# dNetHack artifacts

Contents

1 Wishable artifacts

1.1 Vanilla Crowning Gifts

1.1.1 Excalibur
1.1.2 Vorpal Blade
1.1.3 Stormbringer

1.2 Nameable artifacts

1.2.1 Orcrist
1.2.2 Sting
1.2.3 Grimtooth
1.2.4 Carnwennan
1.2.5 Slave to Armok
1.2.6 Claideamh

1.3 Banes

1.3.1 Dragonlance
1.3.2 Nodensfork
1.3.3 Gaia's Fate
1.3.4 Demonbane
1.3.5 Werebane
1.3.6 Giantslayer
1.3.7 Vampire Killer
1.3.8 Kingslayer
1.3.9 Peace Keeper
1.3.10 Ogresmasher
1.3.11 Trollsbane

1.4 First gifts

1.4.1 Xiuhcoatl
1.4.2 Cleaver
1.4.3 Atlantean Royal Sword
1.4.4 The Pen of the Void
1.4.5 Luck Blade
1.4.6 Rhongomyniad
1.4.7 The Rod of Lordly Might
1.4.8 The Marauder's Map
1.4.9 Kiku-ichimonji
1.4.10 Jinja Naginata
1.4.11 The Singing Sword
1.4.12 Mjollnir
1.4.13 Magicbane

1.5 Double-damage artifacts

1.5.1 Grayswandir
1.5.2 Frost Brand
1.5.3 Fire Brand
1.5.4 Golden Sword of Y'ha-Talla
1.5.5 Mirror Brand
1.5.6 Sunsword
1.5.7 Axe of the Dwarvish Lords
1.5.8 Windrider
1.5.9 Rod of the Ram
1.5.10 Atma Weapon
1.5.11 Limited Moon
1.5.12 The Black Arrow
1.5.13 Tensa Zangetsu

1.6 Utility artifacts

1.6.1 Sode no Shirayuki
1.6.2 Tobiume
1.6.3 Lance of Longinus
1.6.4 The Arkenstone
1.6.5 Release from Care
1.6.6 The Lifehunt Scythe
1.6.7 The Holy Moonlight Sword
1.6.8 Bloodletter
1.6.9 The Silence Glaive
1.6.10 The Garnet Rod
1.6.11 Helping Hand
1.6.12 Blade Singer's Saber
1.6.13 Blade Dancer's Dagger
1.6.14 Limb of the Black Tree
1.6.15 The Lash of the Cold Waste
1.6.16 Ramiel
1.6.17 Spineseeker
1.6.18 Quicksilver
1.6.19 Sky Render
1.6.20 Fuma-itto no Ken
1.6.21 Callandor
1.6.22 Staff of Necromancy
1.6.23 Green Dragon Crescent Blade
1.6.24 Hellfire
1.6.25 The Unstoppable
1.6.26 Plague
1.6.27 Epoch's Curve
1.6.28 Fluorite Octet
1.6.29 Wallet of Perseus
1.6.30 Hellrider's Saddle

1.7 Artifact armors

1.7.1 Tie-Dye Shirt of Shambhala
1.7.2 Soulmirror
1.7.3 The Scorpion Carapace
1.7.4 Beastmaster's Duster
1.7.5 Aegis
1.7.6 Grandmaster's Robe
1.7.7 Cloak of the Unheld One
1.7.8 Mirrorbright
1.7.9 Shield of the All-Seeing
1.7.10 Shield of Yggdrasil
1.7.11 Whisperfeet
1.7.12 Water Flowers
1.7.13 Hammerfeet
1.7.14 Seven League Boots
1.7.15 Frost Treads
1.7.16 Helm of Undeath
1.7.17 Stormhelm
1.7.18 Apotheosis Veil
1.7.19 Shield of the Resolute Heart
1.7.20 Gauntlets of Spell Power
1.7.21 Premium Heart
1.7.22 Godhands
1.7.23 Grappler's Grasp

2 Non-wishable artifacts

2.1 Role-specific artifacts: Android

2.1.1 The Eyes of the Oracle

2.2 Role-specific artifacts: Archeologist

2.2.1 The Mask of Tlaloc
2.2.2 Macuahuitl of Quetzalcoatl
2.2.3 Ehecailacocozcatl
2.2.4 Amhimitl
2.2.5 The Tecpatl of Huhetotl

2.3 Role-specific artifacts: Convict

2.3.1 The Iron Ball of Levitation

2.4 Role-specific artifacts: Healer

2.4.1 Hermes's Sandals
2.4.2 Poseidon's Trident

2.5 Role-specific artifacts: Knight

2.5.1 Dirge
2.5.2 Clarent

2.6 Role-specific artifacts: Madman

2.6.1 Sickle of Thunderblasts
2.6.2 Spear of Peace
2.6.3 War-helm of the Dreaming
2.6.4 Star-emperor's Ring
2.6.5 Ibite Arm

2.7 Role-specific artifacts: Noble

2.7.1 Avenger
2.7.2 The Crown of the Saint King
2.7.3 The Helm of the Dark Lord

2.8 Role-specific artifacts: default Pirate

2.8.1 Reaver

2.9 Role-specific artifacts: default Ranger

2.9.1 Sunbeam
2.9.2 Veil of Latona
2.9.3 Moonbeam

2.10 Role-specific artifacts: Samurai

2.10.1 Yoichi no yumi

2.11 Role-specific artifacts: Valkyrie

2.11.1 Gungnir
2.11.2 Sol Valtiva
2.11.3 The Bow of Skadi

2.12 Role-specific artifacts: female drow Priest, Ranger, Rogue, and Wizard

2.12.1 Silver Starlight
2.12.2 Wrathful Spider
2.12.3 Tentacle Rod
2.12.4 Crescent Blade
2.12.5 The Web of Lolth
2.12.6 The Claws of the Revenancer
2.12.7 Sickle Moon

2.13 Role-specific artifacts: male drow Priest, Ranger, Rogue, and Wizard

2.13.1 Darkweaver's Cloak
2.13.2 Spidersilk
2.13.3 Tentacle Rod
2.13.4 Webweaver's Crook
2.13.5 Lolth's Fang

2.14 Role-specific artifacts: female drow Noble

2.14.1 The Sceptre of Lolth
2.14.2 The Web of the Chosen
2.14.3 The Web of Lolth
2.14.4 The Claws of the Revenancer
2.14.5 Liecleaver

2.15 Role-specific artifacts: male drow Noble

2.15.1 The Death-Spear of Vhaerun
2.15.2 Cloak of the Consort
2.15.3 The Ruinous Descent of Stars
2.15.4 Lolth's Fang
2.15.5 Liecleaver

