 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 12 the extra d8's damage
    • Occasionally (10%) converts its entire base damage to level drain (1 level per 4 points of damage)
  • Grants drain resistance when wielded
  • Always counts as cursed vs unholy-hating monsters, and gets +4d9 extra damage against them
  • Grants 25 Str and 25 Con when wielded in main hand.
  • Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)

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


Ehecailacocozcatl

  • lawful archeologist favoring amulet of magical breathing
  • Grants reflection and energy regeneration when worn
  • Invoke to summon tame high level wind elementals

Amhimitl

  • neutral bone javelin
  • 1d5 to hit and 1d8 fire damage
  • Deals an extra 3d4 holy or unholy damage when blessed or cursed respectively
  • Can be multishot and returns to quiver when fired
    • Note - it will occasionally misfire when cursed, unless the wielder is weldprood

The Tecpatl of Huhetotl

  • chaotic bone tecpatl
    • As a tecpatl, deals 1d8 to small and 1d6 to large
  • Has 1d5 to hit and deals 1d8 extra damage
  • Deals an extra 1d4 unholy damage even when uncured or blessed, and 2d4 unholy damage when cursed (for 3d4 total)
  • If the monster has blood, deals an extra 2d4 damage. If this kills the monster, your prayer timeout and god's anger are reduced by the same amount you would gain from sacrificing the corpse (no luck or any other effects though)

Hermes's Sandals

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

Poseidon's Trident

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


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

Wrathful Spider

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

Tentacle Rod

  • Traitor's quest object
  • Drow-favoring intelligent flail
  • +1d7 to-hit and +1 to damage
    • Receives no damage bonus from your skill or its enhancement (you still get the to-hit bonus)
    • Receives 12 normal damage bonus from strength
  • Decreases spell failure while wielded
  • Absorbs curses while wielded
  • Attacks up to 7 times per swing
    • If it hits 3 or more times it blinds, stuns, or confuses the target.
    • If it hits 6 or more times, it also slows, paralyzes, or drives the target insane.
    • If it hits 7 times, it also does an up to an additional 7d7 damage of various types.
      • 1d7 per missing resistance of: shock, acid, poison, drain, magic, in addition to 2d7 if the monster doesn't resist both fire and cold.

Crescent Blade

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

The Web of Lolth

  • Chaotic crowning gift
  • Chaotic, drow-favoring intelligent silvered elven mithril coat
  • 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)
  • Prevents you from being trapped in webs (you will pass through the square as if it were floor)
    • Does not conflict with the Black Web's bonus AC for being trapped in a web, simply standing on a web with Spidersilk will suffice
  • Adds sleep poison to unarmed attacks.

Tentacle Rod

Webweaver's Crook

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

Lolth's Fang

  • Chaotic/Neutral crowning gift
    • Lawfuls learn the seal of the Black Web spirit, which grants shadow-based powers when bound
  • Drow-favoring intelligent silvered droven short sword
  • Adds +1d5 to-hit and +1d10 acid damage
    • Permanently poisoned
  • Grants life drain resistance while wielded

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.

The Web of the Chosen

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

The Web of Lolth

The Claws of the Revenancer

Liecleaver

  • Lawful crowning gift
  • Lawful drow-favoring droven crossbow
  • Grants +1d5 to-hit and +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 Death-Spear of Vhaerun

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

Cloak of the Consort

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

The Ruinous Descent of Stars

  • Chaotic crowning gift
  • Chaotic, drow-favoring intelligence silvered morning star
  • Grants +1 to-hit and 2x damage
  • Invoke to cause up to 1d4 (1d(level10 + 1)) clusters of fiery explosions and earthquakes at random places on the current level
  • Grants magic resistance when carried

Lolth's Fang

Liecleaver

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

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.

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

Aryfaern Kerym

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

Aryvelahr Kerym

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

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 14 damage dealt (cumulative).
  • Grants fire resistance while carried
  • Grants robe bonus to spellcasting while wielded
  • Can be two-weaponed with Friede's Scythe despite being two-handed

Friede's Scythe

  • Lawful, noble-favoring small metallic scythe
  • Official quest artifact for female half-dragon nobles, found alongside the Profaned Greatscythe
  • Has half damage bonus from strength, but gains bonus for dexterity and intelligence (capping at +8 each, +20 total)
  • Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
  • +6 to hit and +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 metallic spear
  • +1d7 to-hit
  • +1d20 damage vs non-lawful creatures
  • Grants extra holy/unholy damage based on beatitude
    • When blessed, does +1d20 damage to holy-haters
    • When uncursed, does +1d10 damage to both holy- and unholy-haters
    • When cursed, does +1d20 damage to unholy-haters
  • Can be used to joust, will not break when used to joust.
  • Grants life drain resistance when wielded
  • Cannot be enchanted past +7, but will never evaporate when attempting to do so
  • Increases in power when used in combat (every 7th successful hits increases the enchantment by 1, up to a 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
  • It is guaranteed at the Chaos quest, but likely isn't even worth picking up.

