Guide to Artifacts: Difference between revisions

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<blockquote>
Hey, this page is semi-outdated! If you're playing on a test merge with the new changes, check out this WIP page instead!
https://wiki.beestation13.com/view/User:Racc-Off/new_artifacts
</blockquote>
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[[File:Xenoarchaeology workspace.png|frame|right|The Xenoarchaeology Lab. Artifacts tend to show up here.]]
[[File:Xenoarchaeology workspace.png|frame|right|The Xenoarchaeology Lab. Artifacts tend to show up here.]]


== What's an Artifact? ==
== Artifacts [[File:artifact_bananium.png]] [[File:artifact_uranium.png]] [[File:artifact_plasma.png]] [[File:artifact_bluespace.png]] ==
Artifacts are strange objects that can perform unique & powerful actions. These items can be researched and sold for a profit, if you're diligent enough. Artifacts come in multiple flavours, material types, that indicate their function, and can often be quite dangerous.
Artifacts are powerful and mysterious ''items'', they are responsible for many phenomena including transforming people into corgis, or spontaneously creating missing persons cases.
 
Artifacts can be bought & sold from the Research and Development Listing Console, or found in maintenance, lavaland, or exploration ruins.  


It's important to keep in mind, selling artifacts is pointless unless they are labeled correctly. Artifacts have a set amount of unique aspects, and the majority of these have to be correctly identified and labeled, to make a profit when selling the artifact. You can think of this process as a complex, life risking, game of guess-who. You can use tools, like anti-tactile pinchers, to make this process easier.
Science can research with these ''items'' to gain various rewards, including both research and discovery points.
* [[File:artifact_bananium.png]] [[File:artifact_uranium.png]] [[File:artifact_plasma.png]] [[File:artifact_bluespace.png]] Artifacts are strange powerful items that can do practically anything!
* [[File:Xenoartifact_console.png]] Use the Research and Development Listing Console to buy & sell artifacts.
* [[File:Xenoartifact_labeler.png]] Use the Artifact Labeler to <s>label your coworkers</s> label artifacts.
* [[File:Artifact_pincher.png]] Use the Anti-Tactile Pinchers to safely manipulate artifacts.


== How do they work? ==
=== Anatomy ===
Artifacts, usually, have 5 unique traits. These are aspects that define the artifact and how it works. These can be 'activated' work by doing so in respective order. These traits belong to different categories of trait types, each filling a different niche & role.
<hr>
Defining an artifact starts with its '''material'''. An artifact's material defines what 'rules' it follows in terms of what kind of traits it can have, and how many traits it can have.
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
{| class="wikitable sortable" style="width:25%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="2"
{| class="wikitable sortable" style="width:50%; text-align:center; margin-left:20%" border="1" align="center" cellspacing="0" cellpadding="2"
! scope="col" style='background-color:#6f55ad;'|Trait Type
! scope="col" style='background-color:#6f55ad;'|material Type
! scope="col" style='background-color:#6f55ad;'|Info
! scope="col" style='background-color:#6f55ad;'|Info
|-
|-
!{{anchor|Activators}}Activators
!{{anchor|Bluespace}}[[File:artifact_bluespace.png]] Bluespace
|Every artifact has one of these. These traits define how the artifact is activated, as you'd expect. This can range from tactile interactions to specific stimulus, like heat.  
|Bluespace artifacts are generally considered the safest type, as most of their traits and synergies are benevolent.
|-
|-
!{{anchor|Minors}}Minors
!{{anchor|Plasma}}[[File:artifact_plasma.png]]  Plasma
|Every artifact has three of these. These traits define minor aspects of the artifact, like weight and size.  
|Plasma artifacts are the easiest to weaponize, often containing dangerous traits that synergize together in an offensive manner.
|-
|-
!{{anchor|Majors}}Majors
!{{anchor|Uranium}}[[File:artifact_uranium.png]] Uranium
|Every artifact has one of these. These traits define the major function of an artifact, what it does exactly. Artifacts have a wide range of functions, such as making simple noises or banishing targets to the [[Exploration Crew#&E#P ! A% L0$7|shadow realm]].
|Uranium artifacts are even more dangerous than plasma artifacts, having access to most traits with no overarching patterns or pre-determined synergies. <span style='color:#f00'>Uranium artifacts also ''start'' with a malfunction, and gain another later. (See below)</span>
|-
|-
!{{anchor|Malfunctions}}Malfunctions
!{{anchor|Bananium}}[[File:artifact_bananium.png]] Bananium
|only some artifacts have these. These traits define a malfunction inside an artifact, accumulated from repeated use or poor design. These traits can have terrible repercussions for anyone willing to risk using the artifact. Most artifacts will typically accumulate a maximum of 2.
|Bananium artifacts are wild cards, they have no rules or restrictions regarding trait types.
|-
|-
|}
|}
</div>
</div>
Some traits from within these categories will only appear in a certain artifact material types. Artifact material types deeply influence what traits they have, and in return also what to expect from it.
 
