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, including the generic crowning artifacts. Non-wishable artifacts include any artifacts found on Quests, as well as artifacts belonging to late-game enemies and found on alignment quests. Racial artifacts (for non-human Nobles, Dwarf Knight, & Drow Priest, Ranger, Rogue, and Wizard) are also non-wishable. In addition, most of the artifacts found on unique demons/angels or on the alignment quests don't count towards the wishing/sacrifice total, with the notable exception of The Black Crystal, The Rod of Seven Parts, and Nighthorn.

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

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

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 Holy Moonlight Sword

  • unaligned silver long sword
  • Apply to light up and become a larger, 2-handed, non-silver long sword that deals 2x damage to magic sensitive targets
  • While lit, grants clairvoyance
  • While lit, using the #fire command will launch an explosive magic projectile and attack in the indicated direction (costs 25 energy). The explosion does 2d12+2xEnchantment.
  • Invoke for enlightenment.

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. Polymorphing into a non-genocide susceptible monster (i.e. titan) will not help you survive.

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

  • 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

  • unaligned mithril plate mail (functionally standard plate mail but lighter)
  • grants reflection and drain resistance while worn

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

Cloak of the Unheld One

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

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
  • Will never evaporate due to attempts to enchant it past +7, but also cannot be enchanted past +7
  • 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)
  • 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 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 fire, cold, shock, disintegration, sleep resistance, free action, magic resistance and reflection
  • 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.
  • Grants fire, cold, shock, disintegration, poison, drain, sickness, acid and stone resistance
  • 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