Salvager and Artifact Research: Difference between pages

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Items the M4GP13 Salvage and Barter System sells: Subtly mention the Magpie has (regular) breaching hammer when discussing the Sledgehammer purchase
 
Faults: Create a table showing a few faults. Naturally something to expand later. Also,fix another spelling error I found.
 
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[[File:ArmoredSalvager64px.png]]<br>
What could be worse than a [[Nuclear Operative]] or a [[Spy Thief]]? Why both at the same time, of course! Introducing the '''Salvager''': a third party, rough and tumble space scavenger looking to steal the sweet sweet copper wire from the station's [[Power_Grid#APC|APCs]] to make a quick penny. Like a Nuclear Operative, salvagers appear in teams and have their own ship (in this case, the Magpie), but unlike Nuclear Operatives, they make regular returns to their nest, so to speak. Like Spy Thieves, they get (optional) bounties to procure specific items, but unlike Spy Thieves, they're far less picky. They will happily steal your computer and sell the boards for scrap, and they'll take Mining's cache of minerals with them on the way out.


Salvagers are part of the pool of possible roundstart antagonists for [[Game Modes#Action|Action]] and [[Game Modes#Intrigue|Intrigue]]. They can also spawn through a specific [[random event]]. Both these things mean that salvagers will typically appear alongside other [[antagonist]]s. On the Roleplay servers, they also get their special game mode, aptly named [[Game Modes#Salvager|Salvager]]. Salvagers are an indev antagonist, currently being worked on by Azrun.
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{{Location
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==That's great and all but what is this place?==
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Welcome, to your totally not junkyard spaceship, the magpie! The magpie has a Podbay, Armory, and of course, the trader.
|Picture=CogmapArtifactLab.png
[[File:Magpie.png|350px|thumb|right|Your new home! Could use some <s>stolen</s> furniture!]]
|Function=Alien saxophone lab.
|Access=[[Research Director]], [[Scientist]]}}
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The Podbay has a few premade pods, as well as a special salvager Pod fabricator, which makes pods at absolutely no cost! Which is incredibly useful if you happen to lose your Pod. Below the room is also a few spare welding tools, in case you need to repair any pods. There is also a O2 canister inside the podbay.
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'''Artifact Research''' is a branch of Research concerned with the identification and testing of '''artifacts''', large or handheld items of non-Nanotrasen origin whose function is unknown. Every artifact (or "art") has a certain "flavor" or origin, and many different types artifacts exist, some harmless (anyone want to hear what a Martian flute sounds like?), some dangerous (OH FUCK IT'S A BLACK HOLE BOMB). Whatever the type, the main goal is to figure out how to activate them; this can be done via specialized machines controlled through [[DWAINE]] as well as...more ''manual'' methods. Beyond just simple curiosity, there are good rewards for those who thoroughly document artifacts in analysis forms.


The Armory has a few [[Construction#Slam_gun|Slam Guns]] and [[Construction#Zip_gun|Zip guns]], as well as [[Construction#Pipeshot|Pipeshot]], .22 LR, and 9 MM ammunition. Better guns and ammunition can be bought via the trader.
==Obtaining Artifacts==
Where do you get these artifacts? Usually, you find them without having to leave the station/ship (or at least, without ''you'' having to).
*'''The Artifact Research Lab''' - The most obvious artifact source. You start with two artifacts in the lab, and you might as well analyze them first.
*'''Cargo'''
**[[Quartermaster#Vurdalak the Shrouded|Vurdalak]] sells completely random artifacts, but they can be rather costly, so don't bug the [[quartermaster|quartermasters]] about them unless the budget is doing well; still, if it's reasonably far into the round, they're usually happy to buy out the stock.
**[[Quartermaster#Gragg|Gragg]] sells a singular handheld artifact for a relatively high price.
**If you sell enough artifacts, the [[quartermaster]]s will start receiving shipments of random artifacts. You'll get a PDA alert when this happens; head down to the [[Cargo Bay]] to collect them, or radio the QMs to send the shipment to your lab via [[Cargo Transporter|cargo transporter]].
*'''Mining''' - [[Miner|Miners]] sometimes uncover artifacts while mining, but they have a habit of just leaving them, especially if no one expresses any interest in them. Try asking them over the General (145.9) radio channel (Miners don't have access to the research channel) or knocking on their door every now and again to check if they've found anything new.
*'''Random Events''' - Sometimes artifacts just randomly poof into existence. [[Random Events#Blowout|Blowouts]] often spawn plenty of artifacts, ''S.T.A.L.K.E.R.''-style. In addition, [[Random Events#Radstorm|radstorms/radioactive anomalies]] occasionally leave behind artifacts.
*'''Elsewhere on the Station/Ship''' - Many maps have one or two artifacts squirreled away in some obscure corner of the station/ship, just sitting there waiting to be found. Ask other scientists, fellow crew, or the AI for help finding them.


To the upper left of the magpie, there is an O2 canister as well as a gas extractor fabricator.
You can also discover artifacts while exploring while the [[Debris Field]], possibly the best and most reliable source of artifacts. A large number spawn scattered around the [[Z-level]], though it can be perilous to reach them. Now if only there was a way to [[telescience|bring them directly to you...]]<!-- using Telescience to teleport artifacts is not secret, this is just meant to be a sly way to mention the connection-->


To the upper right of the magpie, is the teleporter, where you come teleported in if you used the handheld makeshift teleporter.
Beyond that, many artifacts are hidden away in the [[Mining Level]], the [[Trench]] and [[Adventure Zone]]s, waiting for some enterprising explorer(s) to find them. Perhaps it's time to start an expedition?


==Your gear==
==Flavors of Artifacts==
As a salvager, you don't exactly get to play with the big boy toys. In fact, you're about as heavily armed as the average staff assistant. Probably less, actually. Don't let that discourage you though, as you still have some unique salvager gear that will be useful to your salvaging operations. It may look a bit shabby, since it's cobbled-together from lots of random bits and bobs, but don't judge a book by a cover: it's more useful than it looks.  
Artifacts come in different styles, called "origins". Some people also call them "families" or "flavors". They do more than just affect how they look and what kind of names they have. Certain artifacts function differently depending on their origin. For example, [[Artifact Research#Injector|artifact injectors]] of [[#Martian|Martian origin]] may administer medicine (or mild poisons or weird organic stuff), while [[#Eldritch|Eldritch]] ones give you nasty poisons. Some types of artifacts only appear with certain origins. For example, [[Artifact Research#Cyborg Converter|artifact cyborg converters]] always have a [[#Silicon|Silicon origin]], while [[Artifact Research#Lamp|artifact lamps]] can either come from [[#Martian|Martians]], [[#Wizard|Wizards]], or [[#Precursor|Precursors]].


When you spawn in, you spawn with a omnitool, S.A.V. goggles, salvager rucksack, a makeshift teleporter, and a Salvage Reclaimer, which are all discussed below. You also get a [[Engineering_Objects#Welder|welder]] and a [[Engineering Objects#Deconstruction Device|deconstruction device]], covering tool modes your omnitool lacks, as well as [[Engineering Objects#Insulated Gloves|insulated gloves]], making [[hacking]] significantly safer.  
When you stick an [[Artifact Research#Artifact Analysis Forms|analysis form]] on artifact and fill out the "Artifact Origin" field, it changes the artifact's name. If its origin has been properly identified, its name will be its "real name", which is based naming scheme of its artifact family. For example, if you properly identify a "regal sculpture" artifact as a [[#Wizard|Wizard]] artifact, it might take on the name "sapphire jewel of majesty". If the origin on the artifact form is incorrect, however, the artifact will instead have a naming convention from an entirely different family. Sometimes, an artifact's true origin won't match what it looks like, so you may need to do some additional testing to identify it.


===The Omnitool [[File:SalvOmniTool.png]]===                
{| class="wikitable" style="text-align: left"
Your omnitool has five tools in it, [[Engineering_Objects#Wirecutters|Wirecutters]], [[Engineering_Objects#Multitool|Multitool]], [[Engineering_Objects#Screwdriver|Screwdriver]], [[Engineering_Objects#Wrench|Wrench]], and a [[Engineering_Objects#Crowbar|Crowbar]]. While it's not as versatile as the [[Syndicate_Items#Syndicate_Omnitool|Syndicate Omnitool]], your omnitool is still very useful. Unlike other omnitools, if used in conjunction with your deconstruction device, the omnitool will automatically switch to the tool needed to deconstruct whatever you are deconstructing, allowing you to rapidly deconstruct machinery.
!scope = "col" style="width: 10%" | Artifact
!scope = "col" style="width: 5%" | Image
!scope = "col" style="width: 55%" | Description
!scope = "col" style="width: 15%" | Un-analyzed Name Examples
!scope = "col" style="width: 15%" | Analyzed Name Examples
|- id="Eldritch"
! Eldritch
| <center>[[File:Eldritch5.png|64px]]</center>
| The "Abomination", often cited in mythos. An unknown race, possibly not even from this dimension. However, their presence is perpetual. Even looking at the artifact makes scientists feel uneasy. Experiment with your peril.
| evil-looking thorns <br> lurid steele
| blood of vile yncactath <br> has'ncacthoth's ichor <br>will of cthoolac


===The S.A.V. Goggles [[File:SAV_Goggles.png]]===
|- id="Wizard"
Plenty of things can be sold for salvage points, but it's not always obvious how much it's worth or if it can actually be sold at all. That's where these handy S.A.V. goggles (that stands for Salvager Appraisal Visualizer) come in. When worn, it marks anything accepted by the salvage vendor with a little dollar sign ($). The color of the dollar sign is a rough indicator of how much something's worth, with the color gradient going from brown to white to yellow, in order of increasing worth. The salvage vendor sells [[Salvager#Salvager Goggles|extra pairs]], in case you need one.
! Wizard
| <center>[[File:Wizardbig7.png|64px]]</center>
| Wizards, while more of a federation than a race, have very unique technology. Complicated machines, made to look archaic as to give the impression that it is magical. However, this magic has been mostly debunked by Nanotrasen researchers.
| ostentatious trophy <br> regal cane
| pearl treasure of eminence <br> opal jewel of splendor <Br> ebon favor of majesty


===The Heavy-Duty Rucksack [[File:SalvagerRuckSack.png]]===
|- id="Martian"
Your heavy-duty rucksack is similar to the [[Clothing#Tactical_Assault_Rucksack|one the syndicate uses]], though now, you have a fancy place to store the [[Engineering_Objects#Frame|frames]] you <strike>stole</strike> borrowed from the station. In there, you can store up to eight frames before it becoming full. The frame storage also cannot be removed from the rucksack, because salvager magic.
! Martian
| <center>[[File:Martianbig7.png|64px]]</center>
| Originates from the temperamental aliens from Mars. The Martians have advanced in organic and terraforming technology and have used these flesh-based machines to advance rapidly throughout the galaxy, much to the threat of every other race.
| squishy clump <br> gooey organ
| ossumuscular depressor <Br> physiometabolic regenerator <br> neurogenetic suppressor


You're not the only one with this bag; [[stowaway]]s can also spawn with this, though they do not get the frame storage. If you put on a good disguise, you could, potentially, infiltrate the crew by pretending to be a [[stowaway]], though this is not 100% foolproof.
|- id="Precursor"
! Precursor
| <center>[[File:precursor5.png|64px]]</center>
| Also known as Forerunner, the true name and face of this race is shrouded in mystery. Carbon-dating reveals that the artifacts are millenniums ancient, and the creators of these machines are possibly extinct. What is known, however, is they hold great power.  
| antique gizmo <br> quirky device
| ultramolecule synchroniser <Br> tachyon fuser <br> atom synchroniser


===The Makeshift Teleporter [[File:Salvager_hand_teleporter.gif]]===
|- id="Silicon"
Normally, you return to the Magpie by using the ''Return to Magpie'' option on your salvager pods, but if you can't do that for whatever reason, this makeshift teleporter is there as a backup. Unlike other teleporters, it is not instant; it takes 6 seconds to teleport you, so make sure you're in a safe place before using it. Upon a successful use, it teleports you back to the Magpie, expending a charge. It starts with three, and to get more charges, you need to insert telecrystals, [[#Telecrystal|which the Magpie trader sells]]. The maximum amount of charges is five. If you use it with one charge left, there's a 33% chance it'll disintegrate completely after you use it, forcing you to buy [[#Handheld teleporter to Magpie|another from the trader]].
! Silicon
| <center>[[File:AncientBulkyArtifactV2.png|64px]]</center>
| A race of silicon-based sentients, often confused for machines themselves. Older scientific literature sometimes calls them "ancients" or "robots". Much further advanced than the human race due to their mass consciousness, their machinery has been fine tuned to suit their needs, and therefore is rigidly electronic-based.  
| cold menhir <br> sharp-edged appliance
| unit epsilon-x 536 <br> unit sigma-z 304 <br> unit tau-k 712


It cannot teleport those who are not salvagers, so if one winds up in the hands of the crew, they can't use it to invade your ship. If a non-salvager tries to use it, it might shock them, stunning them for 3 seconds and causing very slight (around 1) {{BURN}} (30% chance), harmlessly explode into sparks (20% chance), or simply do nothing (50% chance).
|- id="Lattice"
! Lattice
| <center>[[File:LatticeHandheld.png|64px]]</center>
| More a category of items than a category of beings. Very little is known about the origins of Lattice artifacts, except that whoever (or, possibly, whatever) made them was really obsessed with sounds and created tools specifically for manipulating other artifacts. There are two artifact types exclusive to this origin: [[#Activator|activators]] and [[#Agitator|agitators]].
| resonating bell <br> chiming harp
| fate weaver <Br> hymn whisperer <br> universe unraveller
|}
 
== Running gptio ==
 
Discovering an artifact's effects takes more than repeatedly poking it (although this helps in a fashion). Using the DWAINE terminal, you can advance the station's knowledge of artifacts and their properties and make your analysis more precise. To do this, you must:
 
# Insert your card into the terminal, and type <tt>term_login</tt>
# Type <tt>cd /mnt/artlab</tt> to move to the default location of the artifact research tape.
# Decide which test to run, pop the artifact in the corresponding machine, adjust the variables as you see fit, and activate the machine (using the commands below).
 
*'''Troubleshooting:''' If you can't get this to work, it's likely your terminal isn't connected to the research mainframe. In this case, type <tt>term_ping</tt>, find the 8-character net ID labelled <tt>PNET_MAINFRAME</tt> and run the command <tt>connect <em>mainframe_id</em></tt>
**If even this doesn't work, it's likely there's a problem with the mainframe itself, the databank that runs gptio, or the wiring that connects it all. Contact your [[Research Director|system administrator]] and hope it's a simple as turning power back on in the [[Computer Core|Computer Core.]]
 
