Difference between revisions of "Artefact"

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An '''artefact''' is a powerful weapon, armour or piece of jewellery that possesses wondrous properties, making it more powerful than "normal" magical equipment. Unidentified artefacts always carry unusual names, such as "a ''golden'' sword" or "a ''shimmering'' scale mail". When [[identified]], an artefact reveals its true name and all powers it has.
 
An '''artefact''' is a powerful weapon, armour or piece of jewellery that possesses wondrous properties, making it more powerful than "normal" magical equipment. Unidentified artefacts always carry unusual names, such as "a ''golden'' sword" or "a ''shimmering'' scale mail". When [[identified]], an artefact reveals its true name and all powers it has.
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*[[Electricity resistance]] or [[poison resistance]]
 
*[[Electricity resistance]] or [[poison resistance]]
 
*Bonuses to [[slaying]], [[attributes]], [[stealth]], or [[willpower]]
 
*Bonuses to [[slaying]], [[attributes]], [[stealth]], or [[willpower]]
*Evokable powers such as [[flight]], [[invisibility]], [[blink]], or [[berserk]]
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*Evokable powers such as [[invisibility]] or [[blink]]
 
*[[See invisible]]
 
*[[See invisible]]
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*[[Flight]]
  
 
Unfortunately, they can also have some negative properties:
 
Unfortunately, they can also have some negative properties:
 
*One level of fire or cold vulnerability
 
*One level of fire or cold vulnerability
 
*Penalties to accuracy, damage, stats, stealth, or MR
 
*Penalties to accuracy, damage, stats, stealth, or MR
*A chance to [[Cursed|autocurse]] when equipped
 
 
*Making noise while wielded
 
*Making noise while wielded
 
*Preventing teleportation
 
*Preventing teleportation
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*Causing [[magic contamination]] when unwielded/unequipped
 
*Causing [[magic contamination]] when unwielded/unequipped
 
*Causing [[draining]] when unwielded/unequpped
 
*Causing [[draining]] when unwielded/unequpped
*Causing [[teleportitis]]
 
 
*Causing you to go berserk when attacking enemies
 
*Causing you to go berserk when attacking enemies
 
*Causing you to sometimes be [[corrosion|corroded]] or slowed when taking damage
 
*Causing you to sometimes be [[corrosion|corroded]] or slowed when taking damage
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*Some [[god]]s bestow upon favored followers gifts from time to time, including artefacts.  
 
*Some [[god]]s bestow upon favored followers gifts from time to time, including artefacts.  
 
*[[Shop]]s may carry artefacts (identified or not). "Antique" shops are most likely to carry artefacts.
 
*[[Shop]]s may carry artefacts (identified or not). "Antique" shops are most likely to carry artefacts.
*A [[scroll of acquirement]] may create an artefact for you, depending on the category of item you pick.
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*A [[scroll of acquirement]] may create an artefact for you.
 
*Every so often you'll find an artefact lying around the [[Dungeon]], or used by a monster.
 
*Every so often you'll find an artefact lying around the [[Dungeon]], or used by a monster.
  
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The easiest (or at least most guaranteed) way to obtain artefacts is to worship a god who grants gift equipment, primarily [[Trog]] or [[Okawaru]].
 
The easiest (or at least most guaranteed) way to obtain artefacts is to worship a god who grants gift equipment, primarily [[Trog]] or [[Okawaru]].
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Artefacts are not necessarially more powerful than a regular [[brand]]ed weapon. For example, the +3 handaxe "Yendor" {flaming, +5 Int, *Corrode} would have the same damage output as a +3 [[flaming]] [[handaxe]] (which isn't much).
  
 
==History==
 
==History==
*Prior to 0.12 artefacts with the "Contam" property caused glow over time instead of a higher amount on unwielding them. That made artefact weapons much more useful as a situational weapon and much less useful as primary weapon
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*Prior to [[0.28]], artefacts could come with evocable [[berserk]].
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*Prior to [[0.27]], artefacts could come with *Curse, cursing when they are equipped. They also had evocable temporary flight instead of permanent flight.
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*Prior to [[0.12]], artefacts with the "Contam" property caused glow over time instead of a higher amount on unwielding them. That made artefact weapons much more useful as a situational weapon and much less useful as primary weapon
 
[[Category:Items]][[Category:Artefacts]]
 
[[Category:Items]][[Category:Artefacts]]

Revision as of 22:03, 6 February 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.

An artefact is a powerful weapon, armour or piece of jewellery that possesses wondrous properties, making it more powerful than "normal" magical equipment. Unidentified artefacts always carry unusual names, such as "a golden sword" or "a shimmering scale mail". When identified, an artefact reveals its true name and all powers it has.

Types of Artefacts

Artefacts come in three distinct (and perhaps confusing) flavours:

Properties of Artefacts

Artifacts have ego properties or brands depending on their type. Randart jewelry always has a random base piece of jewelry, which may be a useful or harmful type. Randart weapons always have a brand, and in addition may carry brands not normally generated on that type of weapon (e.g. a speed branded axe or a vampiric brand whip). Randart armours do not have an ego, although both randart and unrandart dragon armours exist.

Randarts can have, in addition, other beneficial properties:

Unfortunately, they can also have some negative properties:

  • One level of fire or cold vulnerability
  • Penalties to accuracy, damage, stats, stealth, or MR
  • Making noise while wielded
  • Preventing teleportation
  • Preventing spellcasting
  • Causing magic contamination when unwielded/unequipped
  • Causing draining when unwielded/unequpped
  • Causing you to go berserk when attacking enemies
  • Causing you to sometimes be corroded or slowed when taking damage
  • Fragility - if unequipped, the item is destroyed

The game will auto-inscribe all of an artefact's properties when identified, allowing you to reference them at a glance.

Artefacts cannot be modified by most means. Scrolls of enchant weapon/armour won't work on them.

Sources of Artefacts

Artefacts can come from many sources:

  • Some gods bestow upon favored followers gifts from time to time, including artefacts.
  • Shops may carry artefacts (identified or not). "Antique" shops are most likely to carry artefacts.
  • A scroll of acquirement may create an artefact for you.
  • Every so often you'll find an artefact lying around the Dungeon, or used by a monster.

Strategy

It is easy to recognize an artefact: all artefacts, even when unidentified, have their name displayed in white text.

Normal magical weapons and armor are always "glowing", "runed", "shiny", "dyed", or "embroidered" when unidentified. Unidentified artefacts draw from a broad selection of adjectives, although normal amulets and rings also have many different descriptors, and even nonmagical helmets can be winged, visored, and so on.

The easiest (or at least most guaranteed) way to obtain artefacts is to worship a god who grants gift equipment, primarily Trog or Okawaru.

Artefacts are not necessarially more powerful than a regular branded weapon. For example, the +3 handaxe "Yendor" {flaming, +5 Int, *Corrode} would have the same damage output as a +3 flaming handaxe (which isn't much).

History

  • Prior to 0.28, artefacts could come with evocable berserk.
  • Prior to 0.27, artefacts could come with *Curse, cursing when they are equipped. They also had evocable temporary flight instead of permanent flight.
  • Prior to 0.12, artefacts with the "Contam" property caused glow over time instead of a higher amount on unwielding them. That made artefact weapons much more useful as a situational weapon and much less useful as primary weapon