art1-341.txt Last edited 2003-06-15 for NetHack 3.4.1 Artifacts and their properties in NetHack 3.4 Compiled for 3.2.2 by Kevin Hugo. Updated for 3.4.1 by Dylan O'Donnell . ARTIFACT ITEM COST GENER ALN +HIT +DAM ATTACK DEFEND ~~~~~~~~~~~~~ ~~~~~~~~~~~~ ~~~~ ~~~~~ ~~~ ~~~~ ~~~~ ~~~~~~ ~~~~~~ Demonbane long sword $2500 aborw L +d5 x2 demons Excalibur long sword 4000 bcdw L ! +d5 +d10 lev, search Grayswandir silver saber 8000 borw L +d5 x2 silver hallu Snickersnee katana 1200 borw LS +0 +d8 Sunsword long sword 1500 aborw L +d5 x2 undead O Detection crystal ball 2500 bq w LA! mgc, spell S Might mace 2500 bq w LC! +d5 x2 align mgc M Mirr Merlin mirror 1500 bq w LK! mgc Mitre Holiness helm brllnce 2000 bq w LP! undead, fire T Muramasa tsurugi 4500 bq w LS! +0 +d8 bisect luck Cleaver battle axe 1500 b orw NB +d3 +d6 Giantslayer long sword 200 b orw N +d5 x2 giants Magicbane athame 3500 b orw NW +d3 +d4 magic mgc, curse Mjollnir war hammer 4000 b orw NV +d5 +d24 elec Vorpal Blade long sword 4000 bcorw N +d5 +d1 behead H Ahriman luckstone 2500 b q w NB! +5 x2 luck stealth S Aesculapius quarterstaff 5000 b q w NH! +0 x2 lev lev, regen Eyes Overworld lenses 2500 b q w NM! mgc PYEC credit card 7000 b q w NT! mgc, spell Orb of Fate crystal ball 3500 b q w NV! luck spell, phys Eye Aethiopica amulet ESP 4000 b q w NW! mgc, spell Grimtooth orcish dagger 300 b orw C +d2 +d6 Orcrist elv brdswd 2000 bnorw C +d5 x2 orcs Sting elv dagger 800 bnorw C +d5 x2 orcs warn, web Stormbringer runesword 8000 bcorw C ! +d5 +d2 lev lev L Diana bow 4000 b q w CRa! +d5 0 reflect M Key Thievery skeleton key 3500 b q w CRo! warn, phys Dragonbane broadsword 500 borw +d5 x2 dragon Fire Brand long sword 3000 borw +d5 x2 fire fire Frost Brand long sword 3000 borw +d5 x2 cold cold Ogresmasher war hammer 200 borw +d5 x2 ogres Trollsbane morning star 200 borw +d5 x2 trolls Werebane silver saber 1500 borw +d5 x2 were were Bell Opening silver bell 5000 g Can Invocation candelabrum 5000 g Book Dead papyrus spbk 10000 g Amulet Yendor amulet Yendor 30000 g Artifacts are listed above by alignment, then alphabetically with the Quest Artifacts listed later. The name of each ARTIFACT may have been abbreviated to fit in the table above; see below for the official name. Artifacts are special instances of ordinary objects, and have all of the behaviors and properties of the ordinary ITEM in addition to those granted by the particular artifact; they are however considerably more valuable, as indicated by the COST field. The GENER field specifies all of the possible ways that a particular artifact may be generated. Each artifact can only be generated _once_ per game -- it cannot be generated again, even if the player never found the artifact, if the artifact is stolen, or if the artifact is destroyed. Note that in some cases, an ordinary object may be converted into an artifact, but no artifact will be converted into another artifact. The meaning of the letters are as follows: a Humanoid angelic species have a 5% chance of being generated with a blessed, rustproof Demonbane or Sunsword; 100% for Archons. b All artifacts on the current level are saved when a character dies and creates a bones file. If a new character visits the same level and loads the bones file, the same artifacts will be created, except under the following conditions. If the artifact was already created in the new player's game or is the new player's Quest Artifact, then the artifact reverts to its ordinary object. The Unique Items (Bell of Opening, Candelabrum of Invocation, Book of the Dead, and Amulet of Yendor) will revert into ordinary objects (cursed bell, pile of used candles, cursed spellbook of blank paper, and cursed fake amulet of Yendor, respectively). c If you pray and your god is very pleased, you may be crowned and get a good artifact, though Wizards and Monks may instead receive a spellbook of finger of death or restore ability respectively. If a lawful character is wielding an ordinary long sword when crowned, it becomes Excalibur. Neutrals get