Contents
Introduction
A 'junkart' is an artifact, but an odd sort of artifact. It cannot be wielded, but it can be activated. Its value (good or bad) lies solely in its activation.
The activation can only be found through *ID*ing the junkart in question. There are a fixed number of junkarts in the game, and a fixed number of activations. However, the specific activation of a given junkart is assigned randomly at the start of a game, just as the flavours of potions, etc., are scrambled. This means that a specific named junkart which, in your last game, healed 700 HP, might very well kill you next time around!
Furthermore:
- duplicate copies of the same junkart may be found
- different junkarts with the same activation may be found
- the recharge time in the description is missing or incorrect in ToME 2.2.7 but is fixed in ToME 2.3.0
Words of wisdom: Never, ever, ever use a junkart before *ID*'ing it first.
...but if you do and survive, but can't figure out what it did, look it if is (charging). Purely destructive junkarts never recharge.
Chart of junkart names (ID'd and not ID'd)
Please note (again) that this list of names has nothing to do with activations.
Junkart name |
Un-identifed junkart name |
The Gem of Fire |
(a red gem) |
Kenault's Cantrip Generator |
(a shiny, black box) |
The Gem of Wisdom |
(a grey gem) |
The Gem of Ice |
(a blue gem) |
The Wand Contruction Kit |
(many small wooden sticks) |
a Parchment titled "Finer Points of Munchkinism" |
(a Greasy Parchment) <--- most funny name. |
The Gem of Ghosts |
(a translucent gem) |
The Crystal Ball of The Witch-King of Angmar |
(a crystal ball) |
Etc. A full list is available in the files ./lib/file/rart_f.txt and ./lib/file/rart_s.txt.
Bad junkart activations
- Death: Recharge time 0. (5000 HP unresisted damage)
- Ruination: Recharge time 0. Lose some points in all stats - permanent - restoration won't help.
- Hunger: Recharge time 0. Makes you weak from hunger. You usually get paralyzed for some turns.
- Lose one point in a single stat: Recharge Time 0. Junkarts for each stat are possible, loss is recoverable.
- Stat Loss/Huge Stat Loss: Recharge time 0. Affects all stats. Loss is recoverable.
- Monster summoning: Recharge time 1/2 turn.
- Paralyzation: Recharge time 0. Paralyze you for a time.
- Hallucination: Recharge time 10. You hallucinate for a time.
- Aggravate monster: Recharge time 0.
- Darkness: Recharge 0. Puts a radius 10 area in darkness. Deals 2d10 damage to darkness susceptible creatures.
- Poison: Recharge time 0. Poisons you for a time
- Stun: Recharge time 0. You become stunned for a time.
- Cuts: Recharge time 0. You become cut.
- Confusion: Recharge time 0. You become confused. Note that there are 2 slots for this activation, with slightly different durations.
- Blindness: Recharge time 0. You become blind.
Good junkart activations
- Light absorbtion: Recharge time 80. Deals 1d(player level) per lighted square in a radius 6 zone. Quaff a Potion of Enlightment or cast Vision and you obtain an attack that deals up to 121d(player level) light damage, which is doubled against Ringwraiths and Vampires.
- Satisfy hunger: Recharge time 100.
- Cure light wounds: Recharge time 50. Heal 30 hp, cures fear.
- Cure serious wounds: Recharge time 75. Heals 4d8 hp. Reduces cuts.
- Heal 700 hitpoints: Recharge time 100. Also cures cuts.
- Restore stats and life levels: Recharge time 200.
- Genocide: Recharge time 500. Removes all non-unique/quest creatures of a given type on the level. You lose 1-4 hp for each creature removed. Beware if low on health.
- Mass genocide: Recharge time 1000. Removes all nearby non-unique/quest creatures. You lose 1-3 hp for each crature removed. Beware if low on health.
- Destruction: Create walls in 15% of the squares in a radius 12 zone who will kill most monsters under the new walls, similar to the spell Shake. Recharge time 100.
- Curing: heals blindness, poison, confusion, stun and cuts. Recharge time 110.
- Cure blindness: Recharge time 100.
- Cure hallucination: Recharge time 100.
- Cure confusion: Recharge time 500/100. There are 2 variations in the source with different activation times.
- Cure poison: Recharge time 100.
- Cure stun: Recharge time 100.
- Cure cuts: Recharge time 100.
- Cure fear: Recharge time 100.
- Cure insanity: Recharge time 200
- Curing: Recharge time 110. Cure blindness, poison, confusion, stun, and cuts.
- Summon pet. Recharge time 101 turns.
- Teleportation: Recharge time 100. Teleports you up to 100 sqares away.]
- Teleport level: Recharge time 500.
- Acquirement: Recharge time 3000. Results are based on your current dungeon level.
- Light: Recharge time 100.
Mostly neutral junkart activations (YMMV)
- Something weird: Recharge time 5. No effect whatsoever.
- Gain corruption Recharge time 10. (some people actually want corruptions, hoping to gain demonology skill or anti-teleportation. Use at your own risk, as corruptions are irreversible!).
- Experience Loss/Huge Experience Loss: Recharge time 0. Lose 5/10% of your xp. Was useful to obtain all god quests in old versions of ToME; This is still useful to give more XP per kill to an item by remaining at level 36 a long time if you're an alchemist)
Chatter
SimonSorc: Junkarts are 20% of the fun in the game to me. We should have crazy-named weapons, armor, foodstuff, etc. that activates when used in melee, show, eaten, receive a hit, etc. (-;
MayLith: Post it in the IdeaArchive.
UserPageKernigh: I have a ~ The Gem of Wisdom which says that "It can be activated for restore stats and life levels every 200 turns." however I do not see that in the list of junkart activations above.
Orvin: I have gotten that on junkarts, too.
TobiasParker: That is a sweet early to mid-game junkart. Those restore life-levels/stat potions can get expensive if you have no sustains.
ElIott: Restore Sanity is another useful possible junkart effect.
UserPageKernigh: I discovered that "restore stats and life levels" allows that I can melee with rot jellies and then activate the junkart to restore my charisma. I also added "cure blindness" and "cure hallucination", though I have not actually tested those junkarts to check if they actually work. http://angband.oook.cz/ladder-show.php?id=5877 shows the junkarts which I found.
UserPageKernigh: My char is now dead after I activated a "good" junkart for "mass genocide". I have marked the above entry, but as of now I do not know how to use mass genocide well/safely. It might be time for me to read the sources.
TobiasParker: Genocide spells drain your HP while killing monsters. it is very useful unless you have low HP. Try it during the Maeglin quest once you get there. Or whenever you have 9 billion Greater Balrogs summoned on you.
Torrenal: Fleshed out the list by source diving 2.3.3. Any errors/etc are mine, feel free to tidy up and gripe about my errors. I did leave out one activation, as it is regrettably commented out in the source:
Cure corruption: Recharge time 2000. Commented out in source. Attached comment: No more for the time being, ehehhe evil I am :>
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