2.16 Role-specific artifacts: dwarf Knight

2.16.1 Glamdring
2.16.2 The Armor of Erebor
2.16.3 The Arkenstone

2.17 Role-specific artifacts: dwarf Noble

2.17.1 The Armor of Khazad-dum
2.17.2 The War-mask of Durin
2.17.3 Durin's Axe

2.18 Role-specific artifacts: elf Noble, Priest, Ranger, and Wizard

2.18.1 The Rod of the Elvish Lords
2.18.2 The Palantir of Westernesse
2.18.3 Belthronding
2.18.4 Arcor Kerym
2.18.5 Aryfaern Kerym
2.18.6 Aryvelahr Kerym

2.19 Role-specific artifacts: gnomish Ranger

2.19.1 The Rogue Gear-spirits
2.19.2 The Steel Scales of Kurtulmak
2.19.3 The Glitterstone
2.19.4 Great Claws of Urdlen

2.20 Role-specific artifacts: female half-dragon Noble

2.20.1 The Profaned Greatscythe
2.20.2 Friede's Scythe
2.20.3 Yorshka's Spear
2.20.4 Dragonhead Shield
2.20.5 Crucifix of the Mad King
2.20.6 Ringed Brass Armor
2.20.7 Painting Fragment

2.21 Law quest artifacts

2.21.1 The Rod of Seven Parts
2.21.2 Field Marshal's Baton

2.22 Chaos quest artifacts

2.22.1 Werebuster
2.22.2 Masamune
2.22.3 The Black Crystal
2.22.4 The Water Crystal
2.22.5 The Fire Crystal
2.22.6 The Earth Crystal
2.22.7 The Air Crystal
2.22.8 Nighthorn
2.22.9 Mantle of Wrath
2.22.10 The Heart of Shadow
2.22.11 Shard from Morgoth's Crown

2.23 Artifact books

2.23.1 The Necronomicon
2.23.2 The Book of Lost Names
2.23.3 The Book of Infinite Spells

2.24 Artifacts of the Archmagi

2.24.1 Staff of Wild Magic
2.24.2 Robe of the Archmagi
2.24.3 Hat of the Archmagi

2.25 Neutral Quest artifacts

2.25.1 Infinity's Mirrored Arc
2.25.2 The Staff of Twelve Mirrors
2.25.3 Sansara Mirror
2.25.4 The Mirrored Mask
2.25.5 The Spell-warded Wrappings of Nitocris
2.25.6 The Hand-Mirror of Cthylla
2.25.7 The Silver Key

2.26 Quest artifacts

2.26.1 Itlachiayaque
2.26.2 The Annulus
2.26.3 The Heart of Ahriman
2.26.4 The Lyre of Orpheus
2.26.5 The Sceptre of Might
2.26.6 The Iron Spoon of Liberation
2.26.7 The Staff of Aesculapius
2.26.8 The Magic Mirror of Merlin
2.26.9 The Eyes of the Overworld
2.26.10 The Star of Hypernotus
2.26.11 The Mantle of Heaven
2.26.12 The Vestment of Hell
2.26.13 The Mitre of Holiness
2.26.14 The Treasury of Proteus
2.26.15 The Longbow of Diana
2.26.16 The Master Key of Thievery
2.26.17 The Tsurugi of Muramasa
2.26.18 The Platinum Yendorian Express Card
2.26.19 The Orb of Fate
2.26.20 The Eye of the Aethiopica

2.27 High-level artifacts

2.27.1 The Kusanagi no Tsurugi
2.27.2 Snickersnee

2.28 Dragon Lord Artifacts

2.28.1 Platinum Dragon Plate
2.28.2 Chromatic Dragon Scales

2.29 Artifacts of the Lords of the Nine

2.29.1 Genocide
2.29.2 Rod of Dis
2.29.3 Avarice
2.29.4 Fire of Heaven
2.29.5 Diadem of Amnesia
2.29.6 Shadowlock
2.29.7 Thunder's Voice
2.29.8 Serpent's Tooth
2.29.9 Unblemished Soul
2.29.10 Wrath of Heaven
2.29.11 All-seeing Eye of the Fly
2.29.12 Cold Soul
2.29.13 Sceptre of the Frozen Floor of Hell
2.29.14 Caress
2.29.15 The Iconoclast

2.30 Artifacts of the Lords of the Abyss

2.30.1 The Three-Headed Flail
2.30.2 Heartcleaver
2.30.3 Wrathful Wind
2.30.4 Thorns
2.30.5 Sting of the Poison Queen
2.30.6 Scourge of Lolth
2.30.7 Doomscreamer
2.30.8 Wand of Orcus

2.31 Artifacts of the Empyrial Lords

2.31.1 Sword of Erathaol
2.31.2 Saber of Sabaoth
2.31.3 Sword of Onoel
2.31.4 Glaive of Shamsiel
2.31.5 Lance of Uriel
2.31.6 Hammer of Barquiel

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 vanilla crowning gifts but excluding new crowning gifts. Non-wishable artifacts include any, as well as any first gifts for race-specific role/race combinations (dwarf noble, drow shared, etc.). Artifacts belonging to late-game enemies like demon or devil lords are unwishable, as are any found on alignment quests. 
Randomly found artifacts do not affect the odds of gifted or wished artifacts later. For the rules for wishing for artifacts, see dNetHack artifact wishing. (Spoilers!)
This page is currently being revised due to many updates changing artifact effects. Everything including and above the listed artifact has been revised and is accurate to the current version: Xiuhcoatl