Masamune

  • unaligned intelligent silvered tsurugi
  • Generated with abnormally high enchantment
  • Invoke to bless and raise enchantment to +3
  • Does not count toward total number of artifacts generated

The Black Crystal

  • chaotic crystal ball
  • Grants magic resistance when carried
  • Grants slotless warning when carried
  • Invoke to cast an area-effect death spell (flavored as a disintegration field, acts similarly to the effect of breaking a wand of death)
  • Deals 2x damage when thrown
  • Weighs only 30 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 10 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 100 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 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

Mantle of Wrath

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

Shard from Morgoth's Crown

  • chaotic iron ring (actual ring type varies per game)
    • Has the base type of whatever the "iron ring" appearance is. If iron rings are polymorph in the current game, becomes a twisted ring instead
  • Grants shock resistance while worn (even if the base type is shock resistance)
  • Grants magic resistance while carried
  • When worn on either hand, grants +6 to all attribute scores (maximum 25, bypassing racial maximums)

Artifact books

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

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

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

The Necronomicon

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

The Book of Lost Names

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

The Book of Infinite Spells

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

Artifacts of the Archmagi

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

Sansara Mirror

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

The 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 +level2 (round up) d12 damage.
    • silver ring
      • Does whatever silver rings do in the current game.
      • Doubles unarmed attack damage and applies 2x its enchantment to unarmed attacks. This effect stacks with other unarmed-attack-boosting items.
    • khakkhara
      • A silver staff with extra (1–3)d20 silver damage.
      • Grants +1d5 to-hit and 2x damage
      • Invoke in this form to duplicate the effects of the Bell of Opening, including the invocation.
    • lightsaber
      • Can ignite two blades, is still one-handed.
      • Grants +1d5 to-hit and +1 damage.
      • As a lightsaber, grants 3x damage.
      • Returns to the hand when thrown.
      • Invoke in this form for charging.
    • BFG
      • A firearm with extremely high multishot. Can shoot any form of ammunition.
      • Grants +1d5 to-hit and 2x damage
      • Invoke in this form for silver bullets or a disintegration beam.
  • Secondary invocations (like charging, making bullets etc) in a certain form have a long invoke timeout. Changing the shape of the item itself is unaffected and can be done at will.

The Heart of Ahriman

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

The Lyre of Orpheus

  • neutral 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
  • Sets strength to 25 when wielded
  • Knocks struck enemies back
  • 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 free action when carried
  • Grants stealth while wielded
  • Automatic searching when carried
  • Adds enhancement bonus to search attempts
  • Invoke to phase through walls
  • Acts as a luckstone.

The Staff of Aesculapius

  • neutral Healer-favoring intelligent silver-shod quarterstaff
    • Healer quest item
  • Grants +1 to hit and 2x negative-energy damage.
  • Grants 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.
  • Can be enchanted to +7

The Treasury of Proteus

  • chaotic Pirate-favoring intelligent chest
    • Pirate quest item
  • Grants magic resistance while carried.
  • Grants resistance to curses while carried.
  • Polymorphs its contents randomly.
  • Is much lighter than a normal chest (50 units, 13 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.
  • +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 18 of games.

Chromatic Dragon Scales

  • unaligned black dragon scales
    • Can be converted to Chromatic Dragon Scale Mail or Chromatic Dragon Scale Shield via the usual methods.
  • Grants fire, cold, shock, disintegration, poison, life drain, sickness, acid, and stone resistance
  • 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 18 of (non-Caveman) games.