Vorpal Blade, regardless of what they are wielding (if already wielding it, it goes "snicker-snack!"). Chaotics get Stormbringer, regardless of what they are wielding. You can only be crowned once. If you were restricted to unskilled in the weapon class of your alignment's artifact, the restriction is removed so you may advance to basic skill. d If you #dip a single ordinary long sword in a fountain, are at least experience level 5, and Excalibur doesn't already exist in your game, then there is a 1/6 chance of something special happening to your long sword. If you are lawful, the long sword is converted into the blessed, rustless, uncorroded, damageproof Excalibur and you exercise your wisdom. If you are neutral or chaotic, your long sword is cursed, loses its rustproofing, may lose an enchantment, and you abuse your wisdom. g This Unique Item is an essential part of the game, and can only be obtained by killing (or stealing it from) the appropriate Nemesis. These items are specially protected from being destroyed. They also do not count toward the number of artifacts that have been generated. n An ordinary item can be converted into this artifact by #naming it. The item must be singular, not already an artifact, of the same type as the new artifact, and the new artifact must not already exist. Answer that you want to #name a single item, and provide the short name of the artifact (i.e. "Sting" instead of "elven dagger named Sting"). o This item may be given (non-cursed, and erodeproof if applicable) as a gift from your god when #offering corpses. You must sacrifice a fresh corpse at a co-aligned altar, be in good standing with your god, have non-negative luck, and be at least experience level 3. You will only get artifacts that are of your alignment or none, and some classes get certain artifacts as their first gift (if available). Your first gift will always be co-aligned. Orcs will never receive elven weapons, or vice versa. The chance that you will be given a gift depends on the number of artifacts already created in the game and how many of them were gifts; the chance is 1/(10+(2*artifacts*gifts). If you receive a weapon artifact this way and were restricted in its weapon class to unskilled, the restriction is removed so you may advance to basic skill. r This artifact may be randomly generated in place of a regular item (1/20 chance for each weapon). In particular, antique weapons outlets appear to frequently carry artifacts because a large number of weapons are randomly generated there. The player-monsters on the Astral Plane also have a 50% chance that the weapon they are generated will be upgraded to one of these random artifacts. q This is a Quest Artifact. If you are of the same class as the artifact, you can only obtain it by completing your Quest. Otherwise it can only be obtained by bones levels or wishing. If you are neither the same class nor the same alignment, you cannot pick it up, wield it, or wear it. w This artifact can be wished for. You may specify either the short name of the artifact (e.g. "Magicbane") or the long name ("athame named Magicbane"); capitalization does not matter. You cannot wish for Unique Items or your own Quest Artifact; there are also limitations on wishing for other classes' Quest Artifacts based on your class and alignment (see "q" above). The chance of getting an artifact from each wish depends on the number of artifacts already created in the game: ARTIFACTS 0 1 2 3 4 5 6 n CHANCE 100% 100% 2/3 2/4 2/5 2/6 2/7 2/n+1 The first letter of the ALN column indicates the alignment of the artifact (Lawful, Neutral, or Chaotic), if any. When playing a class which can have multiple alignments, the alignment of the Quest Artifact will be adjusted to match the character's starting alignment. A second letter specifies the class aligned to the artifact; alignments of these artifacts will also be adjusted if necessary. It also indicates which Quest Artifact belongs to each class, and for artifacts available as sacrifice gifts denotes that