The next aspect is an artifact's '''traits'''. Traits define an artifact's behaviour and characteristics, these traits fall into 1 of 4 categories, of which are-
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
{| class="wikitable sortable" style="width:25%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="2"
{| class="wikitable sortable" style="width:50%; text-align:center; margin-left:20%" border="1" align="center" cellspacing="0" cellpadding="2"
! scope="col" style='background-color:#6f55ad;'|material Type
! scope="col" style='background-color:#6f55ad;'|Trait Type
! scope="col" style='background-color:#6f55ad;'|Info
! scope="col" style='background-color:#6f55ad;'|Info
|-
|-
!{{anchor|Bluespace}}[[File:Material bluespace.png]] Bluespace
!{{anchor|Activators}}Activators
|Bluespace artifacts are generally considered the safest type, as most of their instances don't contain dangerous traits. Bluespace artifacts are the least likely artifact to malfunction.
|These define how an artifact 'activates'. Every artifact will have '''1''' of these.
|-
|-
!{{anchor|Plasma}}[[File:Material plasma.png]] Plasma
!{{anchor|Minors}}Minors
|Plasma artifacts are considerably dangerous, the majority of their traits inflict damage upon targets. However, due to their one-track type, it is very easy to identify & label plasma artifacts.
|These can define an artifact's physical characteristics, special secondary actions, or artifact function behaviour. Every artifact will have '''3''' of these.
|-
|-
!{{anchor|Uranium}}[[File:Material uranium.png]] Uranium
!{{anchor|Majors}}Majors
|Uranium artifacts are even more dangerous than plasma artifacts. Uranium artifacts start with a malfunction due to their hazardous design and can gain and extra one, over the standard 2 regular artifacts are limited to. Because uranium artifacts are likely to explode, it's more profitable to give them to toxins, in some cases.
|These define an artifact's action, what it [[Exploration Crew#&E#P ! A% L0$7|does]]. Every artifact will have '''1''' of these.
|-
|-
!{{anchor|Bananium}}[[File:Material australium.png]] Bananium
!{{anchor|Malfunctions}}Malfunctions
|Bananium artifacts are complete enigmas, and continue to baffle the scientific community to this very day. These artifacts seem to have almost completely random traits, having no restrictions whatsoever. This can either make them playfully safe, or terrifyingly dangerous.
|These define what's wrong with an artifact. Most artifacts will not start with these, instead gaining '''1''' through repeated use without stabilization.
|-
|-
|}
|}
</div>
</div>
Although we don't recommend you spoil these for yourself, here you can find a list of every unique trait a given artifact could have. Additionally included is the method to identify these traits and what materials they appear in.
 
=== Traits ===
<hr>
<div class="toccolours mw-collapsible mw-collapsed">
<div class="toccolours mw-collapsible mw-collapsed">
Trait Chart ('''mouse over the sleuth entries for a brief explanation''')
Trait List ('''mouse over the sleuth entries for a brief explanation''')
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
{| class="wikitable sortable" style="width:65%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="2"
{{Autowiki/Content/ArtifactTraits}}
! scope="col" style='background-color:#6f55ad;'|Name
</div>
! scope="col" style='background-color:#6f55ad;'|Type
</div>
! scope="col" style='background-color:#6f55ad;'|Description
 
! scope="col" style='background-color:#6f55ad;'|Sleuthing
== Research ==
! scope="col" style='background-color:#6f55ad;'|Materials
=== Tools ===
! scope="col" style='background-color:#6f55ad;'|       
<hr>'''Scale [[File:Scale.png]]'''
! scope="col" style='background-color:#6f55ad;'|        
 
! scope="col" style='background-color:#6f55ad;'|        
The Scale is used to measure an artifact's weight. Each artifact trait has a unique weight, all the artifact's traits' weights are added together to determine the final artifact's weight.
 
'''Conductor [[File:Conductor.png]]'''
 
The Conductor is used to measure an artifact's conductance. Each artifact trait has a unique conductance, all the artifact's traits' conductance are added together to determine the final artifact's conductance.
 
'''Stabilizer [[File:Calibrator.png]]'''
 
The Stabilizer is used to stabilize artifacts. When an artifact is inserted, the stabilizer can be activated to stabilize it. However, if the artifact is labeled incorrectly, or not at all, it will calcify / be destroyed.
 
'''Listing Console [[File:Xenoartifact_console.png]]'''
 
The listing console is used to purchase artifacts through cargo.
 
'''Anti-Tactile Pinchers [[File:artifact_pincher.png]]'''
 
The anti-tactile pinchers are used to safely handle artifacts. They can be toggled on and off.
 
'''Labeler [[File:Xenoartifact_labeler.png]]'''
 
The labeler is used to, safely, label artifacts, what traits they have.
 
'''Science Goggles [[File:science_goggles.png]]'''
 
The science goggles are used to help identify artifact traits.
 
=== Acquiring ===
<hr>
Obviously you'll need an artifact first, before you can begin research. Artifacts can be bought through the Research and Development Listing Console [[File:Xenoartifact_console.png]]  with the science budget, which will deliver artifacts through cargo. Otherwise, artifacts can be 'found',  or even [[#The Work | made]].
Artifacts can be found on [[Lavaland | lavaland]], inside [[Maintenance| maintenance]], or during [[Exploration Crew| exploration missions.]]
''Making'' artifacts is a little bit tricker, and will require some sleuthing from the player to figure out.
 
=== Labelling ===
<hr>
Once you have an artifact, you'll need to label it[[File:Xenoartifact_labeler.png]], correctly, for it to have any value whatsoever. This is generally done by sleuthing out what traits the artifact has by examining, weighing, conducting, and generally testing it, which can be done with various items. If you don't want to accidentally activate the <s>bomb</s> artifact while doing this, be sure to wear a pair of anti-tactile pinchers [[File:artifact_pincher.png]], these will make ''most'' interactions safe, '''but only if they are enabled'''. Otherwise, activating the artifact, although dangerous, can also help you sleuth out what traits it has.
 
It's important to be wearing science goggles[[File:science_goggles.png]] during this process, as they will generally translate vague hints and effects into exact trait names.
 
=== Processing ===
<hr>
Once the artifact is labeled, you have several options on how you'd like to process it.
 
==== Stabilizing ====
Stabilizing an artifact stops it from malfunctioning, and doubles any potential rewards gained from it. This is useful for artifacts you want to distribute across the station, without the risk of blowing a hole in the hull, or just maximizing profits before selling it. Successfully stabilizing an artifact will reward science with a small amount of discovery points.
 
==== Exporting ====
Exporting, selling, an artifact through cargo will not only give cargo a monetary kick back for doing your dirty work, it also awards science with research and discovery points.
 
'''Scanning'''
 
Scanning artifacts with the Discovery Scanner will also yield discovery points. However, traits can only be discovered once, and will not reward points if they have already been scanned.
 
==== Tracking ====
Once an artifact is stabilized, instead of selling it you can opt to 'track' it instead. Tracked artifacts will generate research and discovery points when activated, and, if enabled, will announce their location of science comms.
 
