After you unwield artifact some time is required to allow disease to wear off, during this period critters will still spawn. The spawn rate increases the longer you have artifact wielded. Gives a disease that randomly spawn extra-dimensional critters around. "You feel an otherworldly attention upon you." "You feel your genetic makeup degrading." The longer you wield the item, the stronger the effect gets, and the longer it takes to wear off.Ģ5% chance to irradiate the player every turn. In the beginning artifact gives slight bonuses to dexterity, intelligence and perception when it is wielded/worn, but will eventually change them to penalties, although bonus to strength will stay and grow stronger. All stats will be decreased when item is not wielded. "You feel an evil presence." and "You have an urge to wield the %artifact%."Ĭarrying and wielding (if it is tool) or wearing (if clothing) the item causes the Evil disease, which has effects similar to addiction. When damage higher than 5 is dealt to enemies, it may heal character by some part of damage.Īrtifacts can have the following bad passive effects:ġ% chance to increment hunger every turn.Ġ.8% chance to increment thirst every turn.ġ0% chance to create smoke on a nearby square every turn. Increases weight carrying capacity by 22.5 kg. ![]() the Flaming eye's gaze or the Amigara horror's paralysis. Slowly (-1 to density every turn) extinguish fires on a nearby squares.īlocks "psychic" effects, e.g. Will randomly spawn friendly shadow snakes when wearer is hit for 6 or more damage.Īllows you to see through walls a few tiles.Īllows you to see through walls to a great distance. It is far more effective than Potassium iodide tablets. If the basic armor type has not its second material (MNULL), and the mod has a material attached, the second material will be changed to it.Īrtifacts can have the following good passive effects: Volume and weight are only applicable if this is an *extra* weaponĬlothing modifications alter the normal values of clothing.Schizo, attention, force teleport, bad weather Has a self-similar pattern which repeats until it is too small for you to seeĪll stats +2, all stats +2, clairvoyance, psyshield Has a surface reminiscent of reptile scales Occasionally makes a soft crackling soundĭexterity +4, speed +20, snakes, carry moreĪttention, intellect -3, movement noise, movement noise Resist electricity, dexterity +4, speed +20, psyshieldĬlairvoyance, invisible, psyshield, sap life Makes your skin itch slightly when it is close Invisible, clairvoyance, extinguish, sap life Sap life, all stats +2, speed +20, carry more Shrinks and grows very slightly with a regular pulse, as if breathing ![]() Type of anomaly will be related to effects set. ![]() Natural artifacts are always made from stone and vary only by weight and volume. Anomalies don't show up on the map (but they might be marked automatically if automatic note taking is turned on, keyword is might), temples and mines are marked as normal locations. If you see lightning or fire emit from somewhere without a clear source, there probably is an anomaly artifact nearby. Anomalies that have artifacts in them can have various fields with strange effects, often related to the artifacts special effects. Also natural artifacts are always tools and can be recharged.Ĭurrently artifacts are found only in temples, mines and anomalies. Both effects can be active or passive, or only good active with bad passive. ![]() "Natural artifacts" that can be found in anomalies are less random and come with only two fixed effects, which are always one good one and one bad one. The distribution is balanced in such a way that an artifact that creates a powerful good effect will also have significant drawbacks, whereas a less potent artifact will also have proportionately fewer negatives. Artifacts can be generated with both good and bad abilities.
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