Wishable artifacts
Vanilla Crowning Gifts
Excalibur
lawful intelligent knight-favoring long sword
Can be wished for as any material or size valid for a normal long sword, since an Excalibur with those properties could be obtained from dipping regardless
+1d20 to hit, +1d10 damage
Grants drain resistance and searching while wielded
Boosts the success rate of all searches performed, depending on its enchantment
If blessed, grants +7 to-hit and +3d7 damage vs holy-haters
Angers demon lords if approached while wielded
Vorpal Blade
neutral long sword
+1d5 to hit, +1 damage
Rolls 2d8+2 or 2d12+2 for each hit, dice are exploding dice adding 1d8+1 for each explosion
Randomly beheads targets (5%)
100% chance against jabberwocks
Stormbringer
chaotic intelligent runesword
Bloodthirsty (attacks peaceful monsters without prompting for confirmation)
+1d5 to hit, +1d2 drain damage
Drains target's levels on hit
Gains +1d8 damage vs non-life-drain-resistant targets, reducing the target's maximum HP by the extra damage dealt, and healing you for half the extra damage dealt
Occasionally (10%) converts its entire base damage to level drain damage, rolling one d8 per per 4 points of damage
Grants drain resistance when wielded
Always counts as cursed for unholy damage, and does an extra 4d9 unholy damage vs. unholy haters
Grants 25 Str and 25 Con when wielded in main hand.
Ignores equipped armor for calculating hits and DR and deals full damage to insubstantial targets (shades, sharab kamerel)
Nameable artifacts
Orcrist
chaotic elf-favoring elven broadsword
Against orcs and demons grants 1d5 to hit, 2x damage, and warning while carried
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, unless you are Large.
Sting
chaotic elf-favoring elven dagger
Against orcs and spiders grants +1d5 to hit, 2x damage, and warning while carried
Cuts through spiderwebs in a single turn
Does not resist being held second to other artifacts
Grimtooth
chaotic orc-favoring orcish dagger
Against elves and humans, grants +1d5 to hit, 2x damage, and warning while carried
Does not resist being held second to other artifacts
Carnwennan
lawful knight-favoring dagger
Can be named by any character than began the game as lawful
Against fey and monsters that pick up magic items, grants +1d5 to hit, +1d10 damage, and warning while carried
Grants stealth when wielded
Invoke to toggle invisibility
Slave to Armok
lawful dwarf-favoring dwarvish mattock
Bloodthirsty (attacks peaceful monsters without prompting for confirmation)
Against elves, orcs, always-peaceful monsters, and monster lords, grants +1d5 to hit and 2x damage
Claideamh
unaligned long sword
Against elves, fey, giants, elementals, and primordials, grants +1d5 to hit, 2x damage, and warning while wielded
Banes
Dragonlance
Unaligned lance
Against dragons and reptilians, grants +1d10 to hit, +1d20 damage, and warning while carried
10% chance of attempting to cancel its hated targets when struck. This rolls against MR
Grants dragonbreath reflection when wielded
Can't break when used to joust
Nodensfork
unaligned silvered shell trident
Against primordials (elementals and similar), aliens (mind flayers, U (unknown abominations), and some others), telepathic monsters, and natives of R'lyeh, grants slotless warning, +1d10 to hit, +1d20 damage and warning while carried
10% chance of attempting to cancel its hated targets when struck. This rolls against MR
Grants shock resistance while carried
Reduces sanity loss to 1/10 of normal when wielded in the main hand and always make sanity saves successfully
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, grants +1d10 to hit, +1d20 damage, and warning while carried
10% chance of attempting to cancel its hated targets when struck. This rolls against MR
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, grants +1d10 to hit, +1d20 damage, and warning while carried
10% chance of attempting to cancel its hated targets when struck. This rolls against MR
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, grants slotless warning, +1d10 to hit, +1d20 damage, and warning while carried
10% chance of attempting to cancel its hated targets when struck. This rolls against MR
Demihumans include minotaurs, gnolls, nagas, mind flayers, deep ones, centaurs, and Medusa
Protects against lycanthropy while wielded
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, +2d4 to large
Against large creatures, grants +1d10 to-hit, +1d20 damage.
10% chance of attempting to cancel its hated targets when struck. This rolls against MR
Against giants and boulder-throwing enemies, deducts 6 movement points on hit and grants warning while carried
Vampire Killer
lawful bullwhip
Does not resist being held second to other artifacts
Deals +12 damage vs. smallc reatures and +1d12 damage vs large creatures
Against undead, demons, and werecreatures, grants +1d10 to hit and +1d20 damage
10% chance of attempting to cancel its hated targets when struck. This rolls against MR
Deals +7 holy damage to holy-haters
Grants drain resistance and protects against lycanthropy when wielded
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 (including demon and devil lords and princes), grants +1d10 to hit, +1d20 damage, and warning while carried.
10% chance of attempting to cancel its hated targets when struck. This rolls against MR
Permanently poisoned
Peace Keeper
lawful silvered athame
Does not resist being held second to other artifacts
Against always hostile creatures, grants +1d5 to hit, +1d10 damage, and warning while carried
10% chance of attemptinh to cancel its hated targets when struck. This rolls against MR
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.
Against ogres, grants +1d10 to-hit and smashes them on hit, instantly killing them
10% chance of attempting to cancel its hated targets when struck, not that it matters. This would roll against MR
Smashing ogres exercises strength and wisdom
Sets strength and constitution to 25 when wielded or in offhand weapon slot (even if not currently two-weaponing)
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.
Against trolls and any other monsters that naturally regenerate health, grants +1d10 to hit and +1d20 damage
10% chance of attempting to cancel its hated targets when struck. This rolls against MR
Grants +1d10 to hit, +2d20 damage plus doubled enchantment again vs covetous monsters (those "nasty trolls that pop in to ruin your day")
Counts as a sunlight-emitting artifact, instantly killing some trolls and gremlins on hit
First gifts
Xiuhcoatl
lawful archeologist-favoring atlatl / bullwhip
Whip form has 1d2+1d4 base dice
As an atlatl, can fire javelins just like throwing works, but adds double strength bonus and has no maximum range
Has 1d3 to hit and deals 1d12 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
After the Binder quest has been completed, also does 2x damage
Can hold a summoned spirit, granting various special effects. An explanation of this mechanic can be found here.
Resists being placed in containers and can't be destroyed ala other unique items
Luck Blade
chaotic Convict-favoring short sword
First gift given to Convicts
+1d7 to hit, +1d7 damage, and uses luck-biased damage dice
Acts as a luckstone when carried
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 male 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
Jinja Naginata
lawful Samurai-favoring naginata
First gift given to female Samurai
+1d4 to hit, +1d12 damage
When blessed, an extra +5 to-hit and +1d12 damage vs holy-haters
When wielded, grants a bonus to AC equal to 2+enchantment, doubled from the normal naginata AC bonus
The Singing Sword
unaligned Bard-favoring long sword
Can be named by Troubadours, elves, and anyone who has bound Orthos
+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 and +2d4+2 to small and +2d4 to large, in addition to +1d24 electrical damage
Randomly fires 6d6 lightning bolts on hit, including thrown hits.
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.
Magicbane
