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.
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An '''artefact''' is a unique item that can posses a wide variety of properties, making them different from "normal" magical equipment. Unidentified artefacts always carry unusual names, such as "a ''golden'' sword" or "a ''shimmering'' scale mail".
  
 
==Types of Artefacts==
 
==Types of Artefacts==
Artefacts come in three distinct (and perhaps confusing) flavours:
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Artefacts come in two distinct (and potentially hard to distinguish) flavours:
*'''[[randart]]s''' - randomly created artefacts with normal properties
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*'''[[randart]]s''' - randomly created artefacts.
*'''[[unrandart]]s''' - predefined artefacts with normal properties
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*'''[[unrandart]]s''' - predefined artefacts.
*'''[[fixedart]]s''' - predefined artefacts with special properties unique to the artefact (eg, the [[Evocable items#Staff of Dispater|Staff of Dispater]], which lets you evoke [[Damnation]])
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**Historically, '''[[fixedart]]s''' refered to artefacts with unique properties (e.g. [[Damnation (unrand)|Damnation]]'s ability to fire [[Damnation]]).
  
 
==Properties of Artefacts==
 
==Properties of Artefacts==
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Randarts can have, in addition, other beneficial properties:
 
Randarts can have, in addition, other beneficial properties:
*Varying levels of [[fire resistance]], [[cold resistance]], or [[life protection]]
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*Any amount of [[resistance]]s or [[willpower]]
*[[Electricity resistance]] or [[poison resistance]]
 
 
*Bonuses to [[slaying]], [[attributes]], [[stealth]], or [[willpower]]
 
*Bonuses to [[slaying]], [[attributes]], [[stealth]], or [[willpower]]
 
*Evokable powers such as [[invisibility]] or [[blink]]
 
*Evokable powers such as [[invisibility]] or [[blink]]
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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
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*Penalties to accuracy, damage, stats, stealth, or willpower
 
*Making noise while wielded
 
*Making noise while wielded
 
*Preventing teleportation
 
*Preventing teleportation
 
*Preventing spellcasting
 
*Preventing spellcasting
 
*Causing [[magic contamination]] when unwielded/unequipped
 
*Causing [[magic contamination]] when unwielded/unequipped
*Causing [[draining]] when unwielded/unequpped
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*Causing [[draining]] when unwielded/unequipped
 
*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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The game will auto-inscribe all of an artefact's properties when identified, allowing you to reference them at a glance.
 
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.
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Artefacts cannot be modified by regular means. Scrolls of enchant weapon/armour won't work on them.
  
 
==Sources of Artefacts==
 
==Sources of Artefacts==
 
Artefacts can come from many sources:
 
Artefacts can come from many sources:
  
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*[[Ashenzari]] will turn regular items into artefacts by [[curse|cursing]] them. They gain whatever stat bonuses the god offers, as well as an effective Fragility.
 
*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.
 
*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.
*Many man-made treasure [[vault]]s, such as in [[Elf]]:3 or [[Vaults]]:5, are weighted to produce 'high-value' items, including artefacts.
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*Many pregenerated treasure [[vault]]s, such as in [[Elf]]:3, [[Vaults]]:5, or a [[trove]], are weighted to produce 'high-value' items (including artefacts).
  
 
==Strategy==
 
==Strategy==
It is easy to recognize an artefact: all artefacts, even when unidentified, have their name displayed in white text.
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It is easy to recognize an artefact. Randarts have their names in white, and unrands have their names in cyan. All artefacts come with an [[inscription]], such as {freezing, Int+4}. For reference, regular magical items have names in blue, and do not have inscriptions unless you add one.
  
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 [[helmet]]s can be winged, visored, and so on.
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Artefacts are somewhat common. You'll find them in various treasure vaults, such as in [[Elven Halls|Elf]]:3, [[Vaults]]:5 and [[Slime Pits|Slime]]:5. They can appear throughout the game, or be gifted by gods like [[Trog]] and [[Okawaru]]. [[Scrolls of acquirement]] generate high-value items, which often include artefacts.
  