=== Important commands ===
After logging into your terminal and running the artlab directory, you're now ready to use gptio commands. There are two variations of the commands: standard and shorthand. Many of the shorthand commands provide the same action as the standard gptio commands, but are much quicker and intuitive to use. Either can be used at any time while in the directory.
 
====Standard gptio commands====
 
; <tt>gptio list</tt>
: Lists the currently connected devices and their IDs.
; <tt>gptio activate <em>device-id</em></tt>
: Activates a device. This can be anything from shooting an object across the room to irradiating whatever is in the x-ray scanner. Note: Some devices, like the electrical tester, don't like being activated without something loaded.
; <tt>gptio deactivate <em>device-id</em></tt>
: Some devices don't automatically deactivate after a short amount of time. You'll need to use this command to make them safe to touch.
; <tt>gptio sense <em>device-id</em></tt>
: Instruct the device to take readings about its state and the state of whatever object is inserted into it.
; <tt>gptio read <em>device-id</em></tt>
: Retrieve the data generated by <tt>gptio sense</tt> or the most recent artifact an action has been performed on.
; <tt>gptio info <em>device-id</em></tt>
: Show the status of a device, including if it's active, if it's an "enactor" and/or a "sensor" and maybe most importantly what variables it has to mess with.
; <tt>gptio peek <em>device-id</em> <em>variable-name</em></tt>
: Read the value of a variable. Note that most if not all variables can be read on the device itself.
; <tt>gptio poke <em>device-id</em> <em>variable-name</em> <em>value</em></tt>
: Change the value of a variable.
 
====Shorthand commands====
 
; <tt>act <em>device-id</em></tt>
: Turns on the device specified.
; <tt>deact <em>device-id</em></tt>
: Shuts off the device specified.
; <tt>read <em>device-id</em></tt>
: Displays data from a "sense" command or the most recent artifact the machine has acted on.
; <tt>info <em>device-id</em></tt>
: Shows the status and configurable variables of the device.
; <tt>xray <em>value</em></tt>
: If no value is given, will display the x-ray's radstrength. If one is given, will set radstrength.
; <tt>temp <em>value</em></tt>
: If no value is given, will display the heater's temptarget. If one is given, will set temptarget.
; <tt>elec <em>value</em><small>(voltage)</small> <em>value</em><small>(wattage)</small></tt>
: If no values are given, will display the elecbox's current voltage and wattage. If one is given, will set voltage; if 2 are given, will set both.
; <tt>pitcher <em>value</em></tt>
: If no value is given, will display the pitcher's power. if one is given, will set power.
; <tt>stand <em>value</em></tt>
: If no value is given, will display the impact pad's stand status. If one is given, will set or withdraw the stand.
 
== Working Artlab ==
 
===The Devices===
The artifact lab comes with five devices: Pitcher, impact pad, electric box, heater and x-ray scanner.


Fun fact: it's possible to make copies of this via the [[Ruckingenur Kit]]. While each copy spawns with three charges, manufacturing one requires three telecrystals, so you can't use this to increase the number of teleports you get.
[[File:ArtifactLabPitcherV2.gif|64px]]
'''The Pitcher''' ''(device ID: pitcher)''                               
* The pitcher is not for shooting artifacts, though that's fun too. You insert something for the pitcher to fire (say, a fire extinguisher), and the pitcher fires it at the [[Clown|artifacts]] on the impact pad.
** The pitcher has one variable, '''POWER''', which goes from 0 to 100. Simple enough.


===The Salvage Reclaimer [[File:Salvage_reclaimer.gif]]===
[[File:ImpactPadV2.gif|64px]]
Lastly, you have the salvage reclaimer. With this somewhat jury-rigged tool, you can deconstruct just about anything that is not protected on the station for scrap metal or glass shards, depending on what you reclaim for salvage. The time it takes to reclaim something also varies by what you're trying to reclaim. For instance, reclaiming a door takes longer than a normal ordinary floor tile. The charge relies on a hand cranked system, which recharges 10% per full crank.
'''The Impact Pad''' ''(device ID: impactpad)''
* The impact pad is for putting artifacts on. Fire an item at the artifact and then read the sensor data.
** You can also just throw something at the artifact while it's on the pad instead of using the pitcher, and the impact pad will still return a reading.
** The pad has one variable, '''STAND''', which is binary (0 or 1). Setting it to 1 extends a stand for putting handheld artifacts on.
** Two datapoints will be reported: '''Vibration amplitude''' and '''vibration frequency'''.


==The trader==
[[File:ElectricBox.gif|64px]]
[[File:SalvageAndBarterSystem.png|64px]]
'''The Electric Box''' ''(device ID: elecbox)''
* The electric box will run an electrical current through the artifact.
** It has two variables, '''AMPERAGE''' (1-50) and '''VOLTAGE''' (1-100). Remember, Wattage = Current * Voltage, so "Selected current" will just be Wattage/Voltage.
** It returns three datapoints: '''Returned current''', '''circuit capacity''' and '''interference'''.


In the Magpie is the heart of the salvage operation, the M4GP13 Salvage and Barter System. Here, you can sell items for Salvage Points and buy items with them. You start out with a couple thousand points; the later it is in the round, the more points you get.
[[File:ArtifactHeaterV2.gif|64px]]
'''The Heater''' ''(device ID: heater)''
* The heater will heat the artifact, or cool it.
** It has one variable, '''TEMPTARGET''' (accepts 200-400 in Kelvin), which the actual temperature will slowly reach.
** The sensors will report '''current temperature''', '''artifact temperature''' and whether the artifact '''responds to temperature''' at all.


If you have plundered some <strike>trash</strike> salvage from the station, you can hold it out and click on the trader. The trader will then scan that item and tell you its market value. To sell something, the trader functions like any other normal trader and can be sold how you would normally sell things to a trader. Each salvager has their own account; they do not share points.
[[File:XRayScannerV2.gif|64px]]
'''The X-ray Scanner''' ''(device ID: xray)''
* The X-ray scanner will scan the artifact.
** It has one setting, '''RADSTRENGTH''', which goes from 1 to 10 (multiples of 10%).
** You'll get a load of data back: '''Object density''', '''structural consistency''', '''structural integrity''', '''special features of object''' and like the heater, whether it '''responds to radiation'''.


In addition to selling, you can also buy from the trader. You can buy upgrades to your gear, such as
The dirty secret of Artlab is that each specific artifact always gives the same sensor data. So you can potentially know what a certain artifact does after analyzing it in the lab, but you'll still need to figure out how to activate it.


===Items the M4GP13 Salvage and Barter System sells===
=== Analyzing sensor data===
{| style="font-size: 85%" class="wikitable sortable"
'''Vibration Amplitude and Vibration Frequency ''(Force)'''''
|-
*Something that has low returns for these categories is something that absorbs physical shock well - if its high, its probably made of something that reverberates a lot when struck, such as metal.
! Item
*These readings are based off of the artifact's origin. Infrequently, artifacts will disguise their appearance as being from a different origin, and this can help you detect what it really is.
! class="unsortable" | Image
! data-sort-type=number | Price
! class="unsortable" | Description


|- id="Handheld teleporter to Magpie"
'''Test Voltage, Load Impedance, Circuit Capacity and Interference ''(Electricity)'''''
| Handheld teleporter to Magpie
*Test Voltage is just the voltage you have the electrobox set to.
| <center>[[File:Salvager_hand_teleporter.gif]]</center>
*Load Impedance is how much of the electricity put into the artifact was returned to the electrobox. If you're getting back 100% of what you put in or close to it, you've likely got something that involves electrical charge on your hands.
| 400
*Circuit Capacity is how much electrical charge the artifact seems to be able to hold. Anything with this most likely has some kind of internal charge it draws on to power itself. The higher this is, the longer the artifact can do its thing without having to stop and recharge. However, sometimes artifacts can contain internal power cells which hold the charge - if this is the case, the artifact may return a very low value since the artifact itself is useless without its battery.
| Did you lose your [[Salvager#The Makeshift Teleporter|makeshift handheld teleporter]]? The vendor has an extra one. It comes with same number of charges as the one you spawned with, i.e. three.
*Interference is how much the electrical charge is being disrupted when ran through the artifact. Something with a lot of this is probably some really goddamn weird thing. It's normal for any kind of artifact to have a little of this though.
**Other things can affect these readouts - certain artifact origins can skew the results a little, and if an artifact is faulty it can disrupt the capacity and interference readouts. The best way to figure this out is to take multiple readings and compare them - if your readings are all the same there's likely nothing wrong with it, but if they're inconsistent you might want to be cautious.


|- id="Combat Helmet"
'''Current temperature, Artifact Temperature, Response to Heat ''(Heat)'''''
|Combat Helmet
*It only checks to see if the artifact responds above or below certain temperatures. This is useful to basically tell you this artifact will activate if you raise/lower the temperature some more
|<center>[[File:Salvager_Combat_Helmet.png]] [[File:Salvager Combat Helmet Visor On.png]]</center>
*The heater pad also has a details readout, which will give information on the artifacts features specifically to heat.
|250
|The Salvager juggernaut combat helmet is like the [[Guide to Mining#Industrial Space Armor Set|industrial space helmet]], except it does not slow you down indoors, cannot be melted by [[Chemicals#Acids|acids]], and has more melee resistance (7 instead of 4, meaning melee attacks to the head are lowered by 7). In terms of melee resistance alone, this is better than [[Security Objects#Helmet|sec helmets]] but worse than [[Armory]] gear, like [[Security Objects#Blast Helmet|blast helmets]]. Still, this basically makes [[Engineering Objects#Containers|toolboxes]] and other items with similar damage almost a non-issue.<br><br>This helmet also has a thermal vision mode, toggled by the ''Toggle Helmet Visor'' ability in the top left. When activated, it greatly enhances how far you can see in the dark and lets you see people behind walls and using invisibility cloaks. However, it also makes [[Security Objects#Flash|flashes]] and similar bright lights hurt you more, so don't weld with the visor on.


|- id="Combat Armor"
'''Density, Structural Consistency, Structural Integrity, Response to Radiation and Special Features ''(Radiation)'''''
|Combat Armor
*Density is how dense the artifact's mass is. Readings above 10 mean the artifact is more likely to be something weird or something that can fuck with physical forces. Low density means the artifact is likely built to contain something else or is otherwise hollow/cavity-filled.
|<center>[[File:Salvager_Combat_Armor.png]]</center>
*Structural Consistency means how much of the artifact's internal structure is solid or similar. The higher this is, the less likely the artifact is to be something useful. Readings will always generally be fairly high though, but ones at or close to 100% are probably worthless. Remember - machines and biological things have lot of complex parts inside so they're not solid!
|500
*Structural Integrity is how "solid" the artifact is in terms of construction, is it very damage-resistant and well put together or is it something you could probably crush like a soda can? Very low readings can also indicate the artifact may have something wrong with it, such as it is damaged/malfunctioning/dangerous or what have you.
|A suit of Salvager juggernaut combat armor, which is basically [[Guide to Mining#Industrial Space Armor Set|Mining's industrial space armor]] but better. It shares many of the same stats (e.g. explosion resistance, radiation protection) but has better melee protection (6 rather than 5, so it reduces damage of melee attacks to chest by 6) and ranged resistance (2 instead of 1, so damage from projectiles is reduced by 66%). On top of this, it does not slow you down, cannot be melted by [[Chemicals#Acids|acids]], and provides an extra 25% Body Insulation (Disorient Resistance), reducing disorientation caused by certain stuns. Overall, surprisingly protective, given it's a "heavily modified combination of industrial and military combat gear".
*Response to Radiation is how much the artifact responds to being irradiated. You'll have to play around with the radiation strength setting on the equipment to get an accurate picture of what's going on here - the artifact's origin can muck with this reading sometimes. The stronger the response, the more likely it is the artifact is activated via radiation - you just need to find out the right amount to use.
*Special Features details anything that is paticularly unusual about the artifact's shape - these are mostly a hint towards what the artifact does.


|- id="Salvage Reclaimer"
===...But I just wanted to know how do I get the artifact out of the damn device??===
| Salvage Reclaimer
Click-dragging from the machine onto the floor will remove an artifact that's inside of it. Additionally, right clicking the machine will show the "Eject" verb.
| <center>[[File:Salvage_reclaimer.gif]]</center>
| 100
| An extra [[Salvager#The Salvage Reclaimer|salvage reclaimer]]. The armory area on the Magpie spawns with one, free for the taking, so this is for in case you need a replacement and someone took that one already. As the vendor says, "sometimes you lose things and sometimes people take things..."


|- id="Deconstructor"
==Artifact Interaction==
| Deconstructor
===Stimuli===
| <center>[[File:DeconstructionDeviceV3-32x32.png]]</center>
| 10
| Did you lose the [[Engineering Objects#Deconstruction Device|deconstruction device]] you started with? (After all, as it says in the vendor's description of this, "sometimes you lose things and sometimes people yeet them into space...") You can get a spare one for cheap.


|- id="Omnitool"
To figure out what an artifact does, you need to activate it, and to activate it, you need to subject it to a certain stimulus at a certain level. If you give it the correct stimulus, but not enough to activate it, the artifact will give you a hint to guide you on the right tracks. You'll get something along the lines of "''The quirky contraption makes a faint noise.''"
| Omnitool
| <center>[[File:SalvOmniTool.png]]</center>
Higher isn't always better; some artifacts will require a ''lower'' amount of a certain stimulus, such as radiation, and won't activate if too much is used.  In fact, it is possible to ''damage'' an artifact due to too much stimulus. In addition to potentially destroying the artifact if too much damage is done, it can also cause them to develop faults and malfunctions, which are almost always a bad thing.
| 100
| If you misplaced your [[Salvager#The Omnitool|omnitool]] and need a replacement, you can buy one from the M4GP13.


|- id="Radio Channel Upgrade"
There are various devices in the laboratory that deliver a specific stimulus in a controlled manner. You can substitute them for certain devices, but these do not give as much control as the dedicated machinery. This is worth noting because, again, a certain ''amount'', not just the presence, of a stimulus is needed to activate an artifact. ''ALL'' artifacts can be activated within artlab; external devices are not required, but having them tends to greatly reduce the tedium involved.
| Radio Channel Upgrade
| <center>[[File:SalvCommsUpgrade.png]]</center>
| 10
| "Found" a headset that has access to useful crew departmental channels (e.g. a [[Security Objects#Security Headset|security headset]])? Slot this "private radio channel upgrade" in to give it access to the Salvager frequency.


|- id="Salvager Goggles"
How do you know if you've subjected an artifact to sufficient stimulus to activate it? Artifacts will glow, shimmer and generally look turned on when ''activated''. If the artifact produces a temporary effect like a Forcewall or Darkness upon being activated for the first time, in most cases it will only need a simple touch to activate again depending on the effect.
| Salvager Goggles
| <center>[[File:SAV_Goggles.png]]</center>
| 50
| An extra set of [[Salvager#The S.A.V. Goggles|S.A.V. goggles]], in case you lost the ones you spawned with.  