neutral Wizard-favoring 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 and curse protection when wielded
Additional magic effects based on enchantment
Magicbane's magic fanfare effects are more frequent against magic-resistant creatures (unlike in vanilla, where they are less frequent)
Magicbane's magic fanfare effects deal increased damage to magic-resistant creatures (+6d6 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
Grants hallucination resistance while wielded
Grants warning while carried
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 of being a long sword. Otherwise it is equally likely to be: saber, scimitar, gauntlets, broadsword, axe, short sword, athame
+1 to hit, 2x cold damage
Base dice damage are dealt as explosion damage, so it is rarely resisted
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 of being a long sword. Otherwise it is equally likely to be: saber, scimitar, gauntlets, broadsword, axe, short sword, athame
+1 to hit, 2x fire damage
Base dice damage are dealt as explosion damage, so it is rarely resisted
Grants fire resistance while wielded
Golden Sword of Y'ha-Talla
unaligned scimitar or bullwhip
+1d5 to hit, 2x poison damage
Whip form deals 1d2+1d4 base dice
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
"Mirror Brand" redirects here. For xNetHack's artifact of the same name, see xNetHack §&nbsp;Artifact changes.
neutral silver long sword
Against non-neutral targets, grants +1 to hit, 2x damage, and triggers extra magical effects like Magicbane
Deals an extra 2d10 damage when a magic effect is triggered
Grants reflection while wielded
Sunsword
lawful silvered gold long sword
If you are more skilled in short swords than in long swords, uses the short sword skill
Against undead and demons, +1 to hit and 2x damage
Grants searching and resistance to blindness when wielded
Acts as a light source when wielded, radius 1/2/3 when cursed/uncursed/blessed
As a light-emitting artifact, instantly kills some trolls and gremlins on hit
May blind struck targets
Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
Axe of the Dwarvish Lords
lawful battle axe
+1 to hit, 2x damage
Grants teleport control when wielded
Grants X-ray vision to dwarves when wielded
Can be thrown by dwarves, and returns to their hands
Can be used to dig with
Windrider
unaligned boomerang
+1 to hit, 2x damage
Returns to the quiver when thrown and 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, subtracting 10 movement points and stunning in the process
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.
Against nasty monsters, grants +1d6 to hit and +3d6 damage
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, 3x damage
Bonus damage is adjusted by your current energy percentage, so being at 50% of max Pw would be 2x damage, ranging from 1x to 3x at empty to full
Drains 3 Pw per hit
The Black Arrow
unaligned ancient arrow
+1000 to hit, 4x base damage followed by additional +108 damage
Instantly kills Smaug
Tensa Zangetsu
neutral tsurugi
+1 to hit and 2x damage
Halves spell damage when wielded
Grants basic armor if torso armor or a cloak is not worn
If wearing both cloak and torso armor, adds half enchantment to AC
If wearing either cloak or body armor, but not both, adds 1.5x enchantment to AC
If wearing neither cloak nor body armor, adds 2x enchantment to AC
Adds half enchantment to DR slots covered by cloak if no cloak is worn, and half enchantment to DR slots covered by body armor if no body armor is worn
Can be invoked for a Speed Bankai, a force bolt dealing (level+enchantment)d12 damage
When wielded, reduces movement cost for movement actions (walking, running, and auto-travel) to 1 movement point, and adds +12 movement points to your total movement points available per turn
Drains an extra 9 nutrition per turn, for a total of 10, but the extra drain is blocked by slow digestion
Can only be used safely for 1 turn per level. One safe turn is regained for every 10 turns Tensa Zangetsu is not wielded.
If overused, will check for a worn mask. If you are wearing a mask of an undead monster, it will erode the mask (this cannot be fixed) and will give you a number of safe turns equal to the level of the monster the mask belongs to.
If a mask is eroded 3 times, the 4th erosion will shatter the mask, but still give the safe turns
If overused, drains 5 hp each turn, 1 max hp every other turn, and abuses strength and constitution every turn.
Utility artifacts
Sode no Shirayuki
lawful silver katana
+1 to hit
Grants cold resistance when wielded
Can be invoked to activate 3 separate abilities, each on its own timer:
First dance: Creates a (level+enchantment) damage cold element blast.
Second dance: Fires a cold element ray doing (level+enchantment) damage, range of 7+enchantment.
Third dance: Repairs damage to the sword, and allows 2x cold damage for enchantment+level turns.
Adds enchantment to charisma when wielded
When wielded, reduces movement cost for movement actions (walking, running, and auto-travel) to 3 movement points
Tobiume
chaotic metallic long sword
+1 to hit, +1 fire damage, but suffers from -2 damage to small and -3 damage to large targets
Grants fire resistance when wielded
Automatically disarms weapon wielding targets.
Invoke to cast the fireball spell, using the higher of your attack magic skill and your longsword skill
If your skill permits, casts firestorm instead. This triggers (2*skill)+d(2*skill) fire explosions, where skill is 1 for basic, 2 for skilled, and 3 for expert, using higher of long sword and attack spell skill. Damage is (level/2)+10+enchantment per explosion
If a target is killed by Tobiume, their body is launched backwards and explodes as a fireball.
If enchantment is above 0, adds enchantment to AC
When wielded, reduces movement cost for movement actions (walking, running, and auto-travel) to 4 movement points
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 against those who hate holy/unholy
Grants drain resistance when carried
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 and grants aggravate monster when carried
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, healing you by half of the health needed to get to your maximum and curing illness, slime, and blindness
The Lifehunt Scythe
large chaotic scythe
First gift for female half-dragons
Bloodthirsty (attacks peaceful monsters without prompting for confirmation)
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 1⁄2 damage dealt.
You gain studied debuff equal to 1⁄4 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)
Capable of beheading target if and only if sneak attacking, with normal beheading chance per hit
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
Can be enchanted to +10
The Holy Moonlight Sword
unaligned metallic long sword
When unlit, is silvered, and grants +1d20 to hit, +1d10+enchantment holy damage vs holy-haters
Apply to light up and become a huge 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)
Converts base dice to explosion damage, bypassing most resistances
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.
Counts as an insight weapon, gaining extra bonus damage when used by a Madman
Can be enchanted to +10.
Bloodletter
unaligned iron morning star
+1d8 to hit and +1d12 blood damage
Blood damage triggers versus targets with blood, and has a flat bonus equal to the target's level. Bloodletter only grants the extra damage when activated.
At under 1/4 of your maximum health, deals an extra 2d12 blood damage, or an extra 1d12 at under 1/2 of your maximum health but above 1/4. This does not multiply the base damage or flat blood bonus, only the d12 extra, but does not require Bloodletter to be activated.
Can be #invoked to activate it, dealing damage to you equal to 1/5 of your max health and coating it in blood for 20 + 2d10 turns.
While active, grants the bonus damage based on the target's level, but successfully triggering the extra blood damage will reduce the turns remaining by anywhere from 

