File: art1-343.txt

package info (click to toggle)
nethack-spoilers 3.4.3%2B20110109-2
  • links: PTS, VCS
  • area: main
  • in suites: stretch
  • size: 1,080 kB
  • ctags: 50
  • sloc: makefile: 2
file content (600 lines) | stat: -rw-r--r-- 22,892 bytes parent folder | download | duplicates (5)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
art1-343.txt  Last edited 2006-10-24 for NetHack 3.4.3
Artifacts and their properties in NetHack 3.4
Compiled for 3.2.2 by Kevin Hugo.
Updated for 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>.

ARTIFACT       ITEM          COST  GENER  ALN  +HIT  +DAM  ATTACK  DEFEND
~~~~~~~~~~~~~  ~~~~~~~~~~~~  ~~~~  ~~~~~  ~~~  ~~~~  ~~~~  ~~~~~~  ~~~~~~
Demonbane      long sword   $2500  aborw  L    +d5    x2   demons
Excalibur      long sword    4000   bcdw  L !  +d5  +d10           lev, search
Grayswandir    silver saber  8000   borw  L    +d5    x2   silver  hallu
Snickersnee    katana        1200   borw  LS    +0   +d8
Sunsword       long sword    1500  aborw  L    +d5    x2   undead
O Detection    crystal ball  2500   bq w  LA!                      mgc, spell
S Might        mace          2500   bq w  LC!  +d5    x2   align   mgc
M Mirr Merlin  mirror        1500   bq w  LK!                      mgc
Mitre Holiness helm brllnce  2000   bq w  LP!                      undead, fire
T Muramasa     tsurugi       4500   bq w  LS!   +0   +d8   bisect  luck
      
Cleaver        battle axe    1500  b orw  NB   +d3   +d6
Giantslayer    long sword     200  b orw  N    +d5    x2   giants
Magicbane      athame        3500  b orw  NW   +d3   +d4   magic   mgc, curse
Mjollnir       war hammer    4000  b orw  NV   +d5  +d24   elec
Vorpal Blade   long sword    4000  bcorw  N    +d5   +d1   behead
H Ahriman      luckstone     2500  b q w  NB!   +5    x2   luck    stealth
S Aesculapius  quarterstaff  5000  b q w  NH!   +0    x2   lev     lev, regen
Eyes Overworld lenses        2500  b q w  NM!                      mgc
PYEC           credit card   7000  b q w  NT!                      mgc, spell
Orb of Fate    crystal ball  3500  b q w  NV!              luck    spell, phys
Eye Aethiopica amulet ESP    4000  b q w  NW!                      mgc, spell

Grimtooth      orcish dagger  300  b orw  C    +d2   +d6
Orcrist        elv brdswd    2000  bnorw  C    +d5    x2   orcs
Sting          elv dagger     800  bnorw  C    +d5    x2   orcs    warn, web
Stormbringer   runesword     8000  bcorw  C !  +d5   +d2   lev     lev
L Diana        bow           4000  b q w  CRa! +d5     0           reflect
M Key Thievery skeleton key  3500  b q w  CRo!                     warn, phys

Dragonbane     broadsword     500   borw       +d5    x2   dragon
Fire Brand     long sword    3000   borw       +d5    x2   fire    fire
Frost Brand    long sword    3000   borw       +d5    x2   cold    cold
Ogresmasher    war hammer     200   borw       +d5    x2   ogres
Trollsbane     morning star   200   borw       +d5    x2   trolls
Werebane       silver saber  1500   borw       +d5    x2   were    were

Bell Opening   silver bell    5000   g
Can Invocation candelabrum    5000   g
Book Dead      papyrus spbk  10000   g
Amulet Yendor  amulet Yendor 30000   g


Artifacts are listed above by alignment, then alphabetically with the
Quest Artifacts listed later.  The name of each ARTIFACT may have been
abbreviated to fit in the table above; see below for the official name.
Artifacts are special instances of ordinary objects, and have all of the
behaviors and properties of the ordinary ITEM in addition to those
granted by the particular artifact; they are however considerably more
valuable, as indicated by the COST field.

The GENER field specifies all of the possible ways that a particular
artifact may be generated.  Each artifact can only be generated _once_
per game -- it cannot be generated again, even if the player never found
the artifact, if the artifact is stolen, or if the artifact is destroyed.
Note that in some cases, an ordinary object may be converted into an
artifact, but no artifact will be converted into another artifact.  The