the artifact is the guaranteed first gift for that class. Intelligent artifacts are indicated with a ! symbol. All three conditions are considered each time you attempt to wish for, pick up, wield, wear, invoke, apply, or steal an artifact: * If the artifact is intelligent, then in order to touch the artifact safely, you must have the same alignment as the artifact, must be of the same class (or no class is specified), must have non-negative alignment, and must not be in the form of something the artifact specially attacks. Otherwise, you will be blasted by the artifact's power, sustain 4d10 damage (2d10 if you have magic resistance), and abuse your wisdom. If you are of the wrong class and have at least one of the other conditions above, then the artifact will furthermore "evade your grasp!" and you will not be able to use it at all. * If the artifact is not intelligent, then you have only a 1/4 chance of being blasted if you have a different alignment from the artifact or have negative alignment (these two criteria not applying for unaligned artifacts), or are in the form of something the artifact specially attacks; damage is 4d4 (2d4 if you have magic resistance). In any case, you will be able to use the artifact. * Orcrist and Sting will never blast non-orcs. Intelligent artifacts furthermore have an 80% chance of resisting being cursed by "malignant aura"-type curses. The +HIT column specifies any bonuses when calculating to-hit, and +DAM lists any bonuses or multiplier to damage. For some artifacts, these adjustments only apply when hitting a specific type of monster. See weap-341.txt to find out how these values are used in weapons calculations. Additional damage due to level drain, bisecting, or beheading are not included in the table above, but are listed in the weapon descriptions below. Note that the chance of certain weapon artifact effects are based on your to-hit die roll. This means that if you always hit a monster, the effect occurs with the published percentage; however, if you only hit a monster 1 in 20, then every hit you make causes the effect. The ATTACK and DEFEND fields list a brief summary of the offensive and defensive effects of each artifact; see the sections below for full descriptions of each artifact's abilities. The effects of the Bell of Opening, Candelabrum of Invocation, and Book of the Dead are documented in tool-341.txt. The powers of the Amulet of Yendor are listed in amul-341.txt. Lawful artifacts ~~~~~~~~~~~~~~~~ [Adapted from the spoilers "artifacts" by Boudewijn Waijers and "damages" by Henri Block and Hisashi Yoshida.] Demonbane (lawful long sword) Carried No effect. Wielded +d5 to hit and x2 damage only against demons (all & except Death, Pestilence, Famine, the mail daemon, sandestins, and djinn). Invoked No effect. Excalibur (lawful long sword) Carried No effect. Wielded +d5 to hit and +d10 damage to all monsters. Confers level drain resistance and automatic searching. Manual and automatic searching is more likely to succeed. Even eyeless monsters will be able to locate you. Demon princes will be generated hostile. Invoked No effect. Grayswandir (lawful silver saber) Carried No effect. Wielded +d5 to hit and x2 damage to all monsters. Confers hallucination resistance. Silver damage against silver-hating creatures (a normal effect of silver sabers). Invoked No effect. Snickersnee (lawful katana) Carried No effect. Wielded +d8 damage to all monsters. Invoked No effect. Note: Do not confuse this artifact with Vorpal Blade. Sunsword (lawful long sword) Carried No effect Wielded +d5 to hit and x2 damage only against undead. Undead include all liches (L), all mummies (M), all vampires (V) and vampire bats, all wraiths/wights (W), all zombies (Z), ghosts, and shades. Acts as a light source. Prevents blinding from light-based sources. Invoked No effect. The Orb of Detection (lawful* Archeologist crystal ball) Carried Confers magic resistance and telepathy. Half damage when attacked by spells. Invoked Toggles invisibility on/off. The