Trackers can be acquired by researching the artifact node, and then printing them from a science lathe.
 
== The Work ==
[[File:Thework.png|frame|right|Products of The Work.]]
The work is a process players ''can'' figure out for themselves in-game, and we encourage them to do so, but for those who can't quite figure it out-
<div class="toccolours mw-collapsible mw-collapsed">
'''How to perform the work'''
<div class="mw-collapsible-content">
 
The work refers to the process of making custom artifacts. This is a somewhat lengthy process that will require lots of mechanical knowledge, from either yourself or others.
 
# '''Stabilization'''(Optional) - The first step requires you stabilize an artifact. To do this, you must label an artifact perfectly, excluding malfunctions, and run it through the stabilizer.
# '''Pearls'''(Optional) - After an artifact is stabilized, traits will 'open' when the artifact is aligned on certain coordinate grid marks, the unique grid position for each trait is determined by its weight and conductivity. A trait with 3 weight and 3 conductivity will 'open' when the artifact's XY coordinates are both perfectly divisible by 3. When 'open' traits can be removed, in the form of pearls, by using a screwdriver on the artifact. These pearls are then attached to the item you want to turn into an artifact later.
# '''Tritium''' - Items you want to turn into artifacts must be on a tile that has a visible amount of tritium in it.
# '''Fusion''' - To turn items submerged in tritium into artifacts, a nuclear particle must pass over / hit it, and then roll a 1/3 chance. The easiest way to make nuclear particles is fusion.</div>
</div>
 
== Misc ==
 
=== Defense ===
Knowing how to defend yourself against particularly dangerous artifacts is a key step to keeping yourself outside medbay. In terms of avoiding the effects of artifacts, certain techniques and clothing will keep an artifact from being able to target you.
 
* The tile directly under arua, timed, flammable, etc. artifacts isn't actually targeted, and is the safest place to be in most cases.
 
* Clothing and armor like syndicate hardsuits and wizard robes have a chance to deflect artifact targeting. Here's a ''definitely'' accurate list of which clothings block artifacts, and their chance to do so.
<div class="mw-collapsible-content">
{| class="wikitable sortable" style="width:50%; text-align:center; margin-left:20%" border="1" align="center" cellspacing="0" cellpadding="2"
! scope="col" style='background-color:#6f55ad;'|Clothing
! scope="col" style='background-color:#6f55ad;'|Block Chance
|-
|-
!{{anchor|Ambrosia deus}}Sturdy
!{{anchor|Bluespace}}[[File:clown.png]] Blood-Red Hardsuit
|Activator
|100%
|This activator responds to, almost, any tactile input. This trait is especially useful for weapons.
 
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
|[[File:Material australium.png]] 
|[[File:Material uranium.png]]
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
|-
!{{anchor|Ambrosia deus}}Flammable
!{{anchor|Bluespace}}[[File:clown.png]] Gem-Encrusted Harsuit
|Activator
|100%
|This activator responds to heat. Using heat will make the artifact 'light-on'. The artifact will wait until a mob steps into its range before activating and 'lighting-off.'
 
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]]
|
|[[File:material bluespace.png]]
|-
|-
!{{anchor|Ambrosia deus}}Timed
!{{anchor|Bluespace}}[[File:clown.png]] Prototype Hardsuit
|Activator
|100%
|This activator is similar to Sturdy, it responds the same way to tactile interactions. However, once activated the artifact will continue to periodically activate until it randomly turns off.
 
|<span title="Using a Stethoscope on the artifact will reveal the message [The artifact ticks deep from within.]">[[File:Stethoscope.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]]
|
|[[File:material bluespace.png]]
|-
|-
!{{anchor|Ambrosia deus}}Signal
!{{anchor|Bluespace}}[[File:clown.png]] Bio Suit
|Activator
|75%
|This activator responds to a unique signal code, activating when it receives it. The frequency is the default signalers use however, the code is random.
 
|<span title="Using an Analyzer on the artifact will reveal the message [The artifact displays a signal-input code of [code], and frequency [frequency].]">[[File:Analyzer.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]]  
|
|[[File:material bluespace.png]]
|-
|-
!{{anchor|Ambrosia deus}}Charged
!{{anchor|Bluespace}}[[File:clown.png]] Radiation Suit
|Activator
|100%
|This activator needs power to activate. Using a cell on the artifact will drain the cell, a set amount, and activate the artifact.
 
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
<span title="using a multitool on the artifact will reveal the message [The artifact displays a draw of [charge requirement].]">[[File:Multitool.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]]  
|
|[[File:material bluespace.png]]
|-
|-
!{{anchor|Ambrosia deus}}Weighted
!{{anchor|Bluespace}}[[File:clown.png]] Wizard Robe
|Activator
|100%
|This activator causes the artifact to activate when picked up.
 
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]]
|  
|[[File:material bluespace.png]]
|-
|-
!{{anchor|Ambrosia deus}}Pitched
!{{anchor|Bluespace}}[[File:clown.png]] Fake Wizard Robe
|Activator
|75%
|This activator activates when the artifact is thrown, and lands.
 