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 necessarily more powerful than a regular [[brand]]ed item. For example, the +3 hand axe "Yendor" {flaming, rC+, Int +5, *Corrode} would have the same damage output as a +3 [[flaming]] [[hand axe]], which isn't very much beyond the early game. While rC+ or Int +5 may be useful for some characters, it's worse as an ''axe'' than a +3 flaming [[war axe]].
  
Artefacts are not necessarily more powerful than a regular [[brand]]ed weapon. For example, the +3 hand axe "Yendor" {flaming, +5 Int, *Corrode} would have the same damage output as a +3 [[flaming]] [[hand axe]] (which isn't very much).
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For more details, see [[Randart#Strategy]] or [[List of unrands|the specific unrand's page]], depending on the type of artefact in question.
  
 
==History==
 
==History==
*Prior to [[0.28]], artefacts could come with evocable [[berserk]].
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*Prior to [[0.28]], artefacts could come with evocable [[berserk]], but *Rage generally inflicted berserk less often.
*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 [[0.27]], 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
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*Prior to [[0.19]], randarts could have the *Confuse ego, randomly causing the wielder to become [[confusion|confused]] when taking damage. Each equipped randart with *Confuse would increase the chance of confusion by 1%. [[0.19]] replaced it with the *Slow ego.
[[Category:Items]][[Category:Artefacts]]
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*In [[0.18]], the *Fragile intrinsic was added.
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*Prior to [[0.15]], artefacts were able to resist the permanent effects of [[corrosion]].
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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.
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[[Category:Items]]
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[[Category:Artefacts]]

Latest revision as of 08:57, 19 October 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

An artefact is a unique item that can posses a wide variety of properties, making them different from "normal" magical equipment. Unidentified artefacts always carry unusual names, such as "a golden sword" or "a shimmering scale mail".

Types of Artefacts

Artefacts come in two distinct (and potentially hard to distinguish) 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 willpower
  • Making noise while wielded
  • Preventing teleportation
  • Preventing spellcasting
  • Causing magic contamination when unwielded/unequipped
  • Causing draining when unwielded/unequipped
  • 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 regular means. Scrolls of enchant weapon/armour won't work on them.

Sources of Artefacts

Artefacts can come from many sources:

  • Ashenzari will turn regular items into artefacts by cursing them. They gain whatever stat bonuses the god offers, as well as an effective Fragility.
  • 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.
  • Many pregenerated treasure vaults, such as in Elf:3, Vaults:5, or a trove, are weighted to produce 'high-value' items (including artefacts).

Strategy

It is easy to recognize an artefact. Randarts have their names in white, and unrands have their names in cyan. All artefacts come with an inscription, such as {freezing, Int+4}. For reference, regular magical items have names in blue, and do not have inscriptions unless you add one.

Artefacts are somewhat common. You'll find them in various treasure vaults, such as in Elf:3, Vaults:5 and Slime:5. They can appear throughout the game, or be gifted by gods like Trog and Okawaru. Scrolls of acquirement generate high-value items, which often include artefacts.

Artefacts are not necessarily more powerful than a regular branded item. For example, the +3 hand axe "Yendor" {flaming, rC+, Int +5, *Corrode} would have the same damage output as a +3 flaming hand axe, which isn't very much beyond the early game. While rC+ or Int +5 may be useful for some characters, it's worse as an axe than a +3 flaming war axe.

For more details, see Randart#Strategy or the specific unrand's page, depending on the type of artefact in question.

History

  • Prior to 0.28, artefacts could come with evocable berserk, but *Rage generally inflicted berserk less often.
  • 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 0.19, randarts could have the *Confuse ego, randomly causing the wielder to become confused when taking damage. Each equipped randart with *Confuse would increase the chance of confusion by 1%. 0.19 replaced it with the *Slow ego.
  • In 0.18, the *Fragile intrinsic was added.
  • Prior to 0.15, artefacts were able to resist the permanent effects of corrosion.
  • 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.