Artifacts of the Lords of the Nine

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

Genocide

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

Rod of Dis

  • lawful intelligent mace, wielded by Dispater
  • Grants +1d10 to-hit, +1d8 damage
  • Invoke for taming
  • Knocks targets back

Avarice

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

Fire of Heaven

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

Diadem of Amnesia

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

Shadowlock

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

Thunder's Voice

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

Serpent's Tooth

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

Unblemished Soul

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

Wrath of Heaven

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

All-seeing Eye of the Fly

  • lawful intelligent large helm of telepathy, worn by Baalzebub
  • Invoke to cast an area-effect death spell

Cold Soul

  • lawful large ranseur, wielded by Mephistopheles
  • Causes fiery, cold, and electrical explosions centered on struck target with a 1/4 chance each

Sceptre of the Frozen Floor of Hell

  • lawful intelligent metallic quarterstaff, wielded by Baalphegor
  • Grants +1 to-hit, 2x cold damage
  • Causes cold explosions centered on struck target
  • Invoke to cast an area-effect ice spell

Caress

  • lawful intelligent bullwhip, wielded by Glasya
  • Grants +1 to-hit, +1d20 electrical damage vs elves, humans, and dwarves
  • Grants shock resistance while wielded

The Iconoclast

  • lawful intelligent silver saber, wielded by Daemon
  • Grants +1d9 to-hit, +1d99 damage vs elves, humans, and dwarves
  • Grants magic resistance when wielded

Artifacts of the Lords of the Abyss

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

The Three-Headed Flail

  • chaotic large intelligent flail, wielded by Yeenoghu
  • Makes two bonus attacks against a struck target, each doing normal weapon damage (damage dice + enchantment). If both bonus attacks hit, the target is stunned and confused.

Heartcleaver

  • chaotic intelligent halberd, wielded by Baphomet
  • Grants +1 to-hit and 2x damage
  • Can be used in melee combat

Wrathful Wind

  • chaotic intelligent huge silvered club, wielded by Kostchtchie
  • Grants +1d10 to-hit and 2x cold damage
  • Causes cold explosions centered on struck target with a 1/4 chance

Sting of the Poison Queen

  • chaotic intelligent large flail, wielded by Shaktari
  • Grants +1d4 to-hit, +1d12 damage
  • Permanently poisoned
  • Grants magic resistance when wielded

Scourge of Lolth

  • chaotic intelligent silver 8-headed viperwhip, wielded by the Avatar of Lolth
  • Grants +1 to hit and double damage vs elves (but not drow)
  • Grants warning of elves when carried
  • Uses exploding dice

Doomscreamer

  • chaotic intelligent two-handed sword, wielded by Graz'zt
  • Grants +1 to-hit, 2x damage against non-acid resistant monsters
  • Grants acid resistance when wielded

Wand of Orcus

  • chaotic huge wand of death, wielded by Orcus
  • Can be recharged indefinitely
  • Cannot be wrested or broken
  • When wielded as a melee weapon, has +1d5 to hit and +1d12 life-draining damage
  • If its invocation timer is good, allow a free zap despite 0 charges left

Artifacts of the Empyrial Lords

The first eight generated Throne Archons will spawn with a random one of these, with Sunsword and Demonbane possible as well. There is no specific order to the spawns.

All of the angelic weapons are lawful intelligent, silver, and are large size. They all have +1d7 to hit and +1d10 damage, and grant protection vs blinding. They all will dust gremlins and stone trolls, and blind struck targets with a 1/3 chance. They all grant searching when wielded, and light up like Sunsword.

Sword of Erathaol

  • lawful intelligent large silver long sword
  • Grants +1d7 to-hit and +1d10 damage
  • Grants protection against blinding and searching when wielded
  • May blind struck targets
  • Serves as a light source
  • Turns gremlins to dust and trolls to stone

Saber of Sabaoth

  • lawful intelligent large silver saber
  • Grants +1d7 to-hit and +1d10 damage
  • Grants protection against blinding and searching when wielded
  • May blind struck targets
  • Serves as a light source
  • Turns gremlins to dust and trolls to stone

Sword of Onoel

  • lawful intelligent large silver two-handed sword
  • Grants +1d7 to-hit and +1d10 damage
  • Grants protection against blinding and searching when wielded
  • May blind struck targets
  • Serves as a light source
  • Turns gremlins to dust and trolls to stone

Glaive of Shamsiel

  • lawful intelligent large silver glaive
  • Grants +1d7 to-hit and +1d10 damage
  • Grants protection against blinding and searching when wielded
  • May blind struck targets
  • Serves as a light source
  • Turns gremlins to dust and trolls to stone

Lance of Uriel

  • lawful intelligent large silver lance
  • Grants +1d7 to-hit and +1d10 damage
  • Grants protection against blinding and searching when wielded
  • May blind struck targets
  • Serves as a light source
  • Turns gremlins to dust and trolls to stone

Hammer of Barquiel

  • lawful intelligent large silver lucern hammer
  • Grants +1d7 to-hit and +1d10 damage
  • Grants protection against blinding and searching when wielded
  • May blind struck targets
  • Serves as a light source
  • Turns gremlins to dust and trolls to stone