| NA
||[[File:Material australium.png]] 
|[[File:Material uranium.png]]
|
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Honked
|Activator
|This activator only responds to bike-horns and clowns, works similar to sturdy.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
|[[File:Material australium.png]]
|-
!{{anchor|Ambrosia deus}}Looped
|Minor
|This trait increases the artifact's effectiveness in most cases.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
<span title="using a multitool on the artifact will reveal the message [The multitool displays a resistance reading of [charge requirement*0.1].]">[[File:Multitool.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Capacitive
|Minor
|This trait allows the artifact activate an additional time/s. Everytime the artifact finishes recharging, it will generate a random amount of extra changes, from 0 to 2.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
<span title="Using a multitool on the artifact will reveal the message [The multitool displays an overcharge reading of [extra_charges/3].]">[[File:Multitool.png]]</span>
<span title="Some artifacts with this trait will display the following message if you use it in hand with pincher safety enabled [The hairs on your neck stand up after touching the artifact].">[[File:Artifact_pincher.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Dense
|Minor
|This trait makes the artifact large & heavy, being unable to be picked up. Essentially transforming it into a structure.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Sharp
|Minor
|This trait turns the artifact into a [[Makeshift_weapons | dangerous cutting device]]. The damage it does it dependant on a random factor.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
<span title="Some artifacts with this trait will display the following message if you use it in hand with pincher safety enabled [The artifact feels sharp.].">[[File:Artifact_pincher.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]]
|
|-
!{{anchor|Ambrosia deus}}Frosted
|Minor
|This trait causes the artifact to have a faster cooldown between uses, at the cost of having a weaker effect.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
<span title="Some artifacts with this trait will display the following message if you use it in hand with pincher safety enabled [The artifact feels cold.].">[[File:Artifact_pincher.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Sentient
|Minor
|This trait offers ghosts the opportunity to partially control the artifact. Ghosts that possess the artifact will get the option to activate it on whoever they please. Player
|<span title="Some artifacts with this trait will display the following message if you use it in hand with pincher safety enabled [The artifact whispers to you...].">[[File:Artifact_pincher.png]]</span>
||[[File:Material australium.png]]
|-
!{{anchor|Ambrosia deus}}Fragile
|Minor
|This trait makes the artifact have a limited number of uses. This can range from 2-10 uses. Artifacts with this trait will appear transparent.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Expansive
|Minor
|This trait allows the artifact to have multiple targets. When activated the artifact will target anyone in its range, excluding its own tile.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Scoped
|Minor
|This trait increases the artifacts effective range, essentially making it a wand. When activated without a specific target, the artifact will prioritize the farthest organic entity as its target.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Shaped
|Minor
|This trait lets, almost, anyone where the artifact in their glove slot. Almost like a ring...
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
||[[File:Material australium.png]]
|
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Shielded
|Minor
|This trait allows the artifact to block like a shield. However, the effectiveness of this is varying.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Light
|Minor
|This trait makes the artifact very light, allowing it to be thrown further.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}heavy
|Minor
|This trait makes the artifact very heavy, making it hard to be thrown far.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Signaler
|Minor
|This trait makes the artifact send out a signal every time it is activated.
|<span title="Using an Analyzer on the artifact will reveal the message [The artifact displays a signal-out code of [code], and frequency [frequency].]">[[File:Analyzer.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Anchored
|Minor
|This trait makes the artifact buckle to the ground. This can be toggled by using a wrench on it.
|<span title="Using an wrench on the artifact will reveal the message [You (unanchor / anchor) the artifact to the floor.]">[[File:Wrench.png]]</span><span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Slippery
|Minor
|This trait makes the artifact slippery.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Haunted
|Minor
|This trait makes the artifact controllable by dead chat.
| <span title="Using a bible on an artifact with this trait will reveal its respective hint.">[[File:Book.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Delayed
|Minor
|This trait makes the artifact delay its activation.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Desynced
|Minor
|This trait causes the artifact to disappear briefly after being used.
|
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Hollow
|Major
|This trait captures the target inside the artifact.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]]
|[[File:Material plasma.png]]
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Conductive
|Major
|This trait causes the artifact to shock any targets. If the target is a battery cell, it will be charged varying amounts.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
<span title="Some artifacts with this trait will display the following message if you use it in hand with pincher safety enabled [You feel a slight static after touching the artifact.].">[[File:Artifact_pincher.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|
|-
!{{anchor|Ambrosia deus}}Temporal
|Major
|This trait causes the artifact to stop time for a short moment.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
<span title="Some artifacts with this trait will display the following message if you use it in hand with pincher safety enabled [Your hand feels slow while stroking the artifact.].">[[File:Artifact_pincher.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]]
|
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Barreled
|Major
|This trait causes the artifact to, attempt to, shoot any targets. However, if the artifact has a low range the artifact will instead light targets on fire.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]]
|[[File:Material plasma.png]]
|
|-
!{{anchor|Ambrosia deus}}Fuzzy
|Major
|This trait causes the artifact to turn any targets into corgis for a short amount of time.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
||[[File:Material australium.png]]
|[[File:Material uranium.png]]
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}EMP
|Major
|This trait causes the artifact to create an EMP of varying size & intensity.
| NA
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|
|-
!{{anchor|Ambrosia deus}}Transparent
|Major
|This trait makes any targets, temporarily, invisible. This effect is brief, however. NOTE: Transparent doesn't make the artifact transparent, fragile does.
|<span title="Using an item with a light source on the artifact will reveal the message [The [ITEM]'s light passes through the structure.]">[[File:Laser_pointer.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Displaced
|Major
|This trait causes the artifact to teleport any targets to a random nearby location.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Lamp
|Major
|This trait causes the artifact to emmitt a light of varying brightness & colour, for a moment.
| NA
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Wall
|Major
|This trait causes the artifact to create a wall of varying shape.
| NA
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Healing
|Major
|This trait causes the artifact to heal any targets by a varying amount. The damage type healed is randomly unique to each artifact.
|<span title="Using a health-analyzer on the artifact may reveal the message [The health-analyzer recognizes foreign [healing-type] healing proteins.]">[[File:Healthanalyzer.png]]</span>
||[[File:Material australium.png]]
|
|
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Hypodermic
|Major
|This trait causes the artifact to inject any targets with a specific reagent. The reagent is randomly unique to each artifact. The volume of the reagent varies.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Push
|Major
|This trait causes the artifact to push any targets away from itself. The intensity is varying.
| NA
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Pull
|Major
|This trait causes the artifact to pull any targets towards itself. The intensity is varying.
| NA
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Horned
|Major
|This trait causes the artifact to make a random noise. The noise is uniquely random to each artifact.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Porous
|Major
|This trait causes the artifact to make exchange nearby gasses for another.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
<span title="Using an analyzer on the artifact may reveal the message [The analyzer detects trace amounts of [Gas-Input] exchanging with [Gas-Output].]">[[File:analyzer.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Emotional
|Major
|This trait causes targets to perform a forced emote.
| NA
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Marker
|Major
|This trait causes the artifact to paint targets, the color is typically a per-artifact trait. Look out for the rainbow variant!
| NA
||[[File:Material australium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Dissipating
|Major
|This trait causes the artifact to release large plumes of gas.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Parallel Bearspace Retrieval | P.B.R
|Malfunction
|This trait causes the artifact to open a portal to bearspace, and retrieve a single bear.
|NA
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Maltargeting
|Malfunction
|This trait causes the artifact to always target the user.
|NA
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Bluespace Axis Desync | B.A.D
|Malfunction
|This trait causes the artifact to strip the target's items.
|NA
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Radioactive
|Malfunction
|This trait causes the artifact to emmitt dangerous particles. Repeated use will causes the amount to increase.
|<span title="Using a Geiger Counter on the artifact will reveal the message [The artifact has residual radioactive decay features.].">[[File:Geiger_on_1_0.png]]</span>
<span title="Some artifacts with this trait will display the following message if you use it in hand with pincher safety enabled [You feel pins and needles after touching the artifact.].">[[File:Artifact_pincher.png]]</span>
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]]
|[[File:Material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Combustible
|Malfunction
|This trait causes the artifact to aggressively combust in an expansive area.
|NA
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]]
|[[File:Material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Cerebral Dysfunction Emergence | C.D.E
|Malfunction
|This trait causes the target to develop a random brain trauma, each artifact has a set random trauma.
|NA
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]]
|[[File:Material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Anti-Cloning
|Malfunction
|This trait causes the artifact to clone the target, producing an evil twin.
|NA
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]]
|[[File:Material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Delaminating
|Malfunction
|This trait causes the artifact to create a small explosion, destroying it.
|NA
||[[File:Material australium.png]]
|-
!{{anchor|Ambrosia deus}}Absorbing
|Malfunction
|This trait causes the artifact to absorb nearby gasses, spacing small rooms.
|NA
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]]
|[[File:Material bluespace.png]]
|-
!{{anchor|Ambrosia deus}}Hallucinogenic
|Malfunction
|This trait causes targets to briefly hallucinate.
|NA
||[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]]
|[[File:Material bluespace.png]]
|-
|-
|}
|}
</div>
</div>
</div>
== Identifying Traits ==
[[File:Xenoarchaeology_cycle.png|frame|right|Image: 300 pixels|The cycle of Artifact Research]]
Now that you know about traits, and how they work, you can begin to develop a workflow to identify them, that works for you. However, if you'd like a base to start from, the following example is a simple approach to preforming Xenoarchaeology - Artifact Research.
* Start by identifying any examinable trait-hints. This can be done by examining the artifact while wearing Science Goggles. [[File:Science_goggles.png]]
* Then continue to find any on-touch trait-hints. You can do this by using the artifact in-hand when wearing anti-tactile pinchers with safety enabled [[File:Artifact_pincher.png]]
* After that, you can use various apparatus on the artifact and watch for reactions, these are similar to touch trait-hints. Remember to use to keep pincher safety enabled during this step too. [[File:Multitool.png]]
* Finally you can use what you already know about the artifact to compile a list of any other traits it could possibly have. Using the process of elimination, you can sleuth out any remaining traits. [[File:Paper.png]]
If you still haven't found all the traits through this simple method, you might want to start activating the artifact instead, to observe its traits.
Remember, you only need to identify a minimum of 4 traits to make an artifact profitable. However, mis-identifying just one will lose you any possible gain.
== Tips & Tricks ==
* Using the power of handholding, you can negate almost any form of artifact targeting, moving the target to the pulled mob. This is useful for testing possibly harmful artifacts or stopping a crazed archaeologist without risking personal annihilation.
* Testing items on the artifact while wearing anti-tactile pinchers[[File:Artifact_pincher.png]] with safety enabled will allow you to perform experiments without the risk of activating it. This even goes for an empty hand, try it!
* Standing on-top of an artifact will completely exclude you from its range. You can use this to compromise artifacts with auras and timers.
* Wearing a Bomb-suit[[File:Bomb-suit.png]], Bio-suit[[File:BioSuit.png]], Radiation-suit[[File:RadiationSuit.png]], or Prototype-hardsuit[[File:RDRIG.png]] will give you a chance to deflect artifact effects. The more radiation resistant the suit, the better.::
** Syndicate armor and wizard clothing is immune to artifacts.
* Most artifacts don't work in bags.