meaning of the letters are as follows:
 a  Humanoid angelic species have a 5% chance of being generated with a
    blessed, rustproof Demonbane or Sunsword; 100% for Archons.
 b  All artifacts on the current level are saved when a character dies
    and creates a bones file.  If a new character visits the same level
    and loads the bones file, the same artifacts will be created, except
    under the following conditions.  If the artifact was already created
    in the new player's game or is the new player's Quest Artifact, then
    the artifact reverts to its ordinary object.  The Unique Items
    (Bell of Opening, Candelabrum of Invocation, Book of the Dead, and
    Amulet of Yendor) will revert into ordinary objects (cursed bell,
    pile of used candles, cursed spellbook of blank paper, and cursed
    fake amulet of Yendor, respectively).
 c  If you pray and your god is very pleased, you may be crowned and get
    a good artifact, though Wizards and Monks may instead receive a
    spellbook of finger of death or restore ability respectively.  If a
    lawful character is wielding an ordinary long sword when crowned, it
    becomes Excalibur.  Neutrals get Vorpal Blade, regardless of what they
    are wielding (if already wielding it, it goes "snicker-snack!").
    Chaotics get Stormbringer, regardless of what they are wielding.  You
    can only be crowned once.  If you were restricted to unskilled in the
    weapon class of your alignment's artifact, the restriction is removed
    so you may advance to basic skill.
 d  If you #dip a single ordinary long sword in a fountain, are at least
    experience level 5, and Excalibur doesn't already exist in your game,
    then there is a 1/6 chance of something special happening to your
    long sword.  If you are lawful, the long sword is converted into
    the blessed, rustless, uncorroded, damageproof Excalibur and you
    exercise your wisdom.  If you are neutral or chaotic, your long
    sword is cursed, loses its rustproofing, may lose an enchantment,
    and you abuse your wisdom.
 g  This Unique Item is an essential part of the game, and can only be
    obtained by killing (or stealing it from) the appropriate Nemesis.
    These items are specially protected from being destroyed.  They
    also do not count toward the number of artifacts that have been
    generated.
 n  An ordinary item can be converted into this artifact by #naming it.
    The item must be singular, not already an artifact, of the same type
    as the new artifact, and the new artifact must not already exist.
    Answer that you want to #name a single item, and provide the short
    name of the artifact (i.e. "Sting" instead of "elven dagger named
    Sting").
 o  This item may be given (non-cursed, and erodeproof if applicable) as
    a gift from your god when #offering corpses.  You must sacrifice a
    fresh corpse at a co-aligned altar, be in good standing with your god,
    have non-negative luck, and be at least experience level 3. You will
    only get artifacts that are of your alignment or none, and some
    classes get certain artifacts as their first gift (if available).
    Your first gift will always be co-aligned.
    Orcs will never receive elven weapons, or vice versa.
    The chance that you will be given a gift depends on the number of
    artifacts already created in the game and how many of them were
    gifts; the chance is 1/(10+(2*artifacts*gifts)).
    If you receive a weapon artifact this way and were restricted in
    its weapon class to unskilled, the restriction is removed so you
    may advance to basic skill.
 r  This artifact may be randomly generated in place of a regular item
    (1/20 chance for each weapon).  In particular, antique weapons
    outlets appear to frequently carry artifacts because a large number
    of weapons are randomly generated there.  The player-monsters on the
    Astral Plane also have a 50% chance that the weapon they are
    generated will be upgraded to one of these random artifacts.
 q  This is a Quest Artifact.  If you are of the same class as the