<target's level="">/10 to <target's level="">/10 - 4. This will never add time.
While wielded and active, invoking it again or applying it will slam Bloodletter down. This shakes off the blood on it, ending the active effect but causing a 6d6 rotten blood damage explosion of radius 1 centered on the player, hitting you and all adjacent squares. Nothing (including you) is entirely immune to this explosion, but creatures without blood will not take the level-based bonus damage.
Counts as an insight weapon, gaining extra bonus damage when used by a Madman
Can be enchanted to +10.
The Silence Glaive
unaligned glaive
+1 to hit, +1 life drain damage
Drains one level from the target on hit
Grants drain resistanc when wielded
Offers a variety of special effects when invoked
Invoke and specify direction: magic missile attack, using attack skill
Invoke and press up: protection, using clerical skill
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. Also triggers three earthquakes.
The Garnet Rod
unaligned silver key
When wielded, grants energy regeneration and health regeneration, and adds +6 movement points per turn, but drains 9 extra nutrition per turn.
The extra nutrition is blocked by slow digestion and does not apply to undead
Acts as a universal spellcasting focus when wielded
Offers a variety of special effects when invoked
Invoke and specify direction: magic missile attack
Invoke and press up: time stop (120 free movement points, equivalent to 12 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
Grants searching, stealth, and warning when wielded
Boosts the success rate of all searches performed, depending on its enchantment
Grants curse protection when carried
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
When invoked:
Heals up to 1/4 lost hp from max (1/2 if invoking singer with dancer offhanded), scaled with enchantment (so full 1/4 at +10, 1/8 at +5, etc.)
Makes you very fast for d(level)+50 (+50 again if singer with dancer offhanded)
Casts protection with a duration of ((Level)*2(if invoking singer with dancer offhanded) * (30|15|5|)(for B|U|C))/30. After this duration, protection begins falling off at a rate of one ever 10|5|1 turns (determined by B|U|C)
As a rakuyo, counts as an insight weapon, gaining extra bonus damage when used by a Madman
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
Shares an invoke with Blade Singer's Saber
As a rakuyo, counts as an insight weapon, gaining extra bonus damage when used by a Madman
Limb of the Black Tree
chaotic club
Grants +1d4 to hit and +1 fire damage
Grants Fire Resistance when carried
Causes a 6d6 fiery explosion whenever it strikes a target
The Lash of the Cold Waste
chaotic onyx (mineral) bullwhip
As an onyx bullwhip, deals 1d4 to small and 1d3 to large
+1d4 to hit, +1 cold damage
Grants sleep resistance while wielded
Grants cold resistance while carried
Causes a 6d6 cold explosion whenever it strikes a target
Deals extra damage depending on your insight and level, up to 1d(insight) or 1d(level), whichever stat is lower
Counts as an insight weapon, gaining extra bonus damage when used by a Madman
Ramiel
lawful partisan
Grants +1d4 to hit and +1 electrical damage
When used at range, 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 and 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 silvered katana
Grants +1d10 to hit and +1d10 damage
Grants displacement while carried
Fuma-itto no Ken
chaotic broadsword (Ninja-to)
Against cross-aligned targets, grants +1 to-hit and +1d8 damage
Invoke to create shuriken
Permanently poisoned
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 of costing 1d * (spell level) sanity.
Will only ever be given to male characters
Staff of Necromancy
chaotic bone quarterstaff
+1d5 to hit and 2x 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
Deals blunt damage in addition to slashing
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
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, consuming the bolt in the process
Grants fire resistance while wielded
The Unstoppable
neutral crossbow
+1d8 to hit, +1d12 damage
Fired bolts pierce enemies on hit or miss
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 of instantly killing non-resistant monsters (20% instead of 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
Epoch's Curve
unaligned wooden bow
appears as "white ash longbow" when un-identified
+5 to hit, +1d6 to damage
Grants teleport control when wielded
Invoke for hungerless teleport
If not worn, it will teleport away without you.
If on a no-teleport level, will first try to lift you up one level, and if that fails drop you one
If an arrow fired by it is not destroyed, it will jump back to your inventory after 5 turns
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.
At 13 luck, each lucky exploding 1d8 deals an average of 19 damage.
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.
As a gem, may be slotted into non-artifact lightsabers, beamswords, and double lightsabers.
Doing so, even unlit, turns their damage dice into luck-biased exploding d8s
The formula for the expected value of exploding lucky dice is given by:
 is die size (8 for the Fluorite Octet)
 is luck, if X&gt;15, or luck/3, if X&lt;=15