Revision as of 03:55, 1 June 2025

 
Howard Phillips, Expert Xenoarchaeologist says:
"The Nanotrasen Xenoarchaeology team welcomes you, aspiring scientist or over-qualified curator.

Before you begin studying artifacts, and hopefully not harassing the crew with them, it's important to remember you're interacting with what is most likely an explosive device made thousands, or millions, of years ago. Here you can learn how to avoid personal annihilation when interacting with them."

The Xenoarchaeology Lab. Artifacts tend to show up here.

Artifacts

Artifacts are powerful and mysterious items, they are responsible for many phenomena including transforming people into corgis, or spontaneously creating missing persons cases.

Science can research with these items to gain various rewards, including both research and discovery points.

Anatomy


Defining an artifact starts with its material. An artifact's material defines what 'rules' it follows in terms of what kind of traits it can have, and how many traits it can have.

material Type Info
Bluespace Bluespace artifacts are generally considered the safest type, as most of their traits and synergies are benevolent.
Plasma Plasma artifacts are the easiest to weaponize, often containing dangerous traits that synergize together in an offensive manner.
Uranium Uranium artifacts are even more dangerous than plasma artifacts, having access to most traits with no overarching patterns or pre-determined synergies. Uranium artifacts also start with a malfunction, and gain another later. (See below)
Bananium Bananium artifacts are wild cards, they have no rules or restrictions regarding trait types.

