File: art1-343.txt

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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.