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).
Hellrider's Saddle
unaligned saddle
grants reflection and MR to both steed and rider
Invoke to toggle invisibility
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, 1.5x when blessed, 1.25x when uncursed, .75x when cursed.
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
The Scorpion Carapace
unaligned chitin scale mail
Grants poison resistance when worn
Adds a 1d4 poison sting attack wearer's attack chain
Can enchant to +7
Rare drop from scorpion enemies
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
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 (MR⁄2)% 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
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
If not worn, it will teleport away without you.
If on a no-teleport level, will first try to lift you up one level, and if that fails drop you one
Can enchant to +7
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
If not worn, they will teleport away without you.
If on a no-teleport level, will first try to lift you up one level, and if that fails drop you one
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, subtract 10 movement points, and stun.
Doubles kicking damage
Kicking damage still applies to thick-skinned monsters, but not the knockback.
Can enchant to +7
Seven League Boots
unaligned jumping boots
Grant very fast speed when worn
Reduces movement cost for movement actions (walking, running, and auto-travel) to 2 movement points
Invoke for a jump with a 7 tile range
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
Helm of Undeath
chaotic bone war hat
Grants drain resistance while worn
Grants lifesaving while worn
Is consumed on use
Permanently polymorphs player into a Death Knight
Can be enchanted to +7
Stormhelm
chaotic helm of brilliance
Grants Shock resistance while carried
Grants cold resistance while worn
Allows casting of the lightning storm spell while worn, which is the AoE version of the lightning bolt spell.
Can be enchanted to +7
Apotheosis Veil
unaligned crystal helm
Grants see invisible while worn
Grants drain resistance while worn
Grants the ability to see in both light and dark while worn
Grants hungerless spellcasting at a -4 INT penalty while worn
Invoke for enlightenment
Can be enchanted to +7
Shield of the Resolute Heart
unaligned gauntlets of dexterity
Half physical damage when worn
Invoke to bless, clear erosion, raise enchantment to +3
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 to unarmed
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
Godhands
lawful golden gauntlets of power
Set Dexterity to 25
Can be enchanted to +7
+1d20 to-hit and +1d10 damage to unarmed
Deals an extra 3d7 holy/unholy damage to holy/unholy haters when blessed/cursed, in addition to 1d20/2d9 holy/unholy damage from the base item
Grants drain resistance when worn
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
Role-specific artifacts: Android
The Eyes of the Oracle
neutral intelligent human eyeballs
Grants half spell damage and magic resistance when carried
Can be invoked to act as a crystal ball
Found on the Android quest
Role-specific artifacts: Archeologist
The Mask of Tlaloc
lawful Archeologist-favoring intelligent mask of a god
Found occasionally (10%) on the Archeologist quest locate level
Grants cold resistance, shock resistance, magic resistance, and half spell damage when carried.
Protects vs water damage when worn.
Macuahuitl of Quetzalcoatl
lawful Archeologist-favoring macuahuitl
Found occasionally (10%) on the Archeologist quest locate level
+1d5 to hit and double damage
Can bisect opponents ala the Tsurugi of Muramasa
Ehecailacocozcatl
lawful archeologist favoring amulet of magical breathing
Crowning gift for lawful archeologists
Grants reflection and energy regeneration when worn
Invoke to summon tame high level wind elementals
Amhimitl
neutral bone javelin
Crowning gift for neutral archeologists
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
Crowning gift for chaotic archeologists
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)
Role-specific artifacts: Convict
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 while carried
Grants stealth while wielded
Invoke to toggle levitation
Grants increased carrying capacity equal to its current weight
Acts as a luckstone.
Role-specific artifacts: Healer
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
Role-specific artifacts: Knight
Dirge
chaotic knight-favoring intelligent long sword
+1d5 to hit, +1d10 acid damage
Grants an additional +6 unholy damage vs. unholy-haters
Permanently acid-coated
Can be created via same-race sacrifice as a permanently converted chaotic Knight on a chaotic altar, while wielding a long sword. Any non-artifact long sword (regardless of size or material) will be converted, removing erosion, erosionproofing, and removing any negative enchantment.
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.
Role-specific artifacts: Madman
Sickle of Thunderblasts
lawful intelligent Madmen-favoring sickle
Lawful crowning gift for Madmen
+1d3 to hit and triple damage
Bonus damage is reduced based on your sanity (100 sanity yields 3x damage, 50 sanity yields 2x damage, 0 sanity yields 1x damage)
Deals 1x damage and knocks back all enemies around the primary target.
Stuns, confuses, and deafens all targets
Returns to the hand when thrown and can be multishot
Spear of Peace
neutral intelligent Madmen-favoring wooden spear
neutral crowning gift for Madmen
Grants clear thoughts, confusion immunity, hallucination resistance, half spell damage, and half physical damage when carried
Invoke for three turns of invulnerability
If blessed, grants +1d20 damage vs holy-haters
If cursed, grants +1d20 damage vs unholy-haters
War-helm of the Dreaming
chaotic intelligent Madmen-favoring faceless helm
chaotic crowning gift for Madmen
Grants magical breathing and nightmares when worn
Nightmares blocks the effects of clear thoughts from any source, but reduces your sanity penalty to 1/5 of what it should be - so having 80 sanity becomes 96, 60 becomes 92, and 0 becomes 80. This affects the effects of madnesses as well as their chances to trigger.
It also attempts to apply the effects of your madnesses to all monsters around you, doing similar effects to the ones you would suffer. This chance is rolled once per turn for any monster that can see you. To trigger, a normal madness effect roll is made but based on your actual sanity instead of your Nightmare-aware sanity, and so is a linear roll comparing a d100 against your sanity. If this passes, then you next roll 2d<your level=""> against the monster's level, and if your roll is higher than their monster level then they are affected by any and all madnesses you have. The practicality of this depends on the madnesses being applied.
Invoke to refill energy
Star-emperor's Ring
unaligned intelligent elf-favoring Madmen-favoring ring of wishes
Found on the Stranger for Elf Madmen only
Always spawns with 2 stars
Can be used to make an additional artifact wish, separate from any other artifacts used or unlocked
Allows you to summon up to 2 constellation pets. These pets are summoned just like from candles of invocation, but have the constellation monster template applied. This template makes them insubstantial, mindless, unholy-hating, silent, and grants them all resistances and the ability to fly. It also boosts their speed by 4 movement points, or the minimum of 12 (normal speed), and removes any natural armor bonuses they may have had. Only two constellations can ever be summoned, they are loyal so don't count as pet cap and will never traitor, and summoning them does not use up any of the stars on the ring. It is an entirely separate counter.
While worn, turns your bare-handed attacks into 4d8 starlight rapier attacks, which do not get any skill or bare-handed bonuses. It also attempts to make automatic starlight rapier attacks against adjacent hostile monsters once per turn. These automatic attacks will not trigger enemy contact-requiring passive effects and deal 4d4 damage. Each monster around you has a 66% chance to be attacked, and up to level/10 attacks are performed per monster.
While worn, also grants a bonus level/10 DR to your head slot.
Ibite Arm
unaligned madmen-favoring gigantic flesh arm
+1d20 to hit and double acid damage
Deals 2d4 bonus water damage. Water damage is doubled vs. flaming and iron targets
During gibbous moons, wields a flame that adds 1d16 plus enchantment damage. The flame can burn scrolls, spellbooks, and potions as normal
Gains a bonus damage die based on your bare-handed combat skill. The die size is equal to 1/5th of your charisma score plus 2x your bare-handed combat damage skill bonus.
As a flesh club, it will do greatly reduced damage to thick-skinned targets. The hand portion of the artifact does not suffer from this penalty, dealing full damage to thick-skinned targets.
Deals full damage to insubstantial targets.
Is an insight weapon, gaining additional powers based on insight.
Role-specific artifacts: Noble
Avenger
lawful nobleman-favoring long sword
Is always generated as blessed and at least +3, as well as having both the unholy and holy object properties
+1d12 to hit, +1d7 damage
Grants magic resistance while wielded
Grants drain resistance while carried
Carried by the Rebel Ringleader
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.