The next aspect is an artifact's traits. Traits define an artifact's behaviour and characteristics, these traits fall into 1 of 4 categories, of which are-

Trait Type Info
Activators These define how an artifact 'activates'. Every artifact will have 1 of these.
Minors These can define an artifact's physical characteristics, special secondary actions, or artifact function behaviour. Every artifact will have 3 of these.
Majors These define an artifact's action, what it does. Every artifact will have 1 of these.
Malfunctions These define what's wrong with an artifact. Most artifacts will not start with these, instead gaining 1 through repeated use without stabilization.

Traits


Trait List (mouse over the sleuth entries for a brief explanation)

|- !activator !Edible |Edible: The artifact seems to be made of an edible material. This material seems to be triggered by being consumed. !16 !0 | |-

|- !activator !Edible (delta) |Edible (delta): The artifact seems to be made of an edible material. This material seems to be triggered by being consumed. !16 !8 | |-

|- !activator !Observational |Observational: The artifact seems to be made of a light-sensitive material. This material seems to be triggered by observational interaction. !16 !0 | |-

|- !activator !Flammable |Flammable: The artifact seems to be made of a flammable material. This material seems to be triggered by heat interaction. !8 !0 | |-

|- !activator !Cell |Cell: The artifact seems to be made of a capacitive material. This material seems to be triggered by eletric currents, such as cells. !8 !32 | |-

|- !activator !Greedy |Greedy: The artifact seems to be made of a collective material. This material seems to be triggered by inserting coins. !32 !0 | |-

|- !activator !Greedy (delta) |Greedy (delta): The artifact seems to be made of a collective material. This material seems to be triggered by inserting credit holochips. !32 !8 | |-

|- !activator !Pitched |Pitched: The artifact seems to be made of an aerodynamic material. This material seems to be triggered by motion, such as being thrown. !-8 !0 | |-

|- !activator !Signal |Signal: The artifact seems to be made of a radio sensitive material. This material seems to be triggered by radio pulses. !8 !0 | |-

|- !activator !Sturdy |Sturdy: The artifact seems to be made of a sturdy material. This material seems to be triggered by physical interaction. !16 !0 | |-

|- !activator !Hungry |Hungry: The artifact seems to be made of a semi-living, hungry, material. This material seems to be triggered by feeding interactions. !32 !0 | |-

|- !activator !Hungry (delta) |Hungry (delta): The artifact seems to be made of a semi-living, hungry, material. This material seems to be triggered by feeding interactions. !32 !8 | |-

|- !activator !Timed |Timed: The artifact seems to be made of a harmonizing material. This material seems to activate on a timer, which can be enabled or disabled. !32 !0 | |-

|- !activator !Weighted |Weighted: The artifact seems to be made of a weighted material. This material seems to be triggered by motion, such as being picked up. !32 !0 | |-

|- !major !Bestialized |Bestialized: The artifact contains transforming components. Triggering these components transforms the target into an animal. !15 !12 | |-

|- !major !Bestialized (sigma) |Bestialized: The artifact contains transforming components. Triggering these components transforms the target into an animal. !15 !3 | |-

|- !major !Bestialized (delta) |Bestialized: The artifact contains transforming components. Triggering these components transforms the target into an animal. !15 !6 | |-

|- !major !Hypodermic |Hypodermic: The artifact seems to contain chemical components. Triggering these components will inject the target with a chemical. !30 !0 | |-

|- !major !Hypodermic (delta) |Hypodermic (delta): The artifact seems to contain chemical components. Triggering these components will inject the target with a chemical. !30 !3 | |-

|- !major !Marking |Marking: The artifact seems to contain colorizing components. Triggering these components will color the target. !3 !0 | |-

|- !major !Marking (delta) |Marking (delta): The artifact seems to contain colorizing components. Triggering these components will color the target. !3 !3 | |-

|- !major !Combusting |Combusting: The artifact seems to contain combusting components. Triggering these components will ignite the target. !12 !24 | |-

|- !major !Displaced |Displaced: The artifact seems to contain displacing components. Triggering these components will displace the target. !15 !15 | |-

|- !major !Enthusing |Enthusing: The artifact seems to contain emoting components. Triggering these components will cause the target to emote. !3 !0 | |-

|- !major !EMP |EMP: The artifact seems to contain electromagnetic pulsing components. Triggering these components will create an EMP. !9 !36 | |-

|- !major !Exchanging |Exchanging: The artifact seems to contain exchanging components. Triggering these components will exchange the damage of the last two targets. !12 !9 | |-

|- !major !Exchanging (delta) |Exchanging (delta): The artifact seems to contain exchanging components. Triggering these components will exchange the damage of the last two targets. !12 !3 | |-

|- !major !Flashing |Flashing: The artifact seems to contain flashing components. Triggering these components will create a blinding flash. !18 !18 | |-

|- !major !Forcing |Forcing: The artifact seems to contain impulsing components. Triggering these components will impulse, push or pull, the target. !21 !27 | |-

|- !major !Forcing (delta) |Forcing: The artifact seems to contain impulsing components. Triggering these components will impulse, push or pull, the target. !21 !3 | |-

|- !major !Obstructing |Obstructing: The artifact seems to contain obstructing components. Triggering these components will cause the artifact to build walls around itself. !33 !0 | |-

|- !major !Freezing |Freezing: The artifact seems to contain freezing components. Triggering these components will freeze the target. !24 !12 | |-

|- !major !Porous |Porous: The artifact seems to contain porous components. Triggering these components will cause the artifact to exchange one gas with another. !15 !0 | |-

|- !major !Flourishing |Flourishing: The artifact seems to contain flourishing components. Triggering these components will age up plant targets. !6 !6 | |-

|- !major !Flourishing (delta) |Flourishing (delta): The artifact seems to contain flourishing components. Triggering these components will age down plant targets. !6 !3 | |-

|- !major !Hollow |Hollow: The artifact seems to contain hollow components. Triggering these components will capture the target. !-15 !0 | |-

|- !major !Illuminating |Illuminating: The artifact seems to contain illuminating components. Triggering these components will cause the artifact to illuminate. !18 !0 | |-

|- !major !Illuminating (delta) |Illuminating (delta): The artifact seems to contain de-illuminating components. Triggering these components will cause the artifact to de-illuminate. !18 !3 | |-