    artifact, you can only obtain it by completing your Quest.
    Otherwise it can only be obtained by bones levels or wishing.
    If you are neither the same class nor the same alignment, you cannot
    pick it up, wield it, or wear it.
 w  This artifact can be wished for.  You may specify either the short
    name of the artifact (e.g. "Magicbane") or the long name ("athame
    named Magicbane"); capitalization does not matter.  You cannot wish
    for Unique Items or your own Quest Artifact; there are also
    limitations on wishing for other classes' Quest Artifacts based on
    your class and alignment (see "q" above).  The chance of getting an
    artifact from each wish depends on the number of artifacts already
    created in the game:
        ARTIFACTS   0     1     2     3    4    5    6      n
        CHANCE     100%  100%  2/3   2/4  2/5  2/6  2/7  2/(n+1)

The first letter of the ALN column indicates the alignment of the artifact
(Lawful, Neutral, or Chaotic), if any.  When playing a class which can have
multiple alignments, the alignment of the Quest Artifact will be adjusted
to match the character's starting alignment.  A second letter specifies
the class aligned to the artifact; alignments of these artifacts will also
be adjusted if necessary. It also indicates which Quest Artifact belongs
to each class, and for artifacts available as sacrifice gifts denotes that
the artifact is the guaranteed first gift for that class.  Intelligent
artifacts are indicated with a ! symbol.  All three conditions are
considered each time you attempt to wish for, pick up, wield, wear,
invoke, apply, or steal an artifact:
 *  If the artifact is intelligent, then in order to touch the artifact
    safely, you must have the same alignment as the artifact, must be of
    the same class (or no class is specified), must have non-negative
    alignment, and must not be in the form of something the artifact
    specially attacks. Otherwise, you will be blasted by the artifact's
    power, sustain 4d10 damage (2d10 if you have magic resistance), and
    abuse your wisdom.
    If you are of the wrong class and fail at least one of the other
    conditions above, then the artifact will furthermore "evade your
    grasp!" and you will not be able to use it at all.  
 *  If the artifact is not intelligent, then you have only a 1/4 chance
    of being blasted if you have a different alignment from the artifact
    or have negative alignment (these two criteria not applying for
    unaligned artifacts), or are in the form of something the artifact
    specially attacks; damage is 4d4 (2d4 if you have magic resistance).
    In any case, you will be able to use the artifact.
 *  Orcrist and Sting will never blast non-orcs.
Intelligent artifacts furthermore have an 80% chance of resisting being
cursed by "malignant aura"-type curses.

The +HIT column specifies any bonuses when calculating to-hit, and +DAM
lists any bonuses or multiplier to damage.  For some artifacts, these
adjustments only apply when hitting a specific type of monster.  See
weap-343.txt to find out how these values are used in weapons calculations.
Additional damage due to level drain, bisecting, or beheading are not
included in the table above, but are listed in the weapon descriptions
below.  Note that the chance of certain weapon artifact effects are
based on your to-hit die roll.  This means that if you always hit a
monster, the effect occurs with the published percentage; however, if
you only hit a monster 1 in 20, then every hit you make causes the effect.

The ATTACK and DEFEND fields list a brief summary of the offensive and
defensive effects of each artifact; see the sections below for full
descriptions of each artifact's abilities.  The effects of the Bell of
Opening, Candelabrum of Invocation, and Book of the Dead are documented
in tool-343.txt.  The powers of the Amulet of Yendor are listed in
amul-343.txt.


Lawful artifacts
~~~~~~~~~~~~~~~~
[Adapted from the spoilers "artifacts" by Boudewijn Waijers and "damages"
by Henri Block and Hisashi Yoshida.]