Role-specific artifacts: default Pirate
Reaver
chaotic Pirate-favoring intelligent scimitar (cutlass)
Crowing gift for Pirates
+1d5 to hit
+2d8 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.
Role-specific artifacts: default Ranger
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
Will automatically return to the quiver after being fired, on a cooldown of rnz(20)
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
Will automatically return to the quiver after being fired, on a cooldown of rnz(20)
Role-specific artifacts: Samurai
Yoichi no yumi
lawful yumi
Crowning gift for Samurai
Grants +1d20 to hit and 2x damage to ya fired from it
Invoke to create ya
Role-specific artifacts: Valkyrie
Gungnir
lawful valkyrie-favoring intelligent atgeir
+1d20 to hit, +1d12 damage
Can be created via a successful prayer by a lawful or neutral pious Valkyrie, while wielding a non-artifact spear-like (spear skill) weapon that is at least +5. Beatitude and erosion do not matter. The spear will be turned into Gungnir with no other changes made, including to base type.
Sol Valtiva
chaotic fire giant-favoring two-handed sword.
Lord Surtur's weapon
+1d5 to hit, +1d24 fire damage.
May cause a 6d6 fiery explosion centered on the target
Petrifies trolls and dusts gremlins
May blind targets
Serves as a light source
Can be applied like a polearm.
The Bow of Skadi
lawful Valkyrie-favoring bow
Crowning gift for Valkyries
+1 to-hit
+1d24 cold damage
Causes a 6d6 freezing explosion whenever an arrow fired from it strikes a target, consuming the arrow in the process
Read to learn the spell Cone of Cold
Role-specific 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 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 (you still get the to-hit bonus)
Receives 1⁄2 normal damage bonus from strength
Decreases spell failure while wielded
Absorbs curses while wielded
Acts as a living weapon when wielded or held in offhand slot. When there are hostile monsters nearby, has a 1/4 chance of lashing out against each adjacent monster.
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
As a metal (mithril) armor, still has a spellcasting penalty equal to a normal 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 carried
Invoke to refill energy
The Claws of the Revenancer
Neutral crowning gift
Silver gauntlets of dexterity
Adds life draining to your unarmed attacks
Invoke to resurrect corpses on a square or in a monster's inventory on an adjacent square. Does not turn undead as in the damaging effect, but otherwise identical to the unturn dead effects of the turn undead spell
Dig up graves while wearing to recruit undead. If the grave would spawn a random zombie or mummy when dug up, the monster will become tame instead of hostile
Grants energy regeneration, drain resistance, cold resistance, regeneration, fixed abilities, poison resistance, and see invisible when worn
Fills your right ring slot when worn, in addition to being gauntlets
Sickle Moon
Lawful crowning gift
Silvered sickle
+1 to+hit, 2x damage throwing weapon
Returns to the quiver when thrown
Can be multishot
Gains a multishot bonus for Elf and Drow (may fire an additional time)
Role-specific 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 spider-silk droven chain mail
As spidersilk, is effectively cloth base material. Spidersilk (the artifact) gains +2 AC and +2 DR to compensate for the loss of protection from being cloth, for a total of 3 AC/4 DR, down from the normal material 4 AC/5 DR
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
Traitor's quest object
See above
Webweaver's Crook
Traitor's alternate quest object
Lawful, drow-favoring fauchard
Grants +1 to-hit and 2x damage
Adds sleep, blinding, and paralysis poison to strikes
This will not cause an alignment penalty
Ensnares target in webbing
Can be used in melee
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
Role-specific 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
Chaotic crowning gift
See above
The Claws of the Revenancer
Neutral crowning gift
See above
Liecleaver
Lawful crowning gift
Lawful drow-favoring droven crossbow
Grants +1d5 to-hit and +1d10 damage
In melee combat, does 1d12+1d10 damage and is a 2x damage scimitar
Deals blunt damage in addition to slashing
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
Role-specific 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(level⁄10 + 1)) clusters of fiery explosions and earthquakes at random places on the current level
Grants magic resistance when carried
Lolth's Fang
Neutral crowning gift
See above
Liecleaver
Lawful crowning gift
See above
Role-specific artifacts: dwarf Knight
Glamdring
First gift
Lawful, noble-favoring elven broadsword
Grants +1d5 to-hit and +1d10 damage
Grants +1d20 damage vs orcs and demons
Grants warning of orcs and demons when wielded
Can't be knocked out of your hands
The Armor of Erebor
Quest artifact
Lawful, dwarf-Noble-favoring plate mail
Grants magic resistance, half physical damage, +10 AC, and fire and cold resistance when worn.
The Arkenstone
Crowning gift
See above
Role-specific 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
Role-specific 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
Quest artifact
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
Alternate quest artifact
Chaotic, elf-favoring intelligent elven bow
Grants +1d5 to-hit and +1d6 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
Role-specific 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 1d2 vs small, 1d4 vs large damage and is a 2x damage pick-axe
Deals piercing and blunt damage in combat
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
Role-specific artifacts: female half-dragon Noble
The Profaned Greatscythe
Lawful, noble-favoring huge stone scythe
Reward for killing the quest nemesis, the Bastard of the Boreal Valley, despite not being the official quest artifact
Against living or undead creatures (i.e., not golems and other non-living creatures):
Grants +1d8 to-hit
Grants +1d30 fire damage (does not damage items)
Target gains studied debuff equal to 1⁄4 damage dealt (cumulative).
Grants fire resistance while carried
Grants robe bonus to spellcasting while wielded
Can be two-weaponed with Friede's Scythe despite being two-handed
Can be enchanted to +10
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 +1d6 magic 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
Can be enchanted to +10
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)
Can be enchanted to +10
Dragonhead Shield
lawful intelligent noble-favoring huge stone dragon shield
Crowning gift for lawful female half-dragon nobles
Grants cold resistance, disintegration resistance, and stoning resistance when worn.
Acts as a living shield when worn, having a chance per turn to lash out if there is a hostile monster within 2 squares. Randomly chooses one of three equally likely attacks:
Roars, reducing the movement speed of all adjacent monsters by 12 movement points, and reducing your study by 10.
Bites, hitting a random hostile adjacent monster for 5d8 physical damage with no miss chance.
Breathes, breathing a 10d10 fire blast in the direction of a random hostile monster within 4 squares. The blast is 4 squares long and counts as dragonbreath. The blast will not bounce off walls.
Invoking the shield will perform a random effect immediately.
Can be enchanted to +10
Crucifix of the Mad King
neutral intelligent noble-favoring large metallic halberd
Crowning gift for neutral female half-dragon nobles
Has +1 to hit and deals +1d10 dark damage.
Acts as a living weapon when wielded or held in offhand slot, having a chance per turn to lash out if there is a hostile monster within 2 squares. Randomly chooses one of three equally likely attacks:
Screams, reducing the movement speed of all adjacent monsters by 12 movement points and knocking them back one square if possible.
Bless, reducing the wielder's study by 8 and encouraging them by 8.
Curses, summoning a vexing orb to fight for the wielder. The orb will vanish after 4-7 turns, and explode in a radius 2 (greater than a normal fireball or explosion) 5d10 dark explosion.
Invoking the weapon will perform a random effect immediately.
Can be enchanted to +10.
Ringed Brass Armor
chaotic intelligent noble-favoring copped plate mail
Crowning gift for chaotic female half-dragon nobles
Acts as a living item when worn, having a chance per turn to lash out if there is a hostile monster within 2 squares. Randomly chooses one of three equally likely attacks:
Awakens, lighting up with either fire or lunar energy for the next 20-40 turns. While active, has a chance per turn to make random elemental fire tentacle or magical bite attacks to nearby enemies.
