Random Artifacts from the Chaos Darklands Dungeon.
Randart is short for random artifact. The Darklands Dungeon produces most of
the best weapons in the game through a random process wherein
various weapon types can be found with a random number and type of
special enchantments. These weapons are rare, but do not dest.
They are usually found unidentified. The article "an" will often
give them away. ("an dagger" could be "an acidic keen unholy dagger")
Take them to an oracle to discover their enchantments.
(glowing) enchants are always visible, but still need to be identified
to see what else they are.
All weapons of this type require 200/100 stats.
(200+ on your highest stat, all others 100+)
If you don't have high enough stats you will get one of these messages:
You haven't nearly the power to use this. (Your highest stat is too low)
Your weakness prevents you from wielding this. (Your lowest stat is too low)
acidic           
special - great for long battles, cumulative effect
backbiting       
(sucks - harms wielder)
bane             
good against a specific race - e.g. Chicken bane
burst            
special builds from crits
defending        
special block, +resists and +dodge
diseased         
special (slow damage over time and stacking debuff)
disrupting       
extra damage to undead
distracting      
special (interferes with spellcasting)
flaming          
special - fire damage
frozen           
special - cold damage, delays, handy for freeze mold
ghost touch      
good against ghosts and undead
(glowing)        
lights room (as torch)
haste            
higher attack speed
holy             
+30 all stats when fighting evil (penalties for evil)
keen             
increased crit chance
life stealing    
special heals wielder
regenerating     
increased hp/mana/ftg regen
shocking         
special - electric damage
throwing         
special - throws itself, does damage and returns
thundering       
special - powerful special (can knock items to ground)
unholy           
+30 all stats when fighting good (penalties for good)
venomous         
special - poison damage
vicious          
bane-everything and you take damage from special
vorpal           
special - chance to decapitate (edged weapons)
wounding         
special - damage over time
 
Different weapons are more than just flavor text. They can
have different damage and speed modifiers, and damage types.
Some are better for specific use cases.
Weapon              
Class (damtype) damage/speed
longbow             
bow 2.0 lbs (piercing) dex/dex (DEX based damage)
cestus              
hands 1.0 lbs str/dex
gauntlet spikes     
hands 1.0 lbs (piercing) str/dex
katar               
hands 2.0 lbs (piercing) str/dex
dwarven battleaxe   
heavy axe 5.0 lbs (edged) str/dex
lochaber axe        
heavy axe 5.0 lbs (edged) str/dex
military pick       
heavy axe 5.0 lbs (piercing) str/dex
dwarven hammer      
heavy club 6.0 lbs (blunt) str/dex 2hand
footman's hammer    
heavy club 4.0 lbs (blunt) str/dex 2hand
footman's mace      
heavy club 4.0 lbs (blunt) str/dex 1hand
maul                
heavy club 6.0 lbs (blunt) str/dex 2hand
troll club          
heavy club 7.0 lbs (blunt) str/dex 2hand
war club            
heavy club 4.0 lbs (blunt) str/dex 1hand
bishop's flail      
heavy flail 5.0 lbs (blunt) str/dex
spiked chain        
heavy flail 5.0 lbs (edged) str/dex
spiked flail        
heavy flail 4.0 lbs (blunt) str/dex
bohemian ear-spoon  
heavy polearm 4.0 lbs (piercing) str/dex
glaive              
heavy polearm (edged)
guisarme            
heavy polearm 6.0 lbs (edged) str/dex
longspear           
heavy polearm 4.0 lbs (piercing) str/dex
military fork       
heavy polearm
partisan            
heavy polearm 4.0 lbs (piercing) str/dex
ranseur             
heavy polearm 6.0 lbs str/dex
scythe              
heavy polearm 6.0 lbs (edged) str/dex
trident             
heavy polearm 4.0 lbs (piercing) str/dex
bastard sword       
heavy sword 4.0 lbs (edged) str/dex
claymore            
heavy sword 5.0 lbs (edged) str/dex
falchion            
heavy sword 4.0 lbs (edged) str/dex (1-handed)
zweihander          
heavy sword 6.0 lbs (edged) str/dex
dagger              
knife 2.0 lbs (piercing) str/dex
dirk                
knife 2.0 lbs (piercing) str/dex
long elven knife    
knife 3.0 lbs (edged) str/dex
kukri               
knife 2.0 lbs (edged) str/dex
shiv                
knife 1.0 lbs (piercing) str/dex
hand axe            
light axe 3.0 lbs
kama                
light axe 2.0 lbs (edged) str/dex
sickle              
light axe 2.0 lbs (edged) str/dex
gnomish toe-hammer  
light club 3.0 lbs (blunt) str/dex
horseman's mace     
light club 3.0 lbs (blunt) str/dex
morningstar         
light club 3.0 lbs (blunt) str/dex
warhammer           
light club 3.0 lbs (blunt) str/dex
three-ball flail    
light flail 3.0 lbs (blunt) str/dex
short spear         
light polearm 3.0 lbs (piercing) str/dex
broadsword          
light sword 4.0 lbs (edged) str/dex
elven sword         
light sword 3.0 lbs (edged) str/dex
longsword           
light sword 4.0 lbs (edged) str/dex
rapier              
light sword 3.0 lbs (piercing) str/dex
scimitar            
light sword 3.0 lbs (edged) str/dex
short sword         
light sword 2.0 lbs (piercing) str/dex
teddy bear scissors 
light sword 3.0 lbs (edged) str/dex
quarterstaff        
staff 4.0 lbs (blunt) str/dex
wand of magic       
wand 2.0 lbs (magic) int/dex (INT based damage)
 