Demonbane
  (lawful long sword)
  Carried
    No effect.
  Wielded
    +d5 to hit and x2 damage only against demons (all & except Death,
    Pestilence, Famine, the mail daemon, sandestins, and djinn).
  Invoked
    No effect.

Excalibur
  (lawful long sword)
  Carried
    No effect.
  Wielded
    +d5 to hit and +d10 damage to all monsters.
    Confers level drain resistance and automatic searching.
    Manual and automatic searching have their chance of success modified
    by Excalibur's enchantment.
    Even eyeless monsters will be able to locate you.
    Demon princes will be generated hostile.
  Invoked
    No effect.

Grayswandir
  (lawful silver saber)
  Carried
    No effect.
  Wielded
    +d5 to hit and x2 damage to all monsters.
    Confers hallucination resistance.
    Silver damage against silver-hating creatures (a normal effect of
    silver sabers).
  Invoked
    No effect.

Snickersnee
  (lawful katana)
  Carried
    No effect.
  Wielded
    +d8 damage to all monsters.
  Invoked
    No effect.
  Note: Do not confuse this artifact with Vorpal Blade.

Sunsword
  (lawful long sword)
  Carried
    No effect
  Wielded
    +d5 to hit and x2 damage only against undead (ghosts, shades, and
    all LMVWZ).
    Acts as a light source.
    Prevents blinding from light-based sources.
  Invoked
    No effect.

The Orb of Detection
  (lawful* Archeologist crystal ball)
  Carried
    Confers magic resistance and telepathy.
    Half damage when attacked by spells.
  Invoked
    Toggles invisibility on/off.

The Sceptre of Might
  (lawful* Caveman mace)
  Carried
    Confers magic resistance.
  Wielded
    +d5 to hit and x2 damage only against monsters not of its alignment.
  Invoked
    Toggles conflict on/off.

The Magic Mirror of Merlin
  (lawful Knight mirror)
  Carried
    Confers magic resistance and telepathy.
    Knights get double damage when: turning undead in any way; using
    a spell of force bolt, magic missile, unskilled/basic cone of
    cold, or drain life; or using a wand of striking.
  Applied or wielded
    Speaks to you (gives random rumour, from the true file if blessed,
    the false file if cursed, or either if uncursed).

  Invoked
    No effect.

The Mitre of Holiness
  (lawful* Priest helm of brilliance)
  Carried
    Confers fire resistance.
  Worn
    Priests take half damage from undead (ghosts, shades, and all LMVWZ)
    and demons (all & except Death, Pestilence, Famine, the mail daemon,
    djinn, and sandestins).
    Increase in intelligence and wisdom (normal helm effects).
  Invoked
    Boost in spell energy.

The Tsurugi of Muramasa
  (lawful Samurai tsurugi)
  Carried
    Acts as luckstone.
  Wielded
    +d8 damage to all monsters.
    5% chance (based on your to-hit roll) of extra damage:
      Monsters engulfing you are instantly killed.
      Damage is doubled against big monsters.
      All other monsters are instantly killed.
  Invoked
    No effect.


