23.1.7 ARTIFACT PROPERTIES
The following powers can be added to any existing item. If added to a
non-artifact it will make the item an artifact in the sense that it will
never decay and it will reset to you.
Aiming: 200 Credits
- Any item with this power placed on it will give you the skill of
aiming, which will increase your chance to hit with a bow with the
command AIM <target> <direction>. The item must be in your inventory
to have effect.
Artifact_Pack: 100 Credits
- This power can be put on any normal pack. Artifact packs never
decay.
Artifact_Pipe: 50 Credits
- This power can be put on any normal pipe. Artifact pipes never
need to be lit.
Artifact_Syringe: 50 Credits
- This power can be put on any normal syringe. Artifact syringes never
need to be flicked.
Artifact_Vial: 40 Credits
- This power can be put on any normal vial. Artifact vials can hold
100 applications.
Celestial_Negation: 200 Credits
- Disables the effects that astronomy has on you. This item must be in
your inventory to have effect.
Charisma: 200 Credits
- When disfigured this power will give you great charisma, delaying
the attacks of your loyal minions upon yourself. The item must be
in your inventory to have effect.
Darkness: 100 Credits
- Any item with this power placed on it will allow you to CONJURE
DARKNESS. The item must be in your inventory to have effect.
Hide_Might: 50 Credits
- With this power, no one will be able to see your might with the
HONOURS command. The item must be in your inventory to have effect.
Hide_Honours: 200 Credits
- With this power, no one will be able to glean any information
about you with the HONOURS command. The item must be in your
inventory to have effect.
Light: 100 Credits
- Any item with this power placed on it will allow you to CONJURE
LIGHT. This will clear any darkness in the room, and reveal any
hidden players. The item must be in your inventory to have effect.
Spark_Boon: 500 Credits
- If you are holding an item with this property in your inventory, it
will reduces spark costs by 50%.
Skilled_Enchanter: 250 Credits
- 50% faster enchanting. This item must be in your inventory to have
effect.
Spirit_Anchor: 100 Credits
- Increases the speed to recover from deaths by 50%. This item must be
in your inventory when you die for it to work properly. Does not work for
vampires.
Stability: 250 Credits
- This property will give the player a permanent mass defense. This
item must be worn in order for it to work.
XPGain: 250/500/1000 Credits
- There are three levels of this artifact power. Each one will increase
your experience gain under any circumstances by 5%, 10%, or 15%
respectively. The item must be in your inventory to have effect.
Venom_Blood: 100 Credits
- With this effect you will never need to purge your bloodstream of
venoms. You can hold any secretions in your blood for as long as
you wish. The item must be in your inventory to have effect.
Zephyr: 250 Credits
- This property will give you the ability to walk on water. It must
be put on a clothing item, and it must be worn to have effect.