Randart weapons can be traded with the dwarven merchant.
He will take 3 weapons and drop one new one. He wanders
the dungeon, but can also be summoned anywhere with the
"dwarven raincheck" scroll. To trade, drop the weapons on
the ground and then type "trade weapons".
The merchant will ONLY trade randarts. Not all weapons found
in the dungeon qualify. All weapons can be found without 
enchantments, plus there are some magic weapons which are 
NOT Randarts:
antique halberd              
heavy polearm 13.0 lbs (edged) str/dex
black orcish scimitar        
light sword 3.5 lbs (edged) str/dex
damp iron and wood flail     
light flail 7.0 lbs (blunt) str/dex
damp rough spear             
light polearm 5.0 lbs (piercing) str/dex
flail made of skulls         
heavy flail 7.0 lbs (blunt) str/dex
goblin spear                 
light polearm 5.0 lbs (piercing) str/dex
infernal flaming sword       
light sword 5.0 lbs
infernal flaming devil whip  
light flail 5.0 lbs (edged) str/dex
Iron Fist of Doom            
hands 4.0 lbs (blunt) str/dex +5 palm 
                             - special moves opponent and you out of room, 250/150 req
javelin of lightning
 (short blue-white javelin)        
javelin 1.7 lbs (piercing) str/dex 
large loyal bowie knife      
knife 1.0 lbs (piercing) str/dex
lightning bolt staff         
staff 1.0 lbs (magic elec) str/dex
meteor hammer of meteors
 (black and red painted meteor hammer)    
heavy flail 22.6 lbs (piercing) str/dex 
   - ignites fireball scrolls -careful! 
oversized ogre club          
heavy club 100.00 lbs (blunt) str/dex
ruby wand of missiles +20    
wand 1.0 lbs (magic) int/wil (INT based damage)
- magic missile bonus, 250/150 req
shortbow                     
bow 1.0 lbs (piercing) dex/dex (DEX based!)
short pale white javelin     
javelin 1.7 lbs (piercing) str/dex
staff of the Python          
staff 3.0 lbs (blunt) str/dex (extra attack)
stalker knife                
knife 3.9 lbs (piercing) str/dex
sword of faith               
heavy sword 12.0 lbs (edged) str/dex
- unwields if not angelic, 250/150 req
Tempest, the Arrowstorm bow
 (a black and green longbow)  
bow 0.9 lbs (piercing) str/dex - special 
wand of pain (black wand)    
wand 0.2 lbs (magic) int/int (INT based!)
 
Saving your position . . .