Sceptre of Might (lawful* Caveman mace) Carried Confers magic resistance. Wielded +d5 to hit and x2 damage only against monsters not of its alignment. Invoked Toggles conflict on/off. The Magic Mirror of Merlin (lawful Knight mirror) Carried Confers magic resistance and telepathy. Knights get double damage when: turning undead in any way; using a spell of force bolt, magic missile, unskilled/basic cone of cold, drain life, or finger of death; or using a wand of striking. Applied or wielded Speaks to you (gives random rumour, from the true file if blessed, the false file if cursed, or either if uncursed). Invoked No effect. The Mitre of Holiness (lawful* Priest helm of brilliance) Carried Confers fire resistance. Worn Priests take half damage from undead and demons. Undead include all liches (L), all mummies (M), all vampires (V) and vampire bats, all wraiths/wights (W), all zombies/ghouls (Z), ghosts, and shades. Demons are all & except Death, Pestilence, Famine, the mail daemon, djinn, and sandestins. Increase in intelligence and wisdom (normal helm effects). Invoked Boost in spell energy. The Tsurugi of Muramasa (lawful Samurai tsurugi) Carried Acts as luckstone. Wielded +d8 damage to all monsters. 5% chance (based on your to-hit roll) of extra damage: Monsters engulfing you are instantly killed. Damage is doubled against big monsters. All other monsters are instantly killed. Invoked No effect. Neutral artifacts ~~~~~~~~~~~~~~~~~ [Adapted from the spoilers "artifacts" by Boudewijn Waijers and "damages" by Henri Block and Hisashi Yoshida.] Cleaver (neutral* battle axe) Carried No effect. Wielded +d3 to hit and +d6 damage to all monsters. Invoked No effect. Giantslayer (neutral long sword) Carried No effect. Wielded +d5 to hit and x2 damage only against giants, stone giants, hill giants, fire giants, frost giants, storm giants, giant mummies, giant zombies, Cyclops, and Lord Surtur. Note that it does not affect ettins or titans. Invoked No effect. Magicbane (neutral* athame) Carried No effect. Wielded +d3 to hit to all monsters; +d4 damage to monsters that do not resist. May also probe, stun, scare, or cancel (see art2-341.txt). Confers magic resistance. Protects inventory against 95% of curses. Invoked No effect. Note: You can also engrave "Elbereth" with any non-cursed athame and it won't dull the weapon. Mjollnir (neutral* war hammer) Carried No effect. Wielded +d5 to hit and +d24 damage against monsters that are NOT shock- resistant. Can only be thrown when you have strength 25 (such as with gauntlets of power) and you are wielding it. When thrown by Valkyries and you are not confused, stunned, blind, hallucinating, or fumbling, there is a 99% chance that the artifact will return to your hand. Can only be kicked one square. Invoked No effect. Note: Does NOT provide shock resistance! Vorpal Blade (neutral long sword) Carried No effect. Wielded +d5 to hit and +1 damage to all monsters. Instantly kills Jabberwocks. 5% chance (based on your to-hit roll) of instantly killing monsters by beheading. Monster must not be headless, amorphous, non-corporeal, or swallowing you. Worms must be hit on their head segment. Invoked No effect. Note: Do not confuse this artifact with Snickersnee. The Heart of Ahriman (neutral* Barbarian luckstone) Carried Confers stealth. +d5 to hit if thrown or slung at a monster; x2 damage if slung. Invoked Toggles levitation on/off. The Staff of Aesculapius (neutral Healer quarterstaff) Carried No effect. Wielded x2 damage to all non-level-drain-resistant monsters (all except undead, demons, were-creatures, and Death). Drains levels (1 to 8 hp) from non-level-drain-resistant monsters. Confers hungerless regeneration and protection from level drain. Invoked Heals half hp loss, cures sickness, unblinds (except from cream or venom) and unslimes. The Eyes of the Overworld (neutral* Monk lenses) Carried Confer magic resistance. Worn Confer astral vision (X-ray vision and blinding immunity). Prevent stunning effect of Archons' radiant gaze. Invoked Enlightenment. The