Neutral artifacts
~~~~~~~~~~~~~~~~~
[Adapted from the spoilers "artifacts" by Boudewijn Waijers and "damages"
by Henri Block and Hisashi Yoshida.]

Cleaver
  (neutral* battle axe)
  Carried
    No effect.
  Wielded
    +d3 to hit and +d6 damage to all monsters.
  Invoked
    No effect.

Giantslayer
  (neutral long sword)
  Carried
    No effect.
  Wielded
    +d5 to hit and x2 damage only against giants, stone giants, hill
    giants, fire giants, frost giants, storm giants, giant mummies,
    giant zombies, Cyclops, and Lord Surtur.  Note that it does not
    affect ettins or titans.
  Invoked
    No effect.

Magicbane
  (neutral* athame)
  Carried
    No effect.
  Wielded
    +d3 to hit to all monsters; +d4 damage to monsters that do not resist.
    May also probe, stun, scare, cancel, or confuse (see art2-343.txt).
    Confers magic resistance.
    Protects inventory against 95% of curses.
  Invoked
    No effect.
  Note: You can also engrave "Elbereth" with any non-cursed athame and
    it won't dull the weapon.

Mjollnir
  (neutral* war hammer)
  Carried
    No effect.
  Wielded
    +d5 to hit and +d24 damage against monsters that are NOT shock-
    resistant.
    May explode rings (other than shock resistance) or wands (other than
    lightning) carried by the target.
    Can only be thrown when you have strength 25 (such as with gauntlets
    of power) and you are wielding it.  When thrown by Valkyries there is
    a 99% chance that the artifact will return to you: if you are not
    confused, stunned, blind, hallucinating, or fumbling, there is a
    further 99% chance it will return directly to your hand, otherwise it
    will either land at your feet or hit you (50/50 chance).
    Can only be kicked one square.
  Invoked
    No effect.
  Note: Does NOT provide shock resistance!

Vorpal Blade
  (neutral long sword)
  Carried
    No effect.
  Wielded
    +d5 to hit and +1 damage to all monsters.
    Instantly kills Jabberwocks.
    5% chance (based on your to-hit roll) of instantly killing monsters
    by beheading.  Monster must not be headless, amorphous, non-corporeal,
    or swallowing you.  Worms must be hit on their head segment.
  Invoked
    No effect.
  Note: Do not confuse this artifact with Snickersnee.

The Heart of Ahriman
  (neutral* Barbarian luckstone)
  Carried
    Confers stealth.
    +d5 to hit if thrown or slung at a monster; x2 damage if slung.
  Invoked
    Levitation; you can stop this levitation with '>' at will, or by
    invoking the Heart again.

The Staff of Aesculapius
  (neutral Healer quarterstaff)
  Carried
    No effect.
  Wielded
    x2 damage to all non-level-drain-resistant monsters (all except
    undead, demons, were-creatures, and Death).
    Drains levels (1 to 8 hp) from non-level-drain-resistant monsters.
    Confers hungerless regeneration and protection from level drain.
  Invoked
    Heals half hp loss, cures sickness, unblinds (except from cream or
    venom) and unslimes.

The Eyes of the Overworld
  (neutral* Monk lenses)
  Carried
    Confer magic resistance.
  Worn
    Confer astral vision (X-ray vision and blinding immunity).
    Prevent stunning effect of Archons' radiant gaze.
  Invoked
    Enlightenment.

The Platinum Yendorian Express Card
  (neutral Tourist credit card)
  Carried
    Confers magic resistance and telepathy.
    Half damage when attacked by spells.
  Invoked
     Charges objects like a scroll of charging with the same blessed/
     cursed status.  Only Tourists can perform blessed charging.

The Orb of Fate
  (neutral* Valkyrie crystal ball)
  Carried
    Confers warning and half spell damage.
    Half damage when attacked physically.
    Acts as a luckstone.
  Invoked
    Level teleport.

The Eye of the Aethiopica
  (neutral* Wizard amulet of ESP)
  Carried
    Confers magic resistance and faster energy regeneration.
    Half damage when attacked by spells.
  Worn
    Confers telepathy (normal amulet effect).
  Invoked
    Transports you to the closest visited level of any dungeon branch you
    have already visited. Will not work if you have the Amulet of Yendor
    or are in the endgame.


Chaotic artifacts
~~~~~~~~~~~~~~~~~
[Adapted from the spoilers "artifacts" by Boudewijn Waijers and "damages"
by Henri Block and Hisashi Yoshida.]

Grimtooth
  (chaotic orcish dagger)
  Carried
    No effect.
  Wielded
    +d2 to hit and +d6 damage to all monsters.
  Invoked
    No effect.