|- id="Sledgehammer"
{| class="wikitable"
| Sledgehammer
!scope = "col" style="width: 10%" | Stimulus
| <center>[[File:BatteredBreachingSledgehammer.png]]</center>
!scope = "col" style="width: 45%" | Device-Based Methods
| 500
!scope = "col" style="width: 45%: | Other Methods
| A door-breaking sledge specifically. Like the [[Security Objects#Airlock Breaching Hammer|airlock breaching hammer]] that appears in the Magpie's armory, this "battered breaching sledgehammer" has a 4x damage bonus against doors and windows, but it's a little bit lighter. It does 25 {{BRUTE}}, which is lower than the breaching hammer's 30. (Stamina damage is the same, i.e. it removes 60 Stamina from the target.) This translates into 100 damage against doors, so generally, it'll take 4-6 hits to knock them down. However, it swings faster and has a lower stamina cost, as you expend only 25 Stamina to swing it as opposed to 30, so you're trading damage for speed.  
|-
!Carbon Touch
| None.
| Having the artifact be touched by any carbon-based life form. You use other people or monkeys as test dummies by grabbing them with {{Grab}} intent and clicking the artifact. Blobs also cause this stimulus- try politely asking a blob for help if you can't figure out how to touch something with your hand.
|-
!Silicon Touch
| None.
| Having the artifact be touched by a [[cyborg]], or a [[Cyborg#Arms and legs|cyborg arm]]. You can find arms in [[robotics]], or in the [[Robots#GuardBuddy | guardbuddy]] room, which is usually close to or within the science department. If you have a robot arm attached, you can touch the artifact using that too!
|-
!Force
| Shooting objects at the artifact via the pitcher.
| Hitting the artifact with just about anything that deals {{BRUTE}} will cause this stimulus, and throwing such objects will have a similar effect. Kinetic bullets and explosions also work, though take care not to miss and/or lose a limb.
|-
!Heat
| Using the heater to expose the artifact to specific temperatures.
| Burning the artifact with (in order of increasing intensity) an [[Science Objects#Igniter|igniter]], a lighter, a [[Flare Gun|flare gun]], a [[Space Pod#Plasma Cutter System|pod-based plasma cutter]], or a welder will produce a hot stimulus. Explosions or fires also cause hot stimuli.
|-
!Electricity
| Electrifying the artifact with the electrobox.
| Zapping the artifact with (in order of increasing intensity) an [[Science Objects#Igniter|igniter]], a [[Engineering Objects#Multitool|multitool]], a [[General Objects#Fly Swatter|fly swatter]], a [[Security Objects#Stun Baton|stun baton]] (same level as fly swatter), or a [[Medical Objects#Defibrillator|defibrillator]]. EMPs also produce an electrical stimulus, at lower level than igniters. 
|-
!Radiation
| Scanning the artifact with the X-Ray.
| Certain chemicals (see below). EMPs also cause a small amount of radiation stimulus.
|-
!Data
| None.
| Smacking the artifact with a Thinktape (found in the artifact lab, and elsewhere) or a console circuit board.
|-
! Language
| None.
| Speak a five-letter English word with a certain number and arrangement of vowels (y is excluded) near the artifact. It can pick from over 2300 possible words, but you do not need to guess the word, just match where the vowels are. For example, if the target word is "apple", "alpha" will do.<br><br>If you guess wrong, it'll give you hints, a la Mastermind or Wordle, in the form of chimes:
*"Grumpy" - Your guess has too many vowels.
*"Dull" - Your guess is not a real word.
*"Low" - There's a vowel in the wrong position. A "series" of them indicates multiple vowels in the wrong spots.
*"High" - A vowel is in the right position. A "series" means multiple vowels are in the right places. If you get nothing but high chimes but still don't activate the artifact, your guess has too few vowels.
Due to the way it interprets text, speaking a long list of five-letter words to brute-force it does not work.  
|}


|- id="Crash Axe"
====Chemical Stimuli====
| Crash Axe
While not a stimulus type themselves, chemicals can produce a wide variety of stimuli. Radioactive chemicals produce a radiation stimulus, hot chemicals produce a hot stimulus, and cold chemicals produce a cold stimulus. Some chemicals even produce a random stimulus!
| <center>[[File:CrashAxeBreaking.png]] [[File:CrashAxePrying.png]]</center>
| 400
| A pocket-sized, one-handed "crash axe" with both an axe blade for chopping stuff and a pick for prying things. To switch between its two tool heads, click on it in-hand (Hotkey: {{Key|C}} for Goon WASD, {{Key|Z}} for /tg/-style WASD). When chopping with the axe, you do quadruple damage against doors and windows, dishing out 13 * 4 = 52 damage. When prying with the pick, the crash axe acts as a [[crowbar]]; it even has its signature "Tile Fling" [[Murder#Special Attacks|special attack]]. It functions as a cutting tool in both modes.


In addition to cutting, chopping, and prying, it's also decent at smashing people's faces, both in close quarters and ranged combat. In melee, it does 13 {{BRUTE}} and removes 25 Stamina. When thrown, it causes 21 {{BRUTE}}, disorients the target for 4 seconds, and knocks them down for 2 seconds, giving you a brief window to steal the target's weapon, if you're quick. (If you're not, you'll just throw a weapon away and give it to your opponent.
As a rule of thumb, the more of a chemical you use, the stronger a stimulus you'll get.


|- id="Arc Welder"
===Possible Effects===
| Arc Welder
| <center>[[File:Arcwelder.png]]</center>
| 500
| Basically a souped-up version of the [[Engineering Objects#Welder|welder]], with some key differences. First, instead of fuel, the arc welder runs off a special 100 PU battery that regenerates 4 PU every few seconds; it takes about a minute and half for it to run out when running idle and needs about a minute to recharge from empty to full. Second, because it's electric, its [[Murder#Special Attacks|special attack]] releases sparks, exactly like the [[Security Objects#Stun Baton|stun baton]], rather than flames. Lastly, when on, it does 25 {{BURN}}, higher than the 15 {{BURN}} of the regular version.


|- id="Customized Zip gun"
So, what happens when you actually activate an artifact? That's the fun of it, it's entirely random. Aside from the artifact's size, you'll have no way of knowing just ''what'' it will do until you activate it. What we ''can'' tell you is what the potential abilities of the artifacts are:
| Customized Zip gun
| <center>[[File:Salvager_Zipgun.png]]</center>
| 350
| Similar to the [[Murder#ZipGun|zip gun]], but with two mechanical improvements. First, the "zip gun" can fit 3 shots, instead of just 2. Second, if it jams (signified by either a loud clang with a randomly-generated gun failure message or a quiet snap with no chat message), you can click on it in-hand (Hotkey: {{Key|C}} for Goon WASD, {{Key|Z}} for /tg/-style WASD) to attempt to clear it. You have a flat chance to fail, so if it doesn't work, just try again. Only Salvagers and people with [[Traits#Engineering Training|Engineering Training]] can do this, i.e. if someone who isn't an [[Engineer]]/the [[Chief Engineer|CE]] steals it, they're stuck with a useless gun if it jams. Starts with staple "ammo".


|- id="Pump action shotgun"
====Bulky Artifacts====
| Pump action shotgun
{| class="wikitable"
| <center>[[File:Reclaimedshotgun.png]]</center>
!scope = "col" style="width: 50%" | Artifact
| 1200
!scope = "col" style="width: 50%" | Image
| An actual shotgun, not just [[Murder#SlamGun|two pipes shoved together]]. Like the slam gun, this "reclaimed shotgun" is two-handed (so no [[#Makeshift Riot Shield|makeshift riot shield]] for you). Unlike the slam gun, it has an actual magazine capacity (4 shells, compared to the slam gun's 1, though inferior to the [[Security Objects#Guillemot Riot Shotgun|riot shotgun's]] 8), and to ready another shot, you simply click on its sprite while wielding the gun (Hotkey: {{Key|C}} for Goon WASD, {{Key|Z}} for /tg/style hotkeys), instead of manually disassembling, reloading, and reassembling the gun. However, it will not take [[Construction#Pipeshot|pipeshot]].<br><br>This starts off empty! You'll need to obtain shotgun shells yourself, e.g. using [[Murder#12gaRubberSlug|rubber slugs]] from the Magpie's armory, buying [[#12ga Flare Shells|flare shells from the vendor]] (again,[[Construction#Pipeshot|making pipeshot]] is not an option.)
|-
!Eldritch
| <center> [[Image:EldritchBig.gif|64px]] </center>
|-
!Wizard
| <center> [[Image:WizardBig.gif|64px]] </center>
|-
!Martian
| <center> [[Image:MartianBig.gif|64px]] </center>
|-
!Precursor
| <center> [[Image:PrecursorBig.gif|64px]] </center>
|-
!Silicon
| <center> [[Image:AncientBig.gif|64px]] </center>
|-
!Lattice
| <center> [[Image:Latticebig.png|64px]] </center>
|-
|}


|- id="Four Letter Word"
These are giant-looking things that you can't pick up, only drag around. Note that pulling or pushing them doesn't count as a TOUCH stimulus, you must click it with an active hand for that. This lets you drag it around safely. You can also force someone to touch artifacts by putting them in an aggressive or higher grab (click on them with {{Grab}} intent, click on the grab to upgrade it) and then clicking on the artifact, triggering its effects. Obviously, don't wordlessly grab random people and force them to touch artifacts (especially if it's one of the harmful ones), or similar, unless you're an [[Antagonist]].
| Four Letter Word
| <center>[[File:Fourletterword.png]]</center>
| 1200
| An unholy four-barrelled shotgun for hit-and-run tactics, made by some unhinged maniac from four slamguns, a wooden stock, and scrap metal. You can set it to fire 1, 2, or 4 barrels at once by clicking on it with a [[Engineering Objects#Screwdriver|screwdriver]]. More barrels grants higher DPS, since you're firing multiple shells at once, but the 2-barrel and 4-barrel modes both incur slight stamina penalties and a slowdown. Like the reclaimed shotgun, it's two-handed. Unlike that gun, it still takes [[Construction#Pipeshot|pipeshot]], and you do not need to pump it. Instead, you manually open and close it to reload, done by clicking on it while it's in your active hand (Hotkey: {{Key|C}} for Goon WASD, {{Key|Z}} for /tg/style hotkeys).


More importantly, firing it also degrades its "health". It starts at 11 health, and each time a shell is fired, it decreases; 1 barrel removes 1, 2 barrels 2, etc. It'll always be fair; shooting a single shell on the 4 barrel mode won't do any more damage than on the 1 barrel mode. You can ''Examine'' ({{Key|Alt}}+{{Key|E}}) it for a clue about its current condition; "pretty damaged" means 1-4 health, and "severely damaged" means 0 or less, and so on. The weapon gives a warning once when its health goes below 1, and will continue to complain each time it's fired thereafter. In this state it has an increasing chance (specifically, 5% * health below 0) to break, usually giving out after 3-4 additional warnings. If the weapon breaks after firing four shells, it'll blow up similar to a [[Murder#ZipGun|zip gun]].  
{| class="wikitable sortable mw-collapsible" style="text-align: left"
! Artifact Type
! Description
|- id="Forcefield Generator"
! Forcefield Generator
| The artifact will produce a shiny forcefield of varying size and duration. Until it powers down after a random amount of time, nothing short of teleportation will break through its stubborn walls.
|- id="Lamp"
! Lamp
| Emits a harmless bright light, with randomized color and intensity. About half the time (it's a 50-50 chance), it also has a color matrix that causes funky visual effects, resulting in either inverted colors, grayscale tones, or a really strange blue-green palette that looks a [[Flockmind]] fever dream. You can click on the artifact to turn it on/off. Turning it off also allows you to move it around.
|- id="Darkness"
! Darkness
| A cloak of absolute darkness will envelop the artifact and area around it, preventing any actions short of walking around in it until it powers down. Having Thermals or Mesons can make it easier to navigate.
|- id="Single Target Healer"
! Single Target Healer
| One of the few benign artifacts you'll come across. Touching it will heal an equal amount of {{BRUTE}} and {{BURN}}, between 5 to 75. Most only heal the person who touches it, but occasionally you might stumble upon one that heals everyone within a certain radius.
|- id="Healing/Damaging Aura"
! Healing/Damaging Aura
| Periodically, these artifacts will have a certain effect on an area around them. These can either heal all people nearby for a small amount or damage everyone nearby for a small amount.
|- id="Plant Enhancer"
! Plant Enhancer
| Easily identifiable by the bright rays it beams to nearby [[Guide to Botany#Hydroponics Tray|hydroponics trays]]. Automatically waters plant trays within a certain radius (indicated by a blue ray) and drains any excess water (shown with a red ray), i.e. this will not overfill plant trays. It may also have some additional effects, listed below. They can appear in any number of combinations (e.g. you can have one that kills weeds and accelerates plant growth but doesn't do the other things), and if you're really lucky, you'll get one that does all 4.
*Speeds up plant growth by 1, which is heralded by a green ray of light.
*Boosts plant health by 1, shown by an orange line.
*Damages weeds by 3. This is also red, like draining excess water.  
*Rarely (8% chance) mutates plants in its area of effect, which is indicated by a dark line.
Radius can vary from 4 (i.e. 9x9 area) to 9 (19x19) tiles.
|- id="Prison"
! Prison
| Not as bad as it sounds, the artifact will drag you into it and lock itself for a minute or two before spitting you out again. Handy for trapping people or jumping into for protection. These are one of the few artifact types that don't require activation, and will only do the "lit up" animation when someone is inside of it.


