Disastrous Consequences
 
 
 
 
 
 
 

Artifacts

(Artifacts consume adrenaline while in use)


Boots of Flight
Enables the wearer to fly! Useful when needed to escape or reach difficult places.
Consumes 5 adrenaline per second.

Double Magic Modifier
Doubles the magic modifier of the selected weapon (e.g., a Vorpal +10 shock rifle would become a Vorpal +20 shock rifle).
NOTE: This artifact is only available with the Loaded Artifacts skill.
Consumes 10 adrenaline per second.

Electro-Magnet
Allows your player to walk on walls. Activate it and run towards a wall!
Consumes 2 adrenaline per second.

Globe of Invulnerability
Makes you invulnerable to damage, with the exception of Rage weapons' self-damage.
Consumes 12 adrenaline per second.

Kill All Summoned Monsters
Kills all monsters that you have summoned this game.
NOTE: This artifact is only available with the Loaded Monsters skill.

Kill Oldest Summoned Monster
Kills the oldest monster you have summoned this game (i.e., of your living monsters, it kills the one you summoned first).
NOTE: This artifact is only available with the Loaded Monsters skill.

Lightning Rod
This artifact will strike at your enemies with weak but fast firing lightning bolts so long as they are in your sight. The amount of adrenaline used is proportional to the number of targets in range.
Consumes 5 adrenaline per second.

Magic Modifier plus one
Requires 250 adrenaline. Adds an additional +1 to an already maxed weapon (e.g., a Null Flak +6 becomes a Null Flak +7). This maxed weapon cannot be tossed, but can be changed into something else with a Magic Weapon Maker.
NOTE: This artifact is only available with the Loaded Artifacts skill.

Magic Weapon Maker
Requires 100 adrenaline. It will turn the weapon that you have selected into a random magical weapon. Good way to get rid of a cursed weapon. It has a 33% chance of breaking after each use, unless you purchase Loaded Artifacts level 3, which makes it unbreakable.
Consumes 25 adrenaline per second.

Max Magic Modifier
Requires 150 adrenaline. Modifies the selected weapon to the maximum possible for that weapon type. For example, if you used it on a Flak Cannon -3, the flak would become a Flak Cannon +5. If you used the artifact on a Vorpal +6 Shock Rifle, the shock rifle would become a Vorpal +10 Shock Rifle.
NOTE: This artifact is only available with the Loaded Artifacts skill.
Consumes 25 adrenaline per second.

Medic Weapon Maker
Requires 10 adrenaline. This artifact changes the currently selected weapon into a "super healing" weapon- an infinite +6 healing weapon. If you change a second weapon into a super healing weapon, the first one is destroyed.
NOTE: This artifact is only available with the Loaded Medic skill.

Summon Charm
This artifact will summon the best possible monster for you based on the amount of adrenaline you use. For example, if you use 100 adrenaline, you will get a warlord. (NOTE: This charm does not allow you to summon queens or giant gasbags because their children would take over the map.) The pet lasts for 120 seconds.
This is a one-time only use, after which the charm disappears.
Loaded Monsters characters receive a variation of this charm for each type of monster that they are able to summon (e.g. a Pupae summon charm, a manta summon charm, etc.). These charms do not break.

Teleporter
This cousin to the translocator will warp you to a random location. Has a 1 second delay before teleported. A cowards best friend.
Consumes 25 adrenaline per second.

Triple Damage
This fabled artifact is the big sister to the double damage.
Consumes 7 adrenaline per second.

Last updated 6/25/06

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