Orcrist
  (chaotic elven broadsword)
  Carried
    No effect.
  Wielded
    +d5 to hit and x2 damage only against orcs (all o, orc mummies, and
    orc zombies).
  Invoked
    No effect.

Sting
  (chaotic elven dagger)
  Carried
    No effect.
  Wielded
    +d5 to hit and x2 damage only against orcs (all o, orc mummies, and
    orc zombies).
    Confers the warning intrinsic, specifically attuned to orcs.
    Cuts through all webs.
  Invoked
    No effect.

Stormbringer
  (chaotic runesword)
  Carried
    No effect.
  Wielded
    Attacks tame and peaceful monsters without confirmation.
    +d5 to hit and +d2 damage to all non-level-drain-resistant monsters
    (all except undead, demons, were-creatures, and Death).
    Drains levels (1 to 8 hp) from non-level-drain-resistant monsters,
    healing the wielder by half (rounded down) the damage so inflicted.
    Protects from level drain.
  Invoked
    No effect.

The Longbow of Diana
  (chaotic* Ranger bow)
  Carried
    Confers telepathy.
  Wielded
    Confers reflection.
    +d5 to hit when firing arrows against all monsters.
  Invoked
    Creates 7-16 uncursed arrows if uncursed, 7-21 blessed arrows if
    blessed, 6-11 cursed arrows if cursed.

The Master Key of Thievery
  (chaotic Rogue skeleton key)
  Carried
    Confers warning and teleport control.
    Half damage when attacked physically.
  Applied or wielded
    Speaks to you (gives random rumour, from the true file if blessed,
    the false file if cursed, or either if uncursed).
  Invoked
    Untraps boxes and doors with 100% success.

Unaligned artifacts
~~~~~~~~~~~~~~~~~~~
[Adapted from the spoilers "artifacts" by Boudewijn Waijers and "damages"
by Henri Block and Hisashi Yoshida.]

Dragonbane
  (unaligned broadsword)
  Carried
    No effect.
  Wielded
    +d5 to hit and x2 damage only against dragons (all D).
  Invoked
    No effect.

Fire Brand
  (unaligned long sword)
  Carried
    No effect.
  Wielded
    +d5 to hit and x2 damage against monsters that are NOT fire-resistant.
    May boil potions or burn paper (other than scrolls of fire, spellbooks
    of fireball, or the Book of the Dead) carried by the target.
    Confers fire resistance.
  Invoked
    No effect.

Frost Brand
  (unaligned long sword)
  Carried
    No effect.
  Wielded
    +d5 to hit and x2 damage against monsters that are NOT cold-resistant.
    May freeze potions (other than oil) carried by the target.
    Confers cold resistance.
  Invoked
    No effect.

Ogresmasher
  (unaligned war hammer)
  Carried
    No effect.
  Wielded
    +d5 to hit and x2 damage only against ogres (all O).
  Invoked
    No effect.

Trollsbane
  (unaligned morning star)
  Carried
    No effect.
  Wielded
    +d5 to hit and x2 damage only against trolls (all T).
  Invoked
    No effect.

Werebane
  (unaligned silver saber)
  Carried
    No effect.
  Wielded
    +d5 to hit and x2 damage only against were-creatures in both human
    and creature forms.
    Attacks of were-creatures will not transfer lycanthropy.
    Silver damage against silver-hating creatures (a normal effect of
    silver sabers).
  Invoked
    No effect.


* These artifacts are adjusted if necessary to match the starting
alignment of a player of their class.


Acknowledgements
~~~~~~~~~~~~~~~~
Corrections and clarifications provided by Joe Bednorz, Patrick Clot,
Bruce Cox, David Damerell, Kieron Dunbar, Rob Ellwood, Harold Hill,
Scott Hill, Olli Mannisto, Greg Nowak, Jaakko Rajakallio, Pat Rankin,
Martin Read, Newell Rose, Darshan Shaligram, and Stanislav Traykov.