|- !major !Echoing |Echoing: The artifact seems to contain echoing components. Triggering these components will cause the artifact to make a noise. !3 !0 | |-

|- !major !Barreled |Barreled: The artifact seems to contain projectile components. Triggering these components will produce a 'safe' projectile. !21 !0 | |-

|- !major !Barreled (delta) |Barreled (delta): The artifact seems to contain projectile components. Triggering these components will produce an unsafe projectile. !21 !3 | |-

|- !major !Destabilizing |Destabilizing: The artifact seems to contain destabilizing components. Triggering these components will cause the artifact transport the target to another realm. !36 !36 | |-

|- !major !Electrified |Electrified: The artifact seems to contain electrifying components. Triggering these components will shock the target. !3 !27 | |-

|- !major !Dissipating |Dissipating: The artifact seems to contain dissipating components. Triggering these components will cause the artifact to create a cloud of smoke. !6 !0 | |-

|- !major !Dissipating (delta) |Dissipating (delta): The artifact seems to contain dissipating components. Triggering these components will cause the artifact to create a cloud of smoke containing a random chemical. !6 !12 | |-

|- !major !Dissipating (omega) |Dissipating (omega): The artifact seems to contain dissipating components. Triggering these components will cause the artifact to create a body of foam containing a random chemical. !6 !21 | |-

|- !major !Dissipating (sigma) |Dissipating: The artifact seems to contain dissipating components. Triggering these components will cause the artifact to create a body of foam. !6 !3 | |-

|- !major !Temporal |Temporal: The artifact seems to contain temporal components. Triggering these components will create a temporal rift. !24 !0 | |-

|- !malfunction !P.E.R. |Parallel Entity Retrieval: A strange malfunction causes the Artifact to open a gateway to another plane that summons a random entity. !7 !0 | |-

|- !malfunction !P.E.R. (delta) |Parallel Entity Retrieval (delta): A strange malfunction causes the Artifact to open a gateway to another plane that summons a random entity. !7 !7 | |-

|- !malfunction !M.B.C. |Mirrored Bluespace Collapse: The Artifact produces an arguably maleviolent clone of target. !7 !0 | |-

|- !malfunction !E.E.E. |Expansive Explosive Emmission: A strange malfunction that causes the Artifact to explode. !7 !0 | |-

|- !malfunction !M.H.I. |Mass Hallucinatory Injection: The Artifact causes the target to hallucinate. !7 !0 | |-

|- !malfunction !M.A.C. |Mass Area Combustion: A strange malfunction that causes the Artifact to violently combust. !7 !0 | |-

|- !malfunction !I.O.E |Immediate Organ Extraction: A strange malfunction causes the Artifact to extract the target's appendix. !7 !0 | |-

|- !malfunction !I.O.E (delta) |Immediate Organ Extraction (delta): A strange malfunction causes the Artifact to extract the target's tongue. !7 !14 | |-

|- !malfunction !R.P.E. |Rapid Particle Emmision: A strange malfunction that causes the Artifact to irradiate itself and its targets. !7 !0 | |-

|- !malfunction !B.A.D. |Bluespace Axis Desync: A strange malfunction causes the Artifact to remove articles from the target. !7 !0 | |-

|- !malfunction !C.D.E. |Cerebral Dysfunction Emergence: A strange malfunction causes the Artifact to cause traumas to emerge in the target. !7 !0 | |-

|- !malfunction !S.S.E. |Spontaneous Stomach Evacuationc: A strange malfunction causes the Artifact to make the target vomit. !7 !0 | |-

|- !minor !Aerodynamic |Aerodynamic: The artifact's design seems to incorporate aerodynamicded elements. This will allow the artifact to be thrown further. !-5 !0 | |-

|- !minor !Anchor |Anchor: The artifact's design seems to incorporate anchoring elements. This will cause the artifact to anchor when triggered, it can also be unanchored with typical tools. !10 !0 | |-

|- !minor !Aura |Aura: The artifact's design seems to incorporate aura elements. This will cause the artifact to target things nearby. !15 !5 | |-

|- !minor !Bleeding |Bleeding: The artifact's design seems to incorporate bleeding elements. This will cause the artifact to bleed when triggered. !15 !0 | |-

|- !minor !Capacitive |Capacitive: The artifact's design seems to incorporate a capacitive elements. This will cause the artifact to have more uses. !15 !30 | |-

|- !minor !Charged |Charged: The artifact's design seems to incorporate looping elements. This will cause the artifact to produce more powerful effects. !10 !15 | |-

|- !minor !Cooling |Cooling: The artifact's design seems to incorporate cooling elements. This will cause the artifact to cooldown faster. !15 !0 | |-

|- !minor !Delicate |Delicate: The artifact's design seems to delicate cooling elements. This will cause the artifact to potentially break. !-5 !0 | |-

|- !minor !Dense |Dense: The artifact's design seems to incorporate dense elements. This will cause the artifact to be much heavier than usual. !30 !0 | |-

|- !minor !Haunted |Haunted: The artifact's design seems to incorporate incorporeal elements. This will cause the artifact to move unexpectedly. !5 !35 | |-

|- !minor !Haunted (delta) |Haunted (delta): The artifact's design seems to incorporate incorporeal elements. This will cause the artifact to move unexpectedly, when not observed. !5 !5 | |-

|- !minor !Impulsing |Impulsing: The artifact's design seems to incorporate impulsing elements. This will cause the artifact to have a impulsing away from its current position, when triggered. !15 !10 | |-

|- !minor !Magnetic |Magnetic: The artifact's design seems to incorporate magnetic elements. This will cause the artifact to attract metalic objects when triggered. !30 !0 | |-

|- !minor !Magnetic (delta) |Magnetic (delta): The artifact's design seems to incorporate magnetic elements. This will cause the artifact to repulse metalic objects when triggered. !30 !10 | |-

|- !minor !Ringed |Ringed: The artifact's design seems to incorporate ringed elements. This will allow the artifact to be worn, and catch information from the wearer. !5 !0 | |-