It can be repaired by clicking on it with a [[Engineering Objects#Welder|welding tool]] and waiting; 20 units will net you a complete repair at a rate of 2 units per 1 health. Should the weapon break completely, however, it can't be repaired, and instead must be redeemed (Hotkey: {{Key|C}} for Goon WASD, {{Key|Z}} for /tg/style hotkeys) for one of its humbler little siblings: the [[Murder#SlamGun|slamgun]].
|- id="Cyborg Converter"
! Cyborg Converter
| When touched, it paralyzes you and slowly converts your arms and legs into light cyborg limbs, before finishing off the process by fully making you into a [[Cyborg]] with light parts, gibbing your fleshy old body in the process and leaving behind whatever you had on it. If you already had cyborg limbs, the process goes faster. Thankfully, it is possible for another person to pull you away and stop the process, but there is also a 15% chance the artifact spawns as a subvariant that pulls you into itself precisely to make that impossible.<br><br>You can always tell these apart from other large artifacts by their inspect/examine message, assuming you have [[Traits#Scientist Training|Scientist Training]] (i.e. you are the [[Research Director]], a [[Scientist]], or a [[Research Trainee]].) If the message says the artifact seems "vaguely foreboding", that means it's either this artifact or a [[#Food Processor|food processor artifact]], so be careful not to touch them when testing and trying to activate them! <br><br>If someone with the [[Traits#Cyber-Incompatible|Cyber Incompatible trait]] touches this, they just die at the end, instead of getting becoming a [[cyborg]], and leave behind a NPC (i.e. not player-controlled) [[Robots#Cleanbot|cleanbot]], [[Robots#Digbot|digbot]], [[Robots#Firebot|firebot]], [[Robots#Floorbot|floorbot]], [[Robots#GuardBuddy|GuardBuddy]], [[Robots#Medibot|medibot]], or [[Robots#Securitron|securitron]]. Same for NPC [[monkey]]s (player-controlled ones still become borgs) and players who are banned from the Cyborg role.<br><br>If a Cyborg touches it, they'll receive a mysterious message declaring something like '''UPGRADE COMPLETE'''.
* Note to Cyborgs: forcing people to touch a Converter artifact against their will or deceiving people about its true nature is considered harming a human! Don't do this unless your laws allow it!


|- id="Survival Rifle"
|- id="Food Processor"
| Survival Rifle
! Food Processor
| <center>[[File:Efnysiensurvivalrifle.png]]</center>
| When touched, its "strange utensils" seize your body and rip and tear your flesh, converting it into edible artifacts. After it's done, it gibs you. If you have robot/cyborg limbs, you die faster, since it has less meat to go through. Luckily, people can pull you of the machine...but there is also a 15% chance the artifact is an "inescapable" variant that "slams shut" specifically to prevent that and inflicts much more damage.  
| 1000
| Two-handed rifle with swappable barrel. The Efnysien survival rifle comes preloaded with 10 [[Murder#22FMJ|standard .22 rounds]] (the ones that do 22 {{BRUTE}}) and starts off with an .22 LR rifle barrel, meaning it has a magazine capacity of 10 and can fire any round in the [[Murder#List of Sidearms|"Pistol, .22" category]]. You can buy [[#Rifle 9mm conversion|9mm]] and [[#Rifle 5.56x45 Conversion|5.56mm conversion kits]] that increase magazine capacity and switch the gun to other ammo types, unlocking greater firepower. To use a kit, simply click on the kit with the gun (or vice versa). This takes about 5 seconds, unloads the gun (i.e. no ammo lost), and gives you the old barrel back, so you don't have to rebuy kits. Can be worn on your back.  


|- id="Makeshift Laser Rifle"
Artifacts like these are why you should be careful when experimenting with activated large/bulky artifacts. Luckily, if you have [[Traits#Scientist Training|Scientist Training]] (i.e. you're a [[Research Trainee]], a [[Scientist]], or the [[Research Director]]), you can recognize food processor artifacts on sight. If you ''Examine'' the artifact, you get a special message saying that the artifact "looks vaguely foreboding". Only food processor and [[#Cyborg Converter|cyborg converter artifacts]] have this line, so if you see it, you know you should act with caution.  
| Makeshift Laser Rifle
| <center>[[File:MakeshiftLaserRifleNoCellNoTube.png]] [[File:MakeshiftLaserRifle.png]]</center>
| 650
| Cheaper, energy-based alternative to survival rifle with easier-to-obtain ammo sources but less damage and limits on fire rate. Before you can use this makeshift laser rifle, you first need to click on it with a [[Engineering Objects#Power Cell|large power cell]] and a [[Engineering Objects#Light Tubes|light tube]] (doing it the other way around doesn't work); the light tube just affects the color of the laser, while a higher capacity power cell lets you fire more shots. If the cell and/or light tube is [[Construction#Rigged light tube/bulb/power cell|rigged]], the gun explodes upon use, and your 700-point purchase goes up in smoke. You can remove the light tube with wirecutters and the cell with a wrench (or equivalents for these tools). <br><br>This makeshift laser rifle fires 20 {{BURN}} lasers with 10 degrees of spread, drawing 1250 PU from the cell each time. It's two-handed, so you need both hands free to fire it, and it fits on your back. Using the gun in-hand (Hotkey: {{Key|C}} for Goon WASD, {{Key|Z}} for /tg/style hotkeys) lets you set the fire rate/minimum wait-time between shots, which goes from 0.2 seconds to 1 second. (UI uses deciseconds, e.g. setting it to 3 means 0.3 seconds.) Lower wait-time means you get to pew-pew more often, but if you fire it too quickly (or if the gun gets EMPed), the gun overheats and bursts into flames, setting you on fire for 5 seconds. You'll need to repair it before you can fire it again; instructions are [[Construction#Makeshift laser rifle|here]].


|- id="Makeshift Riot Shield"
The artifact foods the artifact creates are actually reskins of existing food items, assigned new, randomly-generated names and randomly-selected sprites.  
| Makeshift Riot Shield
| <center>[[File:Steelmakeshiftshield.png]]</center>
| 700
| Basically, a low-tech [[Security Objects#Barrier|barrier]]. Since the makeshift shield is just, quote, a giant sheet of steel with a strap, it cannot create an energy shield, but that also means you don't need to turn it on first. Just hold it in your hand, and you'll be protected. And it provides some pretty good protection at that, even though the vendor warns it's "not quite the acme of defense". While it does not have a chance to nullify [[Guide to Being Robust#Disarm|disarm attempts]], it otherwise has the same stats as the barrier, meaning it provides:
*9 melee resistance, for both your head and body regions. This decreases damage from any melee attack by 9. For example, if someone comes at you with a [[General Objects#Fire Extinguisher|fire extinguisher]], a weapon that does 10 {{BRUTE}}, you'll take just 1 {{BRUTE}}.
*9 ranged resistance, which reduces damage from kinetic bullets and energy projectiles by 60%.
*65 Body Disorient resistance. That dampens the effects of stun weapons, such as [[Security Objects#Taser|tasers]] and [[Security Objects#Stun Baton|stun batons]].
*65 Eye Disorient resistance. [[Security Objects#Flash|Flashes]] and the like are less effective.
*50 Ear Disorient resistance. Hate [[Security Objects#Flashbang|flashbangs]]? Ear Disorient makes them less effective. (So does Eye Disorient, since that helps protect against blinding lights.)
The shield itself does 3 {{BRUTE}} and 35 Stamina damage. This is not particularly powerful; a [[Engineering Objects#Crowbar|crowbar]] causes the same amount of Stamina damage but inflicts more {{BRUTE}}. Since the shield takes up a hand, that means you cannot wield this with a two-handed weapon, such as a [[Murder#SlamGun|slam gun]] or a [[#Makeshift Laser Rifle|makeshift laser rifle]].


|- id="Shield Belt"
|- id="Mutator"
| Shield Belt
! Mutator
| <center>[[File:AuroraMKIUtilityBelt.png]]</center>
| This silly artifact will give you a certain [[Guide_to_genetics#Mutations|mutation]] when you touch it. Sometimes this is bad, other times it's beneficial! Usually they only last for a limited time either way. This is indicated by the "Eerie Light" message upon activation.
| 1200
|- id="Injector"
| This aurora MKI utility belt has 4 slots of storage space and, when toggled on, generates an energy field that provides 100% heat and cold resistance and cuts damage from melee and ranged attacks (but not thrown items) by 50%, applied before armor. Reducing damage drains the 60 PU battery, costing 0.15 times the raw damage of the attack, i.e. a 10 damage attack removes 10 * 0.15 = 1.5 PU, not 5 * 0.15 = 0.75. The shield also passively drains 1 PU per second, which means about two minutes of shield time if idle. The battery recharges 3 PU at a time (but does not recharge when the shield is active), so it recharges fairly quickly. You can only buy 4 of these.
! Injector
| This picks a random cocktail of up to three chemicals and injects anyone who touches it. This is usually never good, though if you're careful and lucky enough you can harvest reagents from it; some very rare reagents can only be found from these.
|- id="Implanter"
! Implanter
| When touched while active, will implant the being with one of nine available artifact implants:
'''Eldritch ("mysterious object")'''
*''Beneficial'': Replaces or fully heals an organ if it is lost somehow or goes into [[Doctoring#Organ_Damage_.26_Ailments|failure]]. Every few seconds, slightly heals all your organs. The amount healed per organ is very small (0.166, or 1/6), but it does add up over time. 
*''Gimmick'': Periodically makes you appear to bleed, though the source of the blood is not your own.
*''Harmful'': If you have more than 75 {{BRUTE}} damage, then every few seconds, the implant inflicts 2 {{BRUTE}} damage and gives each of your organs 4 damage (so you get 4 [[Doctoring#Stomach Damage|stomach damage]], 4 [[Doctoring#Kidney Damage|kidney damage]] to both kidneys, etc.), potentially leading to [[Doctoring#Organ_Damage_.26_Ailments|organ failure]]; this is accompanied by "Your insides doesn't<!--really spelled that way in-game--> feel so good... Wait... what?". If you have more than 175 {{BRUTE}} or more than 5 organs are missing or dead, you keel over and [[Terminology#Gib|gib]].
In the case of the beneficial and harmful implants, the list of organs potentially affected includes: appendix, eyes, heart, intestines, liver, lungs, kidneys, pancreas, spleen,  and stomach.


|- id="Barbed Wire"
'''Silicon ("spiky thing")'''
| Barbed Wire
*''Beneficial'': Will grow you a cyborg arm or leg when a limb is lost.
| <center>[[File:BarbedWireSegment.png]]</center>
*''Gimmick'': Causes you to periodically say silly slogans about a robot revolution and has a small chance to generate a cyborg scream when you say one.
| 400
*''Harmful'': If you have more than 75 {{OXY}} damage, then every few seconds, you get 75 [[Doctoring#LOSEBREATH|LOSEBREATH]] and take 3 {{OXY}} ("You feel its harder to breath. Oh GOD YOUR LUNGS. WHAT THE HELL?"). If you reach more than 175 {{OXY}}, the implant blows your limbs off one by one and then [[Terminology#Gib|gib]]s you.
| A coil of barbed wire to deploy as a barricade, with 3 lengths of wire (i.e. 3 uses). Anyone running through barbed wire is virtually guaranteed (98% chance!) to get significantly slowed down for up to 5 seconds, take 1-2 damage, and suffer major bleeding. Those walking are less likely (30% chance) to get poked. People can destroy barbed wire, and it's not too hard since it only has 50 health, but they may (15% chance) get cut by the wire in the process. Unlike in World War I movies, wirecutters and the like do not instantly tear down barbed wire; those just damage it like any other object.


To deploy, click on it in-hand (Hotkey: {{Key|C}} for Goon WASD, {{Key|Z}} for /tg/-style WASD). Directionality does not affect damage, but if you want it to look neat, remember that the wires are placed perpendicular to the direction you're facing. Once placed, you cannot roll it back up and move it elsewhere, so place the wires wisely. Try putting these near crew entryways; that way, you can murder/evade people easier if someone catches you stealing shit. (Remember, you can shoot through barbed wire!) Multiple rows are quite effective at bogging down opponents.
'''Wizard ("fancy stone")'''
*''Beneficial'': Teleports you a safe distance away if you have more than 100 {{BURN}} damage. Doesn't work in the [[Adventure Zone]], the [[Trench]], or any [[Z-level]] besides the one with the station/ship.
*''Gimmick'': Periodically changes your [[Guide_to_Genetics#Body_Type_Mutations|mutantrace]], reverting back to the original state when removed.
*''Harmful'': Themed around either fire or ice.
** Fire: If you have more than 75 {{BURN}} damage, then every few seconds, your body temperature shoots up to 10000 degrees Celsius (if you were already above that somehow, there's no increase), and the implant sets you on fire for 100 seconds ("You feel really, REALLY HOT!"). At more than 175 {{BURN}}, you [[Terminology#Gib|gib]] in a burst of flames.
** Ice: If you have more than 75 {{BURN}} damage, then every few seconds, it sets your body temperature to 0 Celsius and causes 3 {{BURN}} ("Oh god, it's SO COLD!"). If you get above 175 {{BURN}}, you become an ice statue, your body encased in an icy tomb.


You can get a free coil of barbed wire in the Magpie's armory/weapons storage area. This one also has 3 lengths.
|- id="Gravity Well"
! Gravity Well
| A mildly annoying artifact, this will either pull things towards it or push them away from it. It can even affect a loose [[Singularity Generator#Gravitational Singularity|gravitational singularity]], with a chance to attract/repel the singulo based on distance, though it is never powerful enough to make the singularity escape containment.
   
   
|- id=".22 magazine"
|- id="Container"  
| .22 magazine
! Container
| <center>[[File:22MagazineV3.png]]</center>
| When activated and touched, this artifact will vanish and leave its contents behind. You may encounter live baby space bees (that is, larva), a [[Robots#GuardBuddy|GuardBuddy]]-like bee (alongside a bee costume), a weird "bomb" that gives people owl costumes, a mysterious "light grenade", an [[Artifact Research#Activator|activator key]], some [[Artifact Research#Large Power Cell|large artifact power cells]], or an [[Artifact Research#Talisman|artifact talisman]].
| 200
|- id="Recaller"
| This [[Murder#22FMJ|.22 magazine]] contains 10 bullets that do 22 {{BRUTE}}. Suitable for your [[Murder#ZipGun|starting zip gun]], a [[#Customized Zip gun|customized zip gun]], and a [[#Survival Rifle|survival rifle]] with .22 LR barrel. If 200 Salvage Points seems like too much, you can also make .22 magazines at [[Making and Breaking#General Manufacturer|general manufacturers]], if you've [[Hacking#Vending Machines and Fabricators|hacked]] them.
! Recaller
| Touch the artifact. Now go run off somewhere and wait a couple of minutes, and you'll suddenly be warped back to wherever the artifact is! This one doesn't need to be activated to work. You can tell these artifacts apart on activation as they will give no message when the sound file is played.
|- id="Bomb"
! Bomb
| If you see a message about an artifact "catastrophically overloading" or "intensifying its own gravity", and it starts vibrating, blaring alarms, and emitting light, '''GET RID OF IT IMMEDIATELY!''' This means that in two minutes the artbomb's going to detonate. During this time, you can click on the bomb with an appropriate [[#Activator|activator artifact]] to halt the detonation and deactivate it, but you better be quick. At the end of those two minutes, you'll see messages about it reaching "critical energy levels" or starting to "collapse in on itself", meaning it's just about to detonate, so ''run''.  


