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&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{version033}}&lt;br /&gt;
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An &amp;#039;&amp;#039;&amp;#039;artefact&amp;#039;&amp;#039;&amp;#039; is a unique item that can posses a wide variety of properties, making them different from &amp;quot;normal&amp;quot; magical equipment. Unidentified artefacts always carry unusual names, such as &amp;quot;a &amp;#039;&amp;#039;golden&amp;#039;&amp;#039; sword&amp;quot; or &amp;quot;a &amp;#039;&amp;#039;shimmering&amp;#039;&amp;#039; scale mail&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Types of Artefacts==&lt;br /&gt;
Artefacts come in two distinct (and potentially hard to distinguish) flavours:&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[randart]]s&amp;#039;&amp;#039;&amp;#039; - randomly created artefacts.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[unrandart]]s&amp;#039;&amp;#039;&amp;#039; - predefined artefacts. &lt;br /&gt;
**Historically, &amp;#039;&amp;#039;&amp;#039;[[fixedart]]s&amp;#039;&amp;#039;&amp;#039; refered to artefacts with unique properties (e.g. [[Damnation (unrand)|Damnation]]&amp;#039;s ability to fire [[Damnation]]).&lt;br /&gt;
&lt;br /&gt;
==Properties of Artefacts==&lt;br /&gt;
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 (brand)|speed brand]]ed axe or a [[vampiric|vampiric brand]] whip). Randart armours do not have an ego, although both randart and unrandart dragon armours exist.&lt;br /&gt;
&lt;br /&gt;
Randarts can have, in addition, other beneficial properties:&lt;br /&gt;
*Any amount of [[resistance]]s or [[willpower]]&lt;br /&gt;
*Bonuses to [[slaying]], [[attributes]], [[stealth]], or [[willpower]]&lt;br /&gt;
*Evokable powers such as [[invisibility]] or [[blink]]&lt;br /&gt;
*[[See invisible]]&lt;br /&gt;
*[[Flight]]&lt;br /&gt;
&lt;br /&gt;
Unfortunately, they can also have some negative properties:&lt;br /&gt;
*One level of fire or cold vulnerability&lt;br /&gt;
*Penalties to slaying, attributes, stealth, or willpower&lt;br /&gt;
*Making noise while wielded&lt;br /&gt;
*Preventing teleportation&lt;br /&gt;
*Causing [[magic contamination]] when unwielded/unequipped&lt;br /&gt;
*Causing [[draining]] when unwielded/unequipped&lt;br /&gt;
*Causing you to go berserk when attacking enemies&lt;br /&gt;
*Causing you to sometimes gain a certain negative status when taking damage:&lt;br /&gt;
**Possible statuses include [[corrosion]], [[slow]], and [[silence]]. (Each status has its own property.)&lt;br /&gt;
*Fragility - if unequipped, the item is destroyed&lt;br /&gt;
&lt;br /&gt;
The game will auto-inscribe all of an artefact&amp;#039;s properties when identified, allowing you to reference them at a glance.&lt;br /&gt;
&lt;br /&gt;
For most races, artefacts cannot be modified by regular means. Scrolls of enchant weapon/armour won&amp;#039;t work on them.&lt;br /&gt;
The only exception is [[Mountain Dwarf]], which may use enchantment scrolls on random artefacts. Unrands are still unable to be modified.&lt;br /&gt;
&lt;br /&gt;
==Sources of Artefacts==&lt;br /&gt;
Artefacts can come from many sources:&lt;br /&gt;
&lt;br /&gt;
*[[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.&lt;br /&gt;
*Some [[god]]s bestow upon favored followers gifts from time to time, including artefacts. &lt;br /&gt;
*[[Shop]]s may carry artefacts (identified or not). &amp;quot;Antique&amp;quot; shops are most likely to carry artefacts.&lt;br /&gt;
*A [[scroll of acquirement]] may create an artefact for you.&lt;br /&gt;
*Every so often you&amp;#039;ll find an artefact lying around the [[Dungeon]], or used by a monster.&lt;br /&gt;
*Many pregenerated treasure [[vault]]s, such as in [[Elf]]:3, [[Vaults]]:5, or a [[trove]], are weighted to produce &amp;#039;high-value&amp;#039; items (including artefacts).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Artefacts are somewhat common. You&amp;#039;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.&lt;br /&gt;
&lt;br /&gt;
Artefacts are not necessarily more powerful than a regular [[brand]]ed item. For example, the +3 hand axe &amp;quot;Yendor&amp;quot; {flaming, rC+, Int +5, *Corrode} would have the same damage output as a +3 [[flaming]] [[hand axe]], which isn&amp;#039;t very much beyond the early game. While rC+ or Int +5 may be useful for some characters, it&amp;#039;s worse as an &amp;#039;&amp;#039;axe&amp;#039;&amp;#039; than a +3 flaming [[war axe]].&lt;br /&gt;
&lt;br /&gt;
For more details, see [[Randart#Strategy]] or [[List of unrands|the specific unrand&amp;#039;s page]], depending on the type of artefact in question.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.33]], artefacts could come with -Cast instead of *Silence.&lt;br /&gt;
*Prior to [[0.28]], artefacts could come with evocable [[berserk]], but *Rage generally inflicted berserk less often.&lt;br /&gt;
*Prior to [[0.27]], artefacts could come with *[[Curse]], cursing when they are equipped. They also had evocable temporary flight instead of permanent flight.&lt;br /&gt;
*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.&lt;br /&gt;
*In [[0.18]], the *Fragile intrinsic was added.&lt;br /&gt;
*Prior to [[0.15]], artefacts were able to resist the permanent effects of [[corrosion]].&lt;br /&gt;
*Prior to [[0.12]], artefacts with the &amp;quot;Contam&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Artefacts]]&lt;/div&gt;</summary>
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