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Announce News Post #1030

New Artifact Powers

Written by: Varian the Celestine
Date: Tuesday, December 4th, 2007
Addressed to: Everyone


If you follow the forums you will know that we are working on some new
artifacts. This is the first series of new artifact properties we are
releasing this week. We will be adding several more over the next few
days.

New Artifact Powers
---------------------------
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.

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.

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.

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.

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.

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.

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.

Venom_Blood: 50 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

Artifact_Vial: 40 Credits
- This power can be put on any normal vial. Artifact vials can hold
100 applications.

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_Pack: 100 Credits
- This power can be put on any normal pack. Artifact packs never
decay.

Penned by my hand on the 24th of Midsummer, in the year 232 MA.


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