|- id=".22 Hollow Point Magazine"
There are five types with five different payloads.  
| .22 Hollow Point Magazine
* ''Black Hole:'' Creates a temporary black hole, similar to the kind created by the [[Random Events#Black Hole|black hole random event]]. You'll know you've found one of these when you get a message about the artifact "intensifying its own gravity". Get rid of it. If it begins to "collapse in on itself", get your running shoes on; it's about to go!
| <center>[[File:22MagazineHPV2.png]]</center>
* ''Chemical:'' Deploys a [[Chemicals|chemical]] payload in either [[Chemicals#Fluorosurfactant|foam]], [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|propellant]] or just fluid form. There are different types of chems possible depending on the artifact family.
| 500
* ''Explosion:'' The third type simply makes an explosion. There is a rare "devastating" subvariant that can reach [[Murder#Canister bomb|canister bomb]] levels of destructiveness and its arming is heralded by a ship/station-wide announcement that includes its location. Deactivating it also sends a server-wide announcement.
| A [[Murder#.22 HP Magazine|.22 HP magazine]], loaded with 10 bullets that do 35 {{BRUTE}} each. Despite the description, these actually have the same penetration power as regular .22 bullets, making these more a direct damage upgrade. You can use these in your [[Murder#ZipGun|zip gun]], [[#Customized Zip gun|customized zip gun]], or [[#Survival Rifle|survival rifle]] (if it has a .22 LR barrel).
* ''Matter Transmutation:'' This type turns everything in a randomly-determined radius (generally within on screen length) into a certain material. Very rarely, it may also transmute people (they're still alive) and their belongings or make people into statues of the material (they're definitely not alive). Wizard versions convert into shiny and/or magical materials, Martian organic substances, Silicon metals and industrial materials, and Precursor somewhat exotic materials. You can determine if you have this artifact and what material it'll turn things into by touching it with an item, whereupon it'll transform the object into a certain material
* ''Radioactive:'' Basically a neutron bomb. Upon detonation, it releases a huge burst of neutron radiation, on top of creating a regular ol' explosion. The artifact lingers afterwards, spewing fewer and fewer neutrons over time, before eventually disappearing. This one has a unique tell: if you touch it, the game will say, "Your fingers continue to tingle after touching it."


|- id="Rifle 9mm conversion"
|- id="Turret"
| Rifle 9mm conversion
! Turret
| <center>[[File:ItemFrameV3.gif]] [[File:SurRifle.9.png]]</center>
| When these artifacts are activated they reveal an array of GUNS. The artifact will automatically 'turn' and shoot nearby people/monkeys. They deactivate after a while if there is nothing to shoot. If destroyed, they drop an [[#Energy Gun|artifact gun]] with a single mode (it never has multiple modes) that fires the same kind of projectile the turret did. Be warned, these can and will shoot you soon after you turn it on for the first time, so run away and come back after a while, the artifact will probably have turned off.
| 500
|- id="Wishgranter"
| Expands the [[#Survival Rifle|survival rifle's]] magazine size to 15 and gives it a 9x19mm Parabellum rifle barrel, so it now only accepts ammo from the [[Murder#List of Sidearms|"Pistol, 9mm" and "Pistol, 9x18mm" categories]]. This basically means it can use [[#9mm magazine|9mm magazines from the vendor]]. This also means you can use [[Murder#9mm Frangible Magazine|frangible ammo]] from the [[Security Objects#AmmoTech|AmmoTech]], and if you happen upon a [[Murder#PM Pistol|Makarov]], it'll be able to use ammo from that too. To use this, simply click on the kit while holding the gun (or vice versa).
! Wishgranter
| Make a wish! When activated, a booming voice will give you a choice of either great wealth or great power. Depending on its mood (which to say, completely randomly), it may do exactly as you intended, bestowing great wads of credits or fabulous [[Guide to Genetics#Mutations|genetic powers]] (or a great power cell if you're a [[Cyborg|robot]]). Or it might just pull a literal genie and just kill you in suitably ironic (and irreversible) fashion.
|- id="Surgery"
! Surgery
| Also known as augmentors. Replaces either your organs or limbs when you click on it, dropping your old one on the ground. Just have a few styptic patches ready. There are two types:
*Cyborg/Synth: Changes internal organs into robotic or plant/synthetic versions. These artifacts can target 1-3 of the following groups of organs: arms and legs; eyes; stomach, butt, and intestines; pancreas, liver, and spleen; lungs and heart; and appendix and kidneys. (Notice that brains and tails are excluded.) That means you might see one that only changes legs and arms or just your heart and lungs, for example. If the artifact specifically gives [[Roboticist#Cyberkidney|cyberkidneys]], they have random metabolism modifiers. Certain organs will always be replaced with certain augmentations, and you can use it as many times as you'd like.
*Artifact Limbs: Gives you arms and/or legs with special abilities, detailed in their own sections on the [[Roboticist]] page.
|- id="Power Generator"
! Power Generator
| Click on it while it's over a wire (insulated gloves recommended) to connect it the station power grid, and it'll generate anywhere from 500 kW to 500 MW of electricity. Warning: This type of artifact can burst into flames/rumble, similarly to the [[Thermoelectric Generator]]. Placing directly on the grid can result in severe collateral damage. Should you wish to remove it, simply click on it again to disconnect it.
|- id="Gas Radiator"
! Gas Radiator
| Constantly pumps out a fair amount of one random gas, depending on the artifact family, at a random temperature, usually never beyond 0 to 620 Kelvin. These usually tend to emit [[Gas#Oxygen|oxygen]] or [[Gas#Nitrogen|nitrogen]], but they can emit any of the [[Gas|gases]] in the game, including [[Gas#Plasma|plasma]] or even [[Gas#Fart|farts]]. Can be useful for repressurizing areas.


|- id="9mm magazine"
|- id="Cloner"
| 9mm magazine
! Cloner
| <center>[[File:9mmMagazineV3.png]]</center>
| Hold your horses, it's unrelated to the [[Medical Doctor#The Cloner|Medical cloner]] (or its [[Syndicate Objects#Mindhack Cloning Module|Syndicate version]]). When activated, if you touch this rare artifact, it'll create a copy of you (sans items) inside itself, and from there, one of the following happens:
| 399
*A short time afterwards (specifically within the span of 5 seconds to 2 minutes), the clone pops out and starts attacking everyone in the vicinity, including you.
| This [[Murder#9mm Magazine|9mm magazine]] contains 15 rounds that do 30 {{BRUTE}} each. Load this into your zip gun ([[Murder#ZipGun|regular]] or [[#Customized Zip gun|customized]]) or [[#Survival Rifle|survival rifle]] (if you've [[#Rifle 9mm conversion|converted it to accept 9mm]]) and now you basically have a pseudo-[[Murder#Branwen Pistol|Branwen]].  
*You swap minds with the clone inside. Your original body, now possessed by the evil clone's mind, will start to speak: they either spout a randomly-chosen line expressing confusion (e.g. "I don't feel any different.") or repeat something someone said earlier in the round. In both cases, they'll then repeat dialogue from earlier. After a max of 2 minutes, they will randomly attack people. You will eventually be released after a random amount of time (again between 5 sec. to 2 min., starting from when you touch it), but during this, you are paralyzed and cannot speak, essentially being forced to watch.
The clone shares same AI as the one behind [[Monkey#Barrel of Monkeys|hellmonkeys]], and so is quite apt at weapon usage. At the same, they're still a regular human (or human adjacent) and thus are still vulnerable to fire, poison, space, etc. Speaking of humans, you can't use this as a [[Critter]], [[Cyborg]], [[Ghostdrone]], or some such.  


|- id="Rifle 5.56x45 Conversion"
|- id="Warper"
| Rifle 5.56x45 Conversion
! Warper
| <center>[[File:ItemFrameV3.gif]] [[File:SurRifle.556.png]]</center>
| When activated warps around a set number of times, also teleporting anyone nearby to its destination.
| 969
* A subtype exists, that will warp to very remote locations. Enjoy the hunt.
| Expands the [[#Survival Rifle|survival rifle's]] magazine size to 20 and gives it a 5.56x45mm NATO rifle barrel, making it so it only fires rounds from the [[Murder#List of Longarms|"Automatic, 5.56" ammo category]]. The [[#Rifle magazine|rifle magazines from the salvage vendor]] are basically your only source of Automatic, 5.56 ammo as a salvager, so this basically makes your gun into a [[Murder#Sirius Assault Rifle|Sirius assault rifle]] with only single fire. To use, click on the conversion kit while holding the survival rifle (or click on the rifle while holding the kit). Not available on the Roleplay servers, i.e. only available on Classic.


|- id="Rifle magazine"
|- id="Emote-Stimulation Field"
| Rifle magazine
! Emote-Stimulation Field
| <center>[[File:STENAGMagazineV2.png]]</center>
| Anyone in range, every few seconds will do a selected (random) emote, with randomized range (and naturally precursors get max 30 range).
| 699
|- id="Heat Surge"
| A 5.56 [[Murder#STENAG Magazine|STENAG magazine]] with 20 bullets that do 45 {{BRUTE}} each, a sizable amount of firepower. These are regular full-metal jacket rounds; they do not pierce armor. While the vendor calls this a rifle magazine (so you can use it in a [[#Survival Rifle|survival rifle]], if it's been [[#Rifle 5.56x45 Conversion|converted to 5.56]]), you can also use it in zip guns (including both the [[Murder#ZipGun|regular craftable ones]] and the [[#Customized Zip gun|upgraded ones from the vendor]]).  
! Heat Surge
| Fills most of the room with colorful fire when activated. The color of the fire depends on the [[Artifact Research#Flavors of Artifacts|artifact family]]. [[Artifact Research#Silicon|Silicon]] heat surge artifacts can send out black, red, or white flames. [[Artifact Research#Eldritch|Eldritch]] ones have purple, red, or dark red flames, while [[Artifact Research#Precursor|precursor]] ones can shoot out green, blue, or red fire.


|- id="Armor Piercing Rifle magazine"
|- id="Psycho-Stimulator Field"
| Armor Piercing Rifle magazine
! Psycho-Stimulator Field
| <center>[[File:APSTENAGMagazineV2.png]]</center>
| When activated, people In a nearby radius will get one of the eight hallucinations, depending on the artifact type:
| 850
'''Silicon'''
| This [[Murder#AP STENAG Magazine|AP STENAG magazine]] is loaded up with 20 5.56 AP rounds, for a [[#Survival Rifle|survival rifle]] (if [[#Rifle 5.56x45 Conversion|converted to 5.56]]), [[#Customized Zip gun|customized zip gun]], or [[Murder#ZipGun|standard zip gun]]. Without accounting for armor, they do 45 {{BRUTE}}. Unlike the rounds in the [[Salvager#Rifle magazine|other rifle magazine option]], these rounds partially pierce armor, so you can expect more bang for your buck when fighting [[Security Officer]]s, the [[Captain]], and other armored foes.
*Fake flock walls, floors, buildings, and flock themselves.
*Some basic fake enemies, the same ones you experience from consuming [[Chemicals#Lysergic Acid Diethylamide|"LSD"]]
*Spiders with varying sizes.
'''Martian'''
*Constant fart sounds.
*Walls and floors become flesh, and fake flesh attacks you.
'''Wizard'''
*Pretty colors, your screen turns rainbow and slowly fades into different colors.
*Constant fart sounds.
'''Eldritch'''
*Constant Screams, pretty simple.
*Walls and floors become flesh, and fake flesh attacks you.
*People turn into ghosts, spawns fake ghost that attacks you.
'''Precursor'''
*Fake flock walls, floors, buildings, and flock themselves.
*Pretty colors, your screen turns rainbow and slowly fades into different colors.


|- id="Crowd Dispersal Grenades"
|- id="Drone"
| Crowd Dispersal Grenades
! Drone
| <center>[[File:GrenadeBox2.png]]</center>
| When activated, the artifact becomes an autonomous NPC robot that is stun-proof but otherwise doesn't have much health. Each one is focused on one particular task:
| 400
*Replacing floors with something more industrial/mechanical, often featuring glass blocks, circuits, or rugged-looking metal plates.
| A box (not a pouch) with 4 [[Security Objects#Crowd Dispersal Grenade|crowd dispersal grenades]], potent grenades that unleash clouds of [[Chemicals#Capsaicin|capsaicin]]. You can only buy up 4 of these boxes.  
*Building mostly normal walls. It won't build on [[Space]] or [[Seafloor]] tiles.
*Smashing walls and girders.
*Attacking people with its club, with a randomly-generated damage type ({{BURN}}, {{BRUTE}}, or {{TOX}}) and amount (3-30). There's 45% chance it can also cause major stamina drain.
*Picking up items off the floor (it leaves things on tables, etc. alone) and converting them into something radioactive, deadly, or silly (or if you're really lucky, another artifact)
*Simply wandering around.  


|- id="Grenade Pouch"
|- id="Curser"
| Grenade Pouch
! Curser
| <center>[[File:AmmoPouchGreen.png]]</center>
| Touching this artifact casts a malign curse of varying deadliness on you and up to 5 people within 5 tiles. Having a [[Artifact Research#Talisman|talisman artifact]] on you blocks the curse, but if it causes an Aging or Blood Curse (explained below), the talisman is destroyed in the process. To lift the curse, you can either 1) get splashed with at least 10 units of [[holy water]] (or otherwise trigger its [[Chemicals#TOUCH & INGEST Effects|TOUCH effect]]) or 2) perform a specific action, listed in the description of the curse status effect [[File:CurserArtifactCurse.png]]. Destroying the artifact will not lift your curse; in fact, it actually makes it harder in some cases.
| 350
*Aging Curse: You age very rapidly, at roughly one year per second. Once you gain 120 years, you die and become a skeleton (e.g. if you're 30, you give up the ghost at 150), with your corpse gaining [[Ossification]]. Unlike in the false grail scene in ''Indiana Jones and the Last Crusade'', <!--Deliberately vague, get into specific plot details and we start entering movie spoiler territory--> you have some respite: if 3 people younger than you touch the artifact, the curse is lifted. (They do not get cursed.)
| A pouch with two [[Security Objects#Flashbang|flashbangs]] and three [[Murder#Smoke grenade|smoke grenades]], both great tools for distracting pursuers. Like all pouches, it can fit inside pockets, and this particular one has six slots, designed for holding [[Murder#Grenades|grenades]] (and only grenades).
*Blood Curse: The artifact sucks your blood like a tick, draining 1.5 units at a time. It'll stop gobbling your hemoglobin if you die or if it has drank 600u of blood. If multiple people are cursed, this requirement applies to the group as a whole, not per person. Other people can help sate its bloodlust by clicking on the artifact to donate 100 units of blood. If you die or run out of blood while cursed, you become a dry husk, almost exactly like [[Changeling#Absorbing Your Victims|those left by changelings]].
*Light Curse: For 3 minutes, being in the light causes around 5 {{BURN}} per second, so you must turn the lights off and hide in the dark until it subsides.
*Maze Curse: You are transported to a randomly-generated 40x40 maze with many dead ends. It is located inside a pocket dimension, preventing teleportation. It's also pitch-dark, but the spawn area has a "mysterious claw" that projects light like a [[General Objects#Flashlight|flashlight]] and, when activated in-hand (Hotkey: {{Key|C}} on Goon WASD, {{Key|Z}} for /tg/-style WASD), creates (and removes) sigils that emit faint light. To leave, you need to find the fire key, located in a room with bridges over molten rock, and use it on the exit, which is surrounded by ice. If you use the artifact again or find another maze curse artifact, the maze re-randomizes.
*Nightmare Curse: You are hunted by strange beings. Only you can see them, but they can still hurt and potentially kill you if they get close to you. They can't be stunned or grabbed, and they can track you through walls and lockers, but at least they don't have a lot of health. You need to kill 7 of them to lift the curse.
*Soul Displacement Curse: Your soul leaves your body for 2 minutes. You can't be harmed, but you can't speak, and while you can go through mobs, you can't phase through walls or the like. To return your soul back into its mortal coil, someone else has to touch the artifact. If no one does that, you'll have to wait it out.