Platinum Yendorian Express Card (neutral Tourist credit card) Carried Confers magic resistance and telepathy. Half damage when attacked by spells. Invoked Charges objects like a scroll of charging with the same blessed/ cursed status. Only Tourists can perform blessed charging. The Orb of Fate (neutral* Valkyrie crystal ball) Carried Confers warning and half spell damage. Half damage when attacked physically. Acts as a luckstone. Invoked Level teleport. The Eye of the Aethiopica (neutral* Wizard amulet of ESP) Carried Confers magic resistance and faster energy regeneration. Half damage when attacked by spells. Worn Confers telepathy (normal amulet effect). Invoked Creates a single-use portal to the closest level of any dungeon branch you have already visited. The jump occurs immediately, and won't occur if you have the Amulet or are teleporting to or from the endgame levels. Chaotic artifacts ~~~~~~~~~~~~~~~~~ [Adapted from the spoilers "artifacts" by Boudewijn Waijers and "damages" by Henri Block and Hisashi Yoshida.] Grimtooth (chaotic orcish dagger) Carried No effect. Wielded +d2 to hit and +d6 damage to all monsters. Invoked No effect. Orcrist (chaotic elven broadsword) Carried No effect. Wielded +d5 to hit and x2 damage only against orcs (all o, orc mummies, and orc zombies). Invoked No effect. Sting (chaotic elven dagger) Carried No effect. Wielded +d5 to hit and x2 damage only against orcs (all o, orc mummies, and orc zombies). Confers the warning intrinsic, specifically attuned to orcs. Cuts through all webs. Invoked No effect. Stormbringer (chaotic runesword) Carried No effect. Wielded Attacks tame and peaceful monsters without confirmation. +d5 to hit and +d2 damage to all non-level-drain-resistant monsters (all except undead, demons, were-creatures, and Death). Drains levels (1 to 8 hp) from non-level-drain-resistant monsters. Protects from level drain. Invoked No effect. The Longbow of Diana (chaotic* Ranger bow) Carried Confers telepathy. Wielded Confers reflection. +d5 to hit when firing arrows against all monsters. Invoked Creates 7-16 uncursed arrows if uncursed, 7-21 blessed arrows if blessed, 6-11 cursed arrows if cursed. The Master Key of Thievery (chaotic Rogue skeleton key) Carried Confers warning and teleport control. Half damage when attacked physically. Applied or wielded Speaks to you (gives random rumour, from the true file if blessed, the false file if cursed, or either if uncursed). Invoked Untraps boxes and doors with 100% success. Unaligned artifacts ~~~~~~~~~~~~~~~~~~~ [Adapted from the spoilers "artifacts" by Boudewijn Waijers and "damages" by Henri Block and Hisashi Yoshida.] Dragonbane (unaligned broadsword) Carried No effect. Wielded +d5 to hit and x2 damage only against dragons (all D). Invoked No effect. Fire Brand (unaligned long sword) Carried No effect. Wielded +d5 to hit and x2 damage against monsters that are NOT fire-resistant. Confers fire resistance. Invoked No effect. Frost Brand (unaligned long sword) Carried No effect. Wielded +d5 to hit and x2 damage against monsters that are NOT cold-resistant. Confers cold resistance. Invoked No effect. Ogresmasher (unaligned war hammer) Carried No effect. Wielded +d5 to hit and x2 damage only against ogres (all O). Invoked No effect. Trollsbane (unaligned morning star) Carried No effect. Wielded +d5 to hit and x2 damage only against trolls (all T). Invoked No effect. Werebane (unaligned silver saber) Carried No effect. Wielded +d5 to hit and x2 damage only against were-creatures in both human and creature forms. Attacks of were-creatures will not transfer lycanthropy. Silver damage against silver-hating creatures (a normal effect of silver sabers). Invoked No effect. * These artifacts are adjusted if necessary to match the starting alignment of a player of their class. Acknowledgements ~~~~~~~~~~~~~~~~ Corrections and clarifications provided by Bruce Cox, Kieron Dunbar, Rob Ellwood, Harold Hill, Scott Hill, Jaakko Rajakallio, Pat Rankin, Darshan Shaligram, and Stanislav Traykov.