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Artifacts
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(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.
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Last updated 6/25/06
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