|- id="SPE-12 Ballistic System"
|- id="Flinger"
| SPE-12 Ballistic System
! Flinger
| <center>[[File:BallisticSystemV2.png]]</center>
| Upon activation and whenever touched, the artifact throws itself in a certain direction. Upon hitting something, it can deal {{BRUTE}} damage and break stuff depending on how hard it was thrown. If the force gets high enough, the artifact can tear through walls and send anyone unlucky enough to be on the receiving end into critical condition. Like some other artifacts, Flingers have different behavior depending on their origin:
| 5000
*Wizard artifacts can phase through walls, but only if they are right next to them.
| A [[Space Pod#SPE-12 Ballistic System|SPE-12 Ballistic System]] for your [[Space Pod#Pods|pod]]/[[Space Pod#MiniPutts|MiniPutt]]/[[Space Pod#Minisubs|minisub]]. Basically, this gun fires shotgun pellets that deal moderate knock-back and damage. Unlike the other pod weapon available for sale, you have unlimited ammo, though it doesn't cause much hull damage. Not available on ocean maps, i.e. [[Oshan Laboratory]] and [[Nadir]]. In addition, the vendor only has 3 in stock.
*Eldritch artifacts throw themselves with heavy force, making them good at piercing the hull. Watch out!
*Precursor artifacts will throw whoever touches the artifact instead of itself.


|- id="PEP-9L Ballistic System"
|- id="Wellspring"
| PEP-9L Ballistic System
! Wellspring
| <center>[[File:BallisticSystemV2.png]]</center>
| Spews out a specific chemical onto the floor at regular intervals, almost always producing a puddle of fluid. (Get the [[Janitor]]!) The chemical in question depends on the artifact origin, but it is usually something ''relatively'' harmless.
| 3000
|}
| Basically a 9mm pistol for your [[Space Pod#Pods|pod]]/[[Space Pod#MiniPutts|MiniPutt]]/[[Space Pod#Minisubs|minisub]]. It starts with only 20 shots, but luckily, the vendor [[#9mm magazine|sells extras]]. It won't take any other 9mm ammo you may find, though, unless you stumble upon some [[Murder#9mm Lo-Point Magazine|Lo-Point mags]]. See [[Space Pod#PEP-9L Ballistic System|here]] for more details. Not available on ocean maps, i.e. [[Oshan Laboratory]] and [[Nadir]]. In addition, the vendor only has 3 of these, and no more.  


|- id="PEP-22L Ballistic System"
====Hand-held Artifacts====
| PEP-22L Ballistic System
| <center>[[File:BallisticSystemV2.png]]</center>
| 2200
| A .22 caliber gun (that is, weaker than 9mm of its PEP-9L sibling) for your [[Space Pod#Pods|pod]]/[[Space Pod#MiniPutts|MiniPutt]]/[[Space Pod#Minisubs|minisub]], complete with a fitting price tag. It starts with only 20 shots. If you need more, consider buying [[#.22 magazine|standard .22 mags]]. It won't take the [[#.22 Hollow Point Magazine|hollow point versions]] though. See [[Space Pod#PEP-22L Ballistic System|here]] for more details about this pod weapon. Not available on ocean maps, i.e. [[Oshan Laboratory]] and [[Nadir]]. In addition, there are only 3 in stock.


|- id="40mm Assault Platform"
Smaller artifacts that you can carry around. These will come with extra messages such as "having a handle to hold it by" to tell you it can be picked up.
| 40mm Assault Platform
{| class="wikitable sortable mw-collapsible" style="text-align: left"
| <center>[[File:GrenadeLauncherPlatformV2.png]]</center>
! Artifact Type
| 8000
! Description
| Give your salvager [[Space Pod#Pods|pod]]/[[Space Pod#MiniPutts|MiniPutt]]/[[Space Pod#Minisubs|minisub]] the big guns! This [[Space Pod#40mm Grenade Launcher Platform|40mm Grenade Launcher Platform]] fires high-explosive shells that wreck station/ship areas and mangle crew members and their pods. However, it holds only 6 shells, and you can only buy 5 of these, so make each shot count. Not available on ocean maps, i.e. [[Oshan Laboratory]] and [[Nadir]].
|- id="Teleportation Wand"
! Teleportation Wand
| Click the floor, any floor. VOOM! You are there. However, if you happen to be have [[Engineering Objects#Magnetic Boots|magnetic boots]] active, your legs stay where you were...severed from your body. As a result of losing your legs, you suffer 15-45 {{BRUTE}} and 10 [[Doctoring#Bleeding|BLEEDING]].
|- id="Melee"
! Melee
| Well yes, you could technically whack someone with ''any'' kind of handheld artifact, but these specific ones inflict a random amount of a certain damage type. Additionally, they can also inflict stuns similar in fashion to security batons. You cannot get any one-shot-kills with these, but you can get something better than what you'd normally find on the station/ship...or you may be better off with your fists. You'll know if you have one of these if it makes a bizarre sound when you hit someone with it. Generally, test these on NPC's rather than yourself.
|- id="Energy Gun"
! Energy Gun
| Like the Melee artifact, but ranged. It picks a random damage type, damage amount and number of bullets fired in one burst. Rarely, it may come with an extra fire mode, with its own randomization, or even a third, which can you toggle by clicking on the thing while it's in your hand (Hotkey: {{Key|C}} for Goon WASD, {{Key|Z}} for /tg/-style WASD). Depending on how the RNG rolls, these can be ''amazingly'' deadly.  


|- id="40mm HE Ammunition"
Energy gun artifacts deteriorate with use, often causing more and more side effects. If it emits a "terrible cracking noise", that means it just took some damage. As with many artifacts, too much damage can cause the gun to break apart in smithereens, leaving behind a [[#Small Power Cell|small artifact cell]]. If it emits a(n) "ominous/portentous/sinister sound", that means it developed a [[#Fault|fault]], which can range from self detonation to injections of toxins to random teleports to, rarely, self-gibs. Careful not to spam too much!
| 40mm HE Ammunition
| <center>[[File:40mmHEShellsV3-32x32.png]]</center>
| 1500
| Two [[Murder#40Frag|high explosive shells]] for the [[#40mm Assault Platform|40mm artillery assault platform]]. They're too big for your zip guns and slam guns, but they can fit inside Security's [[Security Objects#Puffin 40mm Riot Launcher|riot launcher]], if you've made off with that. Unlike with [[Syndicate Items#CARL|CARL]], the M4GP13's prices are reasonable enough that if you want more assault platform ammo, buying these is more economical than getting a new assault platform. Not available on ocean maps, i.e. [[Oshan Laboratory]] and [[Nadir]]. You can only buy 4.


|- id="12ga Flare Shells"
Additionally, all energy gun artifacts contain their own unique [[#Small Power Cell|artifact small power cell]], which also has unique properties.
| 12ga Flare Shells
|- id="Forcefield Wand"
| <center>[[File:12gaFlaresV3-32x32.png]]</center>
! Forcefield Wand
| 250
| Like the bigger artifact, but it only makes a wall in one direction. (More like a forcewall wand at that point, no?)
| 8 military-grade [[Murder#FlareBox|flare shells]] that cause 20 {{BRUTE}} on impact and set people on fire. How do you use flare shells without a flare gun, you may ask? Simple: put them in your [[Murder#SlamGun|slam gun]] or [[#Pump action shotgun|reclaimed shotgun]] (zip guns don't accept these); it's categorized as "Shotgun, Low" ammo, which both guns accept.  
|- id="Beaker"
! Beaker
| "Artbeakers" are technically watering cans, but they are usually not used as such. A Scientist's best friend, these things have ''obscene'' reagent limits and come pre-loaded with massive amounts of obscure chems (usually Saltpetre, which means happy days for any Scientist or Botanist). These can fit into any machine that a regular beaker can, and don't need to be activated before they can be used. Note that these do '''not''' have the "has a handle" message when examined, so you'll have to pay attention to whether it looks like it can be picked up or not.
|- id="Pitcher"
! Pitcher
| Specifically, a beverage pitcher, meaning you can chug from it and put it into [[Foods and Drinks#Dispenser|drink dispensers]]. In addition to the typical base alcohols and mixers you'd get from [[Foods and Drinks#Dispenser|drink dispensers]], these can contain a special selection of wild and crazy chemicals of questionable quality, such as [[Chemicals#Bombini Hint|Bombini]], [[Chemicals#Moonshine|moonshine]], and [[Chemicals#Hairgrownium|hairgrownium]]. The amount you drink from the pitcher with each sip is random, and, similar to artifact beakers, so is the pitcher's capacity, which is generally between 500 and 2000 units.


|- id="Radio Jammer"
Artifact pitchers have a 15% chance to spawn as inert, which means that chemical reactions can't take place inside them at all, similar to a [[Foods_and_Drinks#Cocktail_Shaker|cocktail shaker]] (except you can't shake it to mix things together, naturally). There's no indication of whether or not a pitcher has this property, so the only way to figure it out is to test it. This property does ''not'' appear on artifact beakers -- only artifact pitchers.
| Radio Jammer
|- id="Elemental Wand"  
| <center>[[File:Mshield.png]]</center>
! Elemental Wand
| 2000
| Casts a powerful magical attack. There is a lightning variant that zaps people, an ice variant that creates ice trails and freezes people into ice cubes, a fire variant that throws columns of flame, a sonic variant that stuns everyone within a certain radius, and a variant that randomly does one of the four. Has a cooldown between each use. These can be very deadly even to the user, so be careful with them!
| The vendor description mentions that this was "recovered from a syndicate vessel", a clue that this is the same [[Syndicate Items#Signal Jammer|signal jammer]] available to [[Traitor]]s and their ilk. It fits in your pocket and blocks radio transmissions (including alerts sent by [[PDA]]s and [[Implants#Health|health implants]]) around it, preventing people from screaming over the radio that you're killing them and/or taking their stuff. However, it also blocks your own radio, so keep it turned off when not in use. More details [[Syndicate Items#Signal Jammer|here]].
|- id="Instrument"
! Instrument
| Click on it/activate it in-hand to play...something that can ''probably'' be called music.
|- id="Activator"
! Activator
| Quite possibly the holy grail of artifact research, this can activate and deactivate any artifact of a single, specific [[#Flavors of Artifacts|origin]] (it can be any of the six origins, except [[#Lattice|Lattice]]), and sometimes ''every'' origin. These are always [[#Lattice|Lattice artifacts]], though keep in mind that very rarely, the artifact's origin does not match up with its appearance/sprite. Activators that activate [[#Eldritch|Eldritch artifacts]] specifically often also corrupt artifacts, causing them to acquire up to three [[#Faults|faults]] (to a max of ten). If you obtain this, then throw your hands up in the air you lucky bastard.
* Note that while they're handheld size and (usually) have the sprites for such, they're have a "It kinda looks like it's supposed to be inserted into something." message when examined. Makes sense, they are, technically, activator ''keys''.
|- id="Bag-Of-Holding"
! Bag-Of-Holding
| Stores items, with different gimmicks depending on its origin. Sometimes can be worn, like a [[Clothing#Backpack|backpack]], but is sometimes more like a [[General Objects#Box|box]].
'''Eldritch'''
*Varies widely in storage ability. Has 3 to 13 item slots, and the more slots there are, the smaller the maximum weight class, e.g. you might have a bag-of-holding with only 3 slots, but it can hold bulky items, or one with 11 slots but it can only hold tiny-size items.
*If it has more than 6 slots, you can wear it on your back.
*The size of the bag-of-holding itself varies depending on how many slots it has. If it has 5 slots or less, it will be small-sized. If it has 6 to 8 slots, it'll be normal-sized, like a [[General Objects#Box|box]], and if it has more than 8  or can carry bulky items, it will very likely (90% chance) be classified as bulky, like a [[Clothing#Backpack|backpack]].
*Adding and removing items is pretty involved, because it has no HUD (you cannot grasp its true form). It either stores items in a random order; in a queue/first-in-first-out (FIFO) order, so taking an item out removes the first item inserted; or in a stack/last-in-first-out (LIFO) order, meaning taking an item out removes the item most recently inserted.
'''Martian'''
*Can be worn on your back or belt.
*Every once in a while, it "begins to change shape", randomizing maximum weight class holdable (from tiny to bulky) and the amount of storage slots (ranging from 3 to 13).
*Generally bulky-sized (like a [[Clothing#Satchel|satchel]] or [[Clothing#Backpack|backpack]]), but if it has 8 slots or less, it's normal-sized (like a [[General Objects#Box|box]]), and if has 5 slots or less, it's small-sized.
'''Wizard'''
*Always a bulky-sized storage that can be worn on your back, essentially making it a wizard [[Clothing#Backpack|backpack]].
*Can only hold either tiny- or small-size items, but have between 20 to 40 slots.
*You can only see 2 to 5 slots at a time, and every time you add an item, take one out, or look into it, you'll see a random set of items.
Do note that storing items may trigger [[#Faults|faults]]. Putting a bag-of-holding inside another bag-of-holding (which requires them to be different sizes) destroys both bags and results in one of the following events, each of equal likelihood: a small explosion (can put a one-tile dent in the hull), a tiny, harmless singularity forming and disappearing, the items inside teleporting everywhere (50-50 chance of either ending up in random locations or in random people's inventories), and you getting stuck in a pocket dimension. Putting an [[#Activator|activator key]] in a bag-of-holding has the same effects, if said key can activate the bag-of-holding's [[#Flavors of Artifacts|flavor of origin]].  


|- id="Door Hacker Assistant"
|- id="Healing Wand"
| Door Hacker Assistant
! Healing Wand
| <center>[[File:Door_Hacker.png]]</center>
| Heal thy neighbor (and rarely, thyself). When used on someone adjacent to you (i.e. it's melee-range only), it heals them of {{BRUTE}} and {{BURN}} damage. Amount healed is same for both damage types and is set to between 5 and 15, with a 10% chance to be between 15 and 40. It has a cooldown between uses, set to  between 5 to 20 seconds, with a very rare (1%) chance for a one-second cooldown. In addition, it has a different 10% chance to be usable on yourself. In this case, it never has a one-second cooldown or expanded healing range.
| 100
| [[Engineering Objects#Multitool|Multitool]]-esque tool that makes [[Hacking#Doors|door-hacking]] easier. Screw open a door's maintenance panel, insert this into the door, and it'll indicate the function of each wire. It works on one wire at a time, taking about 5 seconds for each one, and it goes in the order shown on the UI. You must stand still during the process; if you're interrupted, it starts back at the first wire, even if it previously IDed it. Conveniently, it can also pulse wires, so once it's identified say, the power wire, you can immediately pulse that wire and crowbar the door open.<br><br>As the name implies, the door hacker does not identify wires on things that aren't doors, though it can still pulse wires for [[hacking]]. While it lacks a [[Murder#Special Attacks|special attack]], it otherwise behaves almost identically to the [[Engineering Objects#Multitool|multitool]], e.g. it connects [[MechComp]] components, tells how much power a wire on the floor has, etc. <br><br>There's a free one by the vendor, so this is here in case you need an extra.


|- id="Power Sink and Storage"
|- id="Agitator"
| Power Sink and Storage
! Agitator
| <center>[[File:SalvagersPowersink.png]]</center>
| Click on another activated artifact to give it a [[#Faults|fault]]. (It doesn't work on un-activated ones.) If the target artifact has one already, then, 95% of the time, the agitator removes one at random and replaces it with another random fault, essentially rerolling it. The other 5% of the time, the agitator still removes a fault, but it'll then burn your hand, causing 1-10 {{BURN}}, and add three more faults. In all three cases, the faults trigger far more often, as the chance a given fault triggers is multiplied by 10 (e.g. one that has a 8% chance to trigger now has a 80% chance). Has a 30-60 second cooldown. If it "vibrates alarmingly", the cooldown has ended.
| 1000
| Steal the crew's electricity for profit. To deploy it, drop the power sink on a tile with an exposed wire connected to the [[Power Grid]], click on the power sink with a screwdriver (or equivalent), and then click on it with an empty hand to start siphoning power. It drains 45 kilowatts every few seconds  (reduced to 13.5 kW if it's not on the ship/station), storing power in its 20 megawatt batteries. Once you're done, remove the sink (do the steps to deploy it but in reverse order), return to the Magpie, and sell it to the M4GP13. You get 1 Salvage Point per kilowatt, so if you want to break even, have least 1 MW stored.<br><br>Aside from lower capacity and drain rate, this behaves identically to its [[Syndicate Items#Power Sink|Syndicate counterpart]], e.g. it explodes if it exceeds capacity, it lights up when stealing power (though it's not as intense), encouraging you to hide it somehow.  


|- id="Crank"
These are always [[#Lattice|Lattice artifacts]]. If you find an agitator artifact that uses a sprite from a different [[#Flavors of Artifacts|flavor of origin]], that means you found an artifact whose appearance does not match its origin, which is quite rare but possible.
| Crank
|}
| <center>[[File:PillBottle.png]]</center>
| 50
| A pill bottle that contains 5 pills of [[Chemicals#Crank|crank]]; each pill contains 10 units of the drug. [[Chemicals#Crank|Crank]] is a "cheap and dirty stimulant drug" that significantly reduces the duration of incoming stuns (to a greater extent than [[Chemicals#Methamphetamine|meth]]). Take too many, though, and you get some nasty overdose effects.  


|- id="Meth"
====Tiny Artifacts====
|Meth
| <center>[[File:PillBottle.png]]</center>
| 350
| A pill bottle with 5 pills of [[Chemicals#Methamphetamine|methamphetamine]], a, quote, "highly effective and dangerous stimulant drug" that significantly reduces duration of stun debuffs received and increases movement speed, at cost of [[Doctoring#Brain|brain damage]]. Each pill has 10 units of [[Chemicals#Methamphetamine|methamphetamine]].


|- id="Telecrystal"
Similar to handhelds in that they can be picked up, but they'll look pretty small. They come with an extra "It kinda looks like it's supposed to be inserted into something." message when examined.  
| Telecrystal
| <center>[[File:Telecrystal.gif]]</center>
| 225
| Give your [[Salvager#The Makeshift Teleporter|handheld teleporter]] an extra charge. In terms of number of charges, it is more economical to [[Salvager#Handheld teleporter to Magpie|buy a whole new hand tele]], since that option has a cheaper unit price (400/3 = 133 salvage points per charge).  


|}
{| class="wikitable sortable mw-collapsible" style="text-align: left"
! Artifact Type
! Description
|- id="Large Power Cell"
! Large Power Cell
| The ultimate (large) power cell. Uniquely, they can spawn in [[#Container|container artifacts]], in addition to appearing by themselves. Has an absurdly wide range of charge limits and can charge on its own without need of a [[General Objects#Cell Charger|cell charger]]. When activated, they usually are low on charge. When deactivated, they lose all their charge, and their capacity drops to zero. In any case, they're "large" power cells, so while they won't fit into [[Murder#Energy Weapon|energy weapons]], they can be inserted into [[Cyborg#Charging stations|cyborg docks]], put into a cell charger, etc., regardless of it's activated or not.<br><Br>Occasionally, it may make concerning noises and leak certain [[chemicals]], with higher capacity cells being more likely to leak. Most cells spill onto the floor, but, rarely, it is possible to get a cell that discharges into the air as a tiny [[Chemicals#Smoke Powder|smoke powder]] cloud. Martian cells tend to release organic-themed substances, Wizard cells very flashy and showy chems, Silicon cells fuels and machine-related liquids, and Precursor literally any possible chem in the game, barring a handful of exceptions.


===Items the M4GP13 Salvage and Barter System buys===
|- id="Small Power Cell"
{{Wip|Reason=The vendor actually buys more items than what's shown on the UI. Please try to fill them out.}}
! Small Power Cell
{| style="font-size: 85%" class="wikitable sortable"
| Barring [[admin]] spawn, these do not appear on their own. Instead, they appear inside [[#Energy Gun|energy gun artifacts]]. You extract the cell by swapping the gun's battery with a different cell or by destroying the gun, through wear and tear or certain stimuli. Oftentimes these are considerably better than their on-station equivalents, with the added bonus of being self-charging. These powercells are not the same as the artifact cells which can be found outside of artifacts and can only be used for battery-powered tools, rather than cyborgs and APCs.
|-
! Item
! class="unsortable" | Image
! data-sort-type=number | Price
! class="unsortable" | Description


|- id="Processed Material Bar"
|- id="Talisman"
| Processed Material Bar
! Talisman
| <center>[[File:SteelBarV2.png]]</center>
| Besides appearing on their own, they can sometimes appear in [[#Container|container artifacts]]. These give you a single minor passive buff, so long as you keep it in your inventory (e.g. in your hands, in your pockets, in your backpack, etc.) In addition, the talisman bathes your body with a purple glimmer every 15 to 30 seconds, signalling to those nearby that strange magic is aiding you. They also prevent you from being hexed by a [[Artifact Research#Curser|curser artifact]], though they'll shatter into pieces afterwards if the curser causes an Aging or Blood curse. However, EMPs can disable these buffs entirely, and talismans often develop faults and malfunction.
| <center>{{N/a|Varies by Material}}</center>
| As the M4GP13 eloquently puts it, "this forms the backbone of the salvage economy. We need it today and others will need it tomorrow." Notice the "Processed" part; it won't pay for raw ore, unless it's a raw [[Guide to Mining#Telecrystal|telecrystal]] or a rough [[Guide to Mining#Gemstone|gemstone]]. Luckily, there's a reclaimer right next to the vendor, plus another one inside the Magpie's podbay.  


Each material has a base price of 10 Salvage Points, save for [[Ore Processing#Glass|glass]] and [[Ore Processing#Slag|slag]], which are both worth just 4, and [[Guide to Mining#Char|char]], which is just 2. Some materials sell for more based on certain [[Ore Processing#Properties|material properties]], with multipliers for certain thresholds:
Each talisman grants one of six possible buffs, all passive, each with an equal chance of occuring. The game never directly tells you what kind of talisman it is, but if you click on it while it's in your active hand (Hotkey: {{Key|C}} for Goon WASD, {{Key|Z}} for /tg/-style WASD), it'll give you a hint about what it does.
{| class="wikitable sortable"
{| class="wikitable sortable mw-collapsible
|-
! Buff Type
! class="unsortable" | Property Threshold
! Hint
! class="unsortable" | Example Material(s)
! class="unsortable" | Effect
! data-sort-type=number | Multiplier


|-
|-
| 7 [[Ore Processing#Reflectivity|Reflectivity]] or higher
| Swiftness
| [[Guide to Mining#Syreline|Syreline]], [[Guide to Mining#Gold|gold]]
| "You feel drafts of air..."
| 1.3x
| Your movement speed is 5 to 15% faster
 
|-
| Fortune
| "You feel lucky somehow."
| Every 1 to 5 minutes, you receive 100 to 500 credits, paid in cash.
|-  
|-  
| 5 [[Ore Processing#Radioactivity|Radioactivity]] or higher
| Spacefaring
| [[Guide to Mining#Cerenkite|Cerenkite]] (but not [[Guide to Mining#Plasmastone|plasmastone]])
| "[artifact name] feels ice cold."
| 1.3x
| You get 25% to 75% cold protection.
 
|-
|-
| 5 [[Ore Processing#Density|Density]] or higher
| Elements
| [[Guide to Mining#Koshmarite|Koshmarite]], [[Guide to Hydroponics#Tree|wood]]
| "[artifact name] feels warm and cold in different spots."
| 1.2x
| You get 1-25% cold protection and 1-25% heat protection. There's a 1% chance the hint text will add something silly: "Sort of like that honk-pocket you once had..."
 
|-
|-
| 5 [[Ore Processing#Hardness|Hardness]] or higher
| Strength
| [[Ore Processing#Coral|Coral]]
| "Holding [artifact name] makes you feel strong."
| 1.2x
| Your maximum health is increased by 20 to 50 HP.
 
|-
|-
| 5 [[Ore Processing#Electrical Conductivity|Electrical Conductivity]] or higher
| Protection
| [[Guide to Mining#Pharosium|Pharosium]], [[Ore Processing#Copper|copper]]
| "You feel safe holding [artifact name]."
| 1.2x
| You get one of the following, each one equally likely: (1) 1-10% {{BRUTE}} protection, (2) 1-10% {{BURN}} protection, (3) 1-10% {{TOX}} protection, or (4) 1-6% {{BRUTE}}, 1-6% {{BURN}}, ''and'' 1-6% {{TOX}} protection. Essentially, it might specialize in one damage type or dabble in all three.<br><br>{{BRUTE}}/{{BURN}}/{{TOX}} protection is a percentage shaved off the original damage, e.g. with 5% {{BRUTE}} protection, a 10 {{BRUTE}} attack does 9.5 {{BRUTE}}. This is calculated after [[Traits#Athletic|Athletic's]] {{BRUTE}} increase and before ones related to species (e.g. you have [[Traits#Roach|Roach]]).  
|}
|}
As a example, humble [[Guide to Mining#Mauxite|mauxite]] has 5 Electricity Conductivity, so it's worth 10 * 1.2 = 12. (A lot of metals meet the Electrical Conductivity threshold, in fact.) These multipliers ''can'' stack, though multiplicatively rather than additively. For instance, [[Guide to Mining#Bohrum|bohrum]] has high Density, Hardness, AND Electrical Conductivity, so it sells for 1.2 * 1.2 * 1.2 * 10 = 17.28 Salvage Points. [[Ore Processing#Gnesis|Gnesis]] and its transparent version are worth 18.72, because they have high Electrical Conductivity, Density, and Reflectivity, netting 1.3 * 1.2 * 1.2 = 18.72 Salvage Points. Similar with [[Guide to Mining#Starstone|starstone]], except for Hardness, Density, and Reflectivity.


|- id="Material Sheets"
|- id="Dimensional Key"
| Material Sheets
! Dimensional Key
| <center>[[File:SteelSheetV2.png]]<center>
| Makes doors to another dimension for quick travel. Click on a wall with the artifact to create a dimensional doorway (a "mysterious wooden door" with a purple void tile under it). Then, click on another wall to make another doorway. Now, with the key in your active hand, go through one of your doorways. You'll enter a dimensional fissure. Here, you can exit through one of the doorways you created. Thanks to cool coding tricks, you can see a lot of what's on the other side.
| 1
| Many things deconstruct into sheets rather than frames or raw materials, but conveniently, the vendor buys sheets. It doesn't matter what material they're made of or whether they're reinforced or not; each sheet is worth one point. In addition, the vendor accepts stacks of sheets, so you don't have to turn them in individually. If you have metal sheets and welding fuel, it's better to [[Construction#Slam gun|make them into slam guns]]; they take six sheets and sell for 50 points, more than eight times the sell price of six sheets by themselves.  


|- id="Wire"
There are a couple of benefits and drawbacks to keep in mind. The doors can cross any distance and can connect different [[z-level]]s, though the [[Adventure Zone]] is still off-limits. While in the dimension, you can open doors without holding the key, preventing you or people following you from getting stuck. However, you can only create one door per cardinal direction (e.g. one west door and one south door is possible, but not two west ones), so while the fissure has eight doors, you can create only four doorways. The dimension rapidly corrodes objects not in your inventory, so it's not practical for storage.  
| Wire
|}
| <center>[[File:Wire.png]]<center>
| 1
| Because how can you call yourself a "salvager" if you don't steal the crew's [[Engineering Objects#Wire|cable]] for cold hard cash? The M4GP13 pays 1 Salvage Point ''per length'' of wire, not just per bundle, so diligent copper thieves get extra moolah. It accepts all wire colors and buys [[Engineering Objects#Reinforced Wire|reinforced wire]] too (but not [[Ore Processing#The Nano-Fabricator (Refining)|nano-fab coils]]), though color and reinforcement do not affect price. There's wire running all across the ship/station, so you could snip some away with your omnitool set to wirecutter mode (you have [[Engineering Objects#Insulated Gloves|insulated gloves]], so you won't get electrocuted), but [[Engineering]] and [[Tool Storage]] have several 30-length bundles of cable, for convenient 30 Salvage Point payouts.


|- id="Disassembled Frame"
===Examining===
| Disassembled Frame
For some artifacts, a good way of telling what they do can be ascertained simply by examining them! These artifacts will have special text on the line after the generic "You have no idea what this thing is!". These lines only appear if you have [[Traits#Scientist Training|Scientist Training]].
| <center>[[File:ItemFrameV3.gif]]</center>
| <center>{{N/a|Varies}}</center>
| Use your [[Salvager#The Omnitool|omnitool]] and [[Engineering Objects#Deconstruction Device|deconstruction device]] to disassemble machines into [[Engineering Objects#Frame|frames]]. As the vendor description says, "price subject to source and quality of product", so while the UI indicates that frames are worth 100 Salvage Points, the price actually varies depending on the machine it came from. Many actually sell for only 40 Salvage Points. [[Medical Objects#NanoMed Plus|NanoMed Plus]] and [[Security Objects#SecTech|SecTech machines]] do sell for 100, and some are worth more than that. For example, a [[Making and Breaking#Robotics Fabricator|robotics fabricator]] will net you 120, while the [[Medical Objects#Port-a-NanoMed|Port-a-NanoMed]] sells for 160. In general, machines that have an access requirement are worth more than those that don't.<br><br>The value of the [[Engineering Objects#Frame|frame]] also depends on where you got it. Frames from [[Quartermaster#Items you can order|Cargo crates]] or the [[Ruckingenur Kit]] system are worth only 10% of their usual value. In addition, frames from areas away from the ship/station are worth only 80%. All this means that it's most profitable to steal the crew's equipment, as making/buying copies of it and raiding off-station/ship areas are penalized.


|- id="Robot Parts"
* ''"It is covered in very conspicuous markings."'' Can be either a bomb, a [[Artifact Research#Curser|curser]], a turret, a gravity manipulator, a [[#Gas Radiator|gas radiator]], or a [[#Heat Surge|heat surge]] artifact.
| Robot Parts
* ''"It looks vaguely foreboding."'' Steer clear of artifacts with this label: only [[#Cyborg Converter|cyborg converters]] and [[#Food Processor|food processors]] have this examine text!
| <center>[[File:CyborgChestStandardV2-32x32.png]]</center>
* ''"It appears to have a handle you can hold it by."'' Most handheld artifacts have this examine text. If you find one that doesn't, it's either an instrument, a beaker, or an activator.
| 25
* ''"It looks like it's supposed to be inserted into something."'' Ditto for tiny artifacts. If you find a handheld with this text, then it's definitely an activator, lucky you!
| Demolish the [[cyborg]]s and sell their parts for scrap! All sorts of components are used to make cyborgs, but the M4GP13 specifically buys [[Cyborg#Arms and legs|arms]], [[Cyborg#Frame and chest|chests]], [[Cyborg#Frame and chest|frames]], [[Cyborg#Head|heads]], and [[Cyborg#Arms and legs|legs]]. In other words, it does ''not'' want [[Cyborg#Battery|batteries]], [[Roboticist#Brain|brains]], [[Cyborg#Upgrades|cyborg upgrades]], or [[Cyborg#Modules|module]]s. Each eligible component also has the same price, regardless of type.
* ''"It is sparking."'' Similar to borging artifacts, only electrical generators have this examine text.
* ''"It seems magical somehow."''' This means it's a [[Artifact Research#Talisman|talisman artifact]].


|- id="Telecrystal"
===Faults===
| Telecrystal
{{wip}}
| <center>[[File:Telecrystal.gif]]</center>
Sometimes, artifacts can break down and deteriorate in strange and unusual ways, developing strange quirks call faults. Faults aren't always obvious at first glance, and if you don't have a lot of experience, it's easy to assume they're just normal artifact behaviors. Faults can appear in a couple of different ways:
| 200
*All artifacts have a 10% chance to spawn with a fault. This is doubled to 20% for [[#Eldritch|eldritch artifacts]].
| Specifically raw, unrefined [[Guide to Mining#Telecrystal|telecrystals]]. They're worth less if you put them in the reclaimer, because at that point, they fall under "[[Salvager#Processed Material Bar|Processed Material Bar]]". You'll probably have to raid the [[Mining Department]] for these, though they might not have many because it's somewhat rare. Telecrystals also refill charges for the [[Salvager#The Makeshift Teleporter|handheld teleporter]], so there's a tradeoff between profit and escape options.  
*If you hit a [[#Wizard|wizard artifact]] with too much force, it is extremely likely to develop a fault.
*[[#Martian|Martian artifacts]] are quite sensitive and can acquire faults if subjected to the following:
**Any amount of [[glowing slurry]], [[stable mutagen]], or [[unstable mutagen]] (80% chance, for all amounts, for all three chems)
**Powerful ionizing radiation.
**A significant amount of blunt/cutting force.
*[[#Energy Gun|Artifact energy guns]] specifically can sometimes (40% chance for [[#Eldritch|eldritch ones]], 20% chance for other [[#Flavors of Artifacts|origins/families]]) develop faults when fired.
*[[#Activator|Activators]] that specifically trigger [[#Eldritch|Eldritch artifacts]] cause faults whenever they activate artifacts.
*[[#Agitator|Agitators]] cause artifacts that don't have faults to gain one. If the artifact already has some faults, it "rerolls" one, with the rare chance of stacking on a couple of extra faults. Faults from agitators trigger more frequently.  


|- id="Gemstone"
===Types of Faults===
| Gemstone
| <center>[[File:Cytine.png]]</center>
| 150
| Specifically raw, uncut [[Guide to Mining#Gemstone|gems]]. They're worth much less if they've been put through the reclaimer. There are all sorts of different gems, divided into different tiers, but they're all worth the same. The [[Miner]]s might have some; if they don't, you may want to consider mining some yourself.


|- id="Bounties"
The types of fault an artifact can potentially develop depends on its [[#Flavors of Artifacts|origin/family]]. In addition, there are a handful of faults specific to [[#Hand-held Artifacts|hand-held]] and [[#Tiny Artifacts|tiny artifacts]]. There are many different kinds of faults, almost all of them negative. Some are annoying, like making you speak in emojis or repeat things other people have said. Others are debilitating, like growing until it becomes too big to hold. A few can be potentially deadly, like injecting you with poisons, setting you on fire, or, if you're really unlucky, straight-up gibbing you.
| Bounties
|<center>{{n/a}}</center>
|<center>{{N/a|Varies}}</center>
|The M4GP13 Salvage and Barter System may also ask for items that are found around the station.


|- id="Slam Gun"
{| class="wikitable sortable"
| Slam Gun
|-
| <center>[[File:SlamgunV2.png]]</center>
! Fault
| 50
! class=unsortable | Associated Origins <!-- Perhaps could be Appears in Silicon Artifacts?, Appears in Eldritch Artifacts?, etc. instead (with abbreviated titles-->
| Yeah, you can technically sell the [[Murder#SlamGun|slam guns]] you start with. Since [[Construction#Slam gun|you can make more of these]] relatively easily, they're worth much less than [[Murder#Kinetic Weapons|actual kinetic weapons]]. They go for the same price regardless of whether they're loaded or not, so it's best to save your ammo and sell them empty.
! class=unsortable | Effect
<!-- TODO: find a good way to display *and explain* rarity -->


|- id="Zip Gun"
|- id="Vaporization"
| Zip Gun
! Vaporization
| <center>[[File:ZipGun.png]] [[File:Salvager Zipgun.png]]</center>
| [[#Eldritch|Eldritch]]
| 50
| When the artifact is used, there's a 1% chance the artifact will just instantly murder you, hitting you an irresistible electric shock that "utterly annihilates" you.
| Bought yourself a better gun? Sell your old zip gun and recoup the costs. The M4GP13 accepts both the [[Murder#ZipGun|one you can make]] and the [[Salvager#Customized Zip gun|one you can buy from this vendor]]. The price is the same regardless of what kind of ammo it's loaded with and regardless of whether it's loaded at all, so remember to unload them before selling.
<!-- Rarity: weight of fault in eldritch fault pool / total weight of faults in eldritch fault pool = 2/78 = 2.55%-->


|- id="Energy Guns"
|- id="Fire"
| Energy Guns
! Fire
| <center>[[File:TaserGunV2.png]] [[File:PhaserFlipped32x32.png]]</center>
| [[#Precursor|Precursor]], [[#Silicon|Silicon]], [[#Wizard|Wizard]]
| 340
| When the artifact is used, it has an 8% chance to set you on fire.
| The M4GP13 buys [[Murder#List of Energy Weapons|energy-based guns]], guns that use power cells. There are a huge variety of such weapons, but they all sell for the same price, regardless of their damage output, mode, or charge level.<br><br>You'll usually find them in the hands of crew members who can put up a fight. [[Security Officer]]s often carry a [[Security Objects#Taser|taser]], [[Security Objects#Taser SMG|taser SMG]], or similar weapon. The [[Captain]] and [[Head of Security]] both get [[Security Objects#Energy Gun|energy guns]]. Instead of an egun, the latter may have a [[Security Objects#Lawbringer|Lawbringer]]. The former has an [[Murder#AntiqueLaser|antique laser gun]] on display in [[Captain's Quarters|their quarters]]; the M4GP13 will buy it even if it's still deactivated. The [[Armory]] also starts with whole racks of [[Security Objects#RP-4 Phaser Gun|phasers]] and [[Security Objects#Pulse Rifle|pulse rifles]], locked away behind several security mechanisms. If you're not planning to use any of these yourself, this is a good way to deprive Sec of weaponry.<br><br>The M4GP13 also accepts [[Salvager#Makeshift Laser Rifle|makeshift laser rifles]], even if they're broken or burnt. If you've bought one and later decide you'd rather use a different gun, you can sell it back and recover some of the points you spent. The vendor takes [[Artifact Research#Energy Gun|artifact guns]] too, so you may have some luck raiding the [[Artifact Lab]]. If you're lucky, you may find a [[Security Objects#RP-4 Phaser Gun|phaser]] or one of its variants in [[Guide to Mining#Abandoned Crates|locked crates]].
<!--
Rarity:
weight of fault in precursor fault pool / total weight of faults in precursor fault pool = 5/57 = 8.77%
weight of fault in silicon fault pool / total weight of faults in silicon fault pool = 10/60 = 16.7%
weight of fault in wizard fault pool / total weight of faults in wizard fault pool = 10/85 = 11.8%
-->


|- id="Kinetic Guns"
|}
| Kinetic Guns
| <center>[[File:DetectiveGunV2.png]]<br>[[File:RiotShotgunV3-48x32.png]]<br>[[File:TranquilizerRifleV3-48x32.png]]<br>[[File:RiotLauncherV2.png]]</center> <!-- Not necessarily exhaustive, more representational. You can imagine this as the standard FPS gun lineup of pistol, shotgun, rifle, and explosive launcher (and more not seen)-->
| 550
| Become an arms dealer! There are all sorts of kinetic guns, from [[Murder#List of Sidearms|sidearms]] to [[Murder#List of Longarms|longarms]], but they all sell for the same price. This category does ''not'' include [[Murder#Flamethrower|flamethrowers]], [[Medical Objects#NT Syringe Gun|NT syringe guns]], [[Murder#SlamGun|slam guns]], or [[Murder#ZipGun|zip guns]] (including the [[Salvager#Customized Zip gun|one the vendor sells]]). However, [[Murder#Super! Gun Friend|foam dart guns]] and [[Murder#Super! Revolver Friend|foam dart revolvers]] ''do'' count, as do the [[Salvager#Survival Rifle|Efnysien survival rifle]], [[Salvager#Four Letter Word|Four Letter Word]] (unless it's completely broken), and [[Salvager#Pump action shotgun|reclaimed shotgun]] sold by the vendor, so you can get some of your points back if you're not happy with your purchase or have chosen a different gun.<br><br>These things fetch high prices because they're relatively rare, hard to come by, and quite useful in combat. The [[Bartender]] famously spawns with a [[Murder#Fulmar 1881 Coach Gun|coach gun]], the [[Chaplain]] has [[Chaplain#Faith|Faith]], the [[Detective]] has a [[Security Objects#Piper .38 Revolver|Piper revolver]], and the [[Medical Director]] gets a [[Security Objects#Tranquilizer Rifle|tranquilizer rifle]]. None of them will part with their weapons without a fight. Some [[Security Officer]]s like to use the [[Security Objects#Puffin 40mm Riot Launcher|Puffin 40mm riot launcher]]. Security's [[Armory]] contains [[Security Objects#Tranquilizer Rifle|tranquilizer rifles]], [[Murder#Pelican Flare Gun|flare guns]], a [[Security Objects#Pod-Targeting Missile Launcher|missile launcher]], and [[Security Objects#Guillemot Riot Shotgun|riot shotguns]], but they're inside locked crates, so you'll have to figure out some way to break them open.


|- id="Space GPS"
===Cargo Transporter Interference===
| Space GPS
All artifacts have an 8% chance to spawn teleportationally unstable, meaning that when they're activated, they're unlikely to be sent to the correct place when teleported with the [[Guide to Mining#Cargo Transporter|cargo teleporter]]. Instead of going to the teleporter's target destination, they have a 70% chance to go to a random cargo pad; otherwise, they go to a random tile on the ship/station. This only occurs when the artifact is activated, so you don't have to worry about interference when using the device on unactivated artifacts.
| <center>[[File:SpaceGPSV3-32x32.gif]]</center>
| 150
| If the crew aren't going to use the [[Science Objects#Space GPS|space GPS units]], then, surely, they won't mind if you take them, right? You'll typically find these in [[Telescience]] and the [[Mining Department]], often gathering dust. They also usually accompany [[Implants#Tracking|tracking implants]]; [[Security (place)|Sec]] and the [[Bridge]] sometimes have them. Note this is different from the [[Space Pod#Ship Navigational GPS|Ship Navigational GPS]]; the M4GP13 does buy those, but they fall under "Ship Component".


|- id="Camera Monitor"
They will also react to [[Guide to Mining#Telecrystal|telecrystals]]. If you hit them with a [[Guide to Mining#Telecrystal|telecrystal]] (or something made out of it), they'll teleport to random tile up to two tiles away (from itself), in any direction, even through walls. Besides being kind of fun, it's also a handy way to identify teleportationally unstable artifacts.
| Camera Monitor
| <center>[[File:PortableCameraViewerV2-32x32.png]]</center>
| 150
| Sell the [[Security Objects#Portable Camera Viewer|portable camera monitors]] in [[Detective's Office]] and/or [[Head of Security]]'s office for Salvage Points! They fetch a decent price, because being able to see if a certain place is occupied makes it easier to steal everything inside. The M4GP13 accepts other monitors too; for example, it takes the [[Rancher#Baby Monitor|Rancher's baby (chicken) monitor]] and the [[Scientist]]s' "expedition monitor".


|- id="Multitool"
==Artifact Analysis Forms==
| Multitool
[[File:ArtifactAnalysisForm.png|64px]] [[File:ArtifactAnalysisFormTrayV2.png|64px]]
| <center>[[File:MultitoolV2-32x32.png]] [[File:MultitoolOrange.png]]</center>
| 25
| [[Multitool]]s are handy for [[hacking]] and other applications, so naturally they have some value in the salvage market, though they're not worth that much. The M4GP13 accepts both the standard versions and the variants with colored stripes. [[Salvager#The Omnitool|Your omnitool]] already has a multitool mode, so you can afford to sell whatever multitools you've "salvaged" from the crew. These can be somewhat hard to come by. The [[Chief Engineer]] and their [[Engineer]] underlings get them, and [[Engineering|their work area]] has a [[Making and Breaking#Engineering Specialist Manufacturer|machine that can mass-produce them