Nurtures, either healing or restoring energy up to 1/3 of the maximum, capped at 100. On a monster, will clear cooldowns on special abilities instead of restoring energy.
Summons, emitting either a flaming orb or 5 pursuers. Each monster times out after 4-7 turns. Flaming orbs have a gaze attack to summon spheres, and a 6d6 fiery explosion on death. Pursuers have a 2d10 dark damage sphere-like explosion.
Invoking the weapon will perform a random effect immediately.
Can be enchanted to +10.
Painting Fragment
unaligned noble-favoring scroll of blank paper
Replaces the quest entrance portal for female half-dragon nobles. Instead of a normal portal, the fragment is found on the floor where it would be. No message is given upon entering the level where the fragment resides.
Invoking sends you to the first level of the quest, where you enter originally. This drops the artifact on the square you departed from, and the quest exit portal (found on the locate level) will take you back to that square. Effectively, this makes the fragment function as a portable quest portal.
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 maximum)
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 versus 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
If enchantment is above 0, adds enchantment to AC
The Black Crystal
chaotic crystal ball
Grants magic resistance and 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
The Heart of Shadow
chaotic intelligent huge obsidian battle-axe
Always generated with the unholy object property
+1d20 to hit, +1d10 fire damage
Grants magic resistance while carried
Invoke to create darkness around you
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 of having 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, subtracts 10 movement points, and stuns
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 warning and 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
Adds blunt damage in addition to the regular damage
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 Mirrored Mask
neutral silver mask
Grants reflection and half spell damage while worn
Invoke while wielded or worn against a target adjacent creature to attempt to transform into that creature
If the creature is below 1/3rd hp (1/6th for uniques), this kills them leaving no corpse, and the Mask then assumes the shape of the slain monster
When worn (or immediately, if it was invoked while worn), polymorphs you into the form of the Mask, including for monsters you can't normally polymorph into
The duration of the polymorph is dependent on the relative level of the player to the monster, reduced significantly for normally unpolymorphable monsters. Unchanging cannot be used to make the effect permanent.
While polymorphed, the mask can be re-invoked to end the effect early.
The Spell-warded Wrappings of Nitocris
neutral mummy wrapping
Grants magic resistance when worn
The Hand-Mirror of Cthylla
unaligned mirror
Replaces The Silver Key for binders, others cannot get it besides bones
Grants automatic searching while carried
Grants teleport control while carried
If its invocation timeout is good, a creature (including you) that sees its reflection in the mirror takes 15d15 damage.
Otherwise, it acts as an ordinary mirror.
The Silver Key
neutral universal key
When wielded, the invocation ritual can be performed without the Bell of Opening
Refuses to be placed in bags
Is indestructible.
Grants fast energy recovery when carried
Grants automatic searching when carried
Grants teleport control when carried
Grants polymorph control when carried
Invoke for branchport
Quest artifacts
Itlachiayaque
lawful Archeologist-favoring intelligent obsidian roundshield
Archeologist quest item (from Archeologist patch)
Grants fire resistance and dragonbreath reflection when equipped
Grants magic resistance, telepathy, and half spell damage when carried
Invoke to cast stinking cloud
The Annulus
chaotic Anachrononaut-favoring silver chakram
Anachrononaut quest item
Can transform without limit into:
silver chakram
Grants +1d5 to-hit and 2x damage
Returns to the hand when thrown, can be thrown multiple times in one attack.
While wielded, grants the ability to cast force bolt and magic missile at 0% spell failure. Force bolt deals an additional +level⁄2 (round up) d12 damage.
silver ring
Does whatever silver rings do in the current game.
Doubles unarmed attack damage and applies 2x its enchantment to unarmed attacks. This effect stacks with other unarmed-attack-boosting items.
khakkhara
A silver staff with extra (1–3)d20 silver damage.
Grants +1d5 to-hit and 2x damage
Invoke in this form to duplicate the effects of the Bell of Opening, including the invocation.
lightsaber
Can ignite two blades, is still one-handed.
Grants +1d5 to-hit and +1 damage.
As a lightsaber, grants 3x damage.
Returns to the hand when thrown.
Invoke in this form for charging.
BFG
A firearm with extremely high multishot. Can shoot any form of ammunition.
Grants +1d5 to-hit and 2x damage
Invoke in this form for silver bullets or a disintegration beam.
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, subtracts 10 movement points, and stuns
Grants magic resistance when carried
Invoke to toggle conflict
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 drain resistance while wielded.
Grants hungerless regeneration while wielded.
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 Star of Hypernotus
neutral Madmen-favoring intelligent sapphire amulet versus curses
Madmen quest
Grants clear thoughts and confusion immunity while carried
Causes the Stranger to stalk you when picked up for the first time
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, 1⁄3 the weight of a crystal ball).
The Longbow of Diana
chaotic Ranger-favoring intelligent silvered bow.
Ranger quest item
Grants +1d5 to hit and +1d6 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
Bloodthirsty (attacks peaceful monsters without prompting for confirmation)
Grants +1d2 to hit, 2x damage.
Grants automatic searching and luck.
Bisects targets (10%).
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.
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 19 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.
Has substantially increased damage over a normal knife. The base dice are doubled and exploding, like Vorpal Blade, dealing 2d5/2d3 base damage. It also has an additional +d10 bonus damage, for a total of 2d5+1d10 versus small and 2d3+1d10 versus large.
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
Counts as dragon armor for breath attack purposes, matching any other silver, white, red, blue, orange, black, or gray dragon armors.
50% heavier than normal dragon scale (225 units vs the normal 150)
Causes spell penalties as metal armor
Drops from the Platinum Dragon.  The Platinum Dragon's fortress appears above the Law quest in 1⁄8 of games.
Chromatic Dragon Scales
unaligned black dragon scales
Can be converted to Chromatic Dragon Scale Mail or Chromatic Dragon Scale Shield via the usual methods.
Grants fire, cold, shock, disintegration, poison, life drain, sickness, acid, and stone resistance
Counts as dragon armor for breath attack purposes, matching any other black, white, red, blue, yellow, or green dragon armors.
50% heavier than normal dragon scale (225 units vs the normal 150)
Drops from the Chromatic Dragon.  The Chromatic Dragon is the Caveman quest nemesis, and appears in Gehennom in 1⁄8 of (non-Caveman) games.
Artifacts of the Lords of the Nine
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, subtracts 10 movement points, and stuns
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
Grants monster detection when worn
While worn, farlooking monsters will show their DR breakdown as well as their current inventory
Invoke to cast an area-effect death spell (flavored as a disintegration field, acts similarly to the effect of breaking a wand of death)
Cold Soul
lawful intelligent 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, dwarves, and gnomes
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
Thorns
chaotic intelligent flower-woven bullwhip wielded by Malcanthet
Appears as a "thorned whip" when unidentified
Grants +1 to-hit and +1d10 shock damage
Shreds armor as a flaying weapon, but 1+1d6 times instead of 1+1d4.
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 intelligent huge wand of death, wielded by Orcus
Bloodthirsty and uses mace skill when wielded as a melee weapon
1d4 base damage, +d20 to hit, +d12 life-drain, and drains a level on hit
Can be recharged indefinitely
Cannot be wrested or broken
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

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