|- !minor !Ringed (delta) |Ringed (delta): The artifact's design seems to incorporate ringed elements. This will allow the artifact to be worn, and catch information from the wearer. !5 !15 | |-

|- !minor !Scoped |Scoped: The artifact's design seems to incorporate scoped elements. This will cause the artifact to have a larger target range. !10 !15 | |-

|- !minor !Sentient |Sentient: The artifact's design seems to incorporate sentient elements. This will cause the artifact to have a mind of its own. !30 !0 | |-

|- !minor !Sharp |Sharp: The artifact's design seems to incorporate sharp elements. This will cause the artifact to pbe sharper than usual. !5 !0 | |-

|- !minor !Shielded |Shielded: The artifact's design seems to incorporate shielded elements. This will allow the artifact to be used like a shield. !15 !0 | |-

|- !minor !Signaller |Signaller: The artifact's design seems to incorporate signalling elements. This will cause the artifact to send a signal when activated. !5 !15 | |-

|- !minor !Slippery |Slippery: The artifact's design seems to incorporate slippery elements. This will cause the artifact to be slippery. !5 !5 | |-

|- !minor !Sticky |Sticky: The artifact's design seems to incorporate sticky elements. This will cause the artifact to briefly become sticky, when triggered. !10 !15 | |-


Research

Tools


Scale

The Scale is used to measure an artifact's weight. Each artifact trait has a unique weight, all the artifact's traits' weights are added together to determine the final artifact's weight.

Conductor

The Conductor is used to measure an artifact's conductance. Each artifact trait has a unique conductance, all the artifact's traits' conductance are added together to determine the final artifact's conductance.

Stabilizer

The Stabilizer is used to stabilize artifacts. When an artifact is inserted, the stabilizer can be activated to stabilize it. However, if the artifact is labeled incorrectly, or not at all, it will calcify / be destroyed.

Listing Console

The listing console is used to purchase artifacts through cargo.

Anti-Tactile Pinchers

The anti-tactile pinchers are used to safely handle artifacts. They can be toggled on and off.

Labeler

The labeler is used to, safely, label artifacts, what traits they have.

Science Goggles

The science goggles are used to help identify artifact traits.

Acquiring


Obviously you'll need an artifact first, before you can begin research. Artifacts can be bought through the Research and Development Listing Console with the science budget, which will deliver artifacts through cargo. Otherwise, artifacts can be 'found', or even made. Artifacts can be found on lavaland, inside maintenance, or during exploration missions. Making artifacts is a little bit tricker, and will require some sleuthing from the player to figure out.

Labelling


Once you have an artifact, you'll need to label it, correctly, for it to have any value whatsoever. This is generally done by sleuthing out what traits the artifact has by examining, weighing, conducting, and generally testing it, which can be done with various items. If you don't want to accidentally activate the bomb artifact while doing this, be sure to wear a pair of anti-tactile pinchers , these will make most interactions safe, but only if they are enabled. Otherwise, activating the artifact, although dangerous, can also help you sleuth out what traits it has.

It's important to be wearing science goggles during this process, as they will generally translate vague hints and effects into exact trait names.

Processing


Once the artifact is labeled, you have several options on how you'd like to process it.

Stabilizing

Stabilizing an artifact stops it from malfunctioning, and doubles any potential rewards gained from it. This is useful for artifacts you want to distribute across the station, without the risk of blowing a hole in the hull, or just maximizing profits before selling it. Successfully stabilizing an artifact will reward science with a small amount of discovery points.

Exporting

Exporting, selling, an artifact through cargo will not only give cargo a monetary kick back for doing your dirty work, it also awards science with research and discovery points.

Scanning

Scanning artifacts with the Discovery Scanner will also yield discovery points. However, traits can only be discovered once, and will not reward points if they have already been scanned.

Tracking

Once an artifact is stabilized, instead of selling it you can opt to 'track' it instead. Tracked artifacts will generate research and discovery points when activated, and, if enabled, will announce their location of science comms.

Trackers can be acquired by researching the artifact node, and then printing them from a science lathe.

The Work

Products of The Work.

The work is a process players can figure out for themselves in-game, and we encourage them to do so, but for those who can't quite figure it out-

How to perform the work

The work refers to the process of making custom artifacts. This is a somewhat lengthy process that will require lots of mechanical knowledge, from either yourself or others.

  1. Stabilization(Optional) - The first step requires you stabilize an artifact. To do this, you must label an artifact perfectly, excluding malfunctions, and run it through the stabilizer.
  2. Pearls(Optional) - After an artifact is stabilized, traits will 'open' when the artifact is aligned on certain coordinate grid marks, the unique grid position for each trait is determined by its weight and conductivity. A trait with 3 weight and 3 conductivity will 'open' when the artifact's XY coordinates are both perfectly divisible by 3. When 'open' traits can be removed, in the form of pearls, by using a screwdriver on the artifact. These pearls are then attached to the item you want to turn into an artifact later.
  3. Tritium - Items you want to turn into artifacts must be on a tile that has a visible amount of tritium in it.
  4. Fusion - To turn items submerged in tritium into artifacts, a nuclear particle must pass over / hit it, and then roll a 1/3 chance. The easiest way to make nuclear particles is fusion.

Misc

Defense

Knowing how to defend yourself against particularly dangerous artifacts is a key step to keeping yourself outside medbay. In terms of avoiding the effects of artifacts, certain techniques and clothing will keep an artifact from being able to target you.

  • The tile directly under arua, timed, flammable, etc. artifacts isn't actually targeted, and is the safest place to be in most cases.
  • Clothing and armor like syndicate hardsuits and wizard robes have a chance to deflect artifact targeting. Here's a definitely accurate list of which clothings block artifacts, and their chance to do so.
Clothing Block Chance
Blood-Red Hardsuit 100%
Gem-Encrusted Harsuit 100%
Prototype Hardsuit 100%
Bio Suit 75%
Radiation Suit 100%
Wizard Robe 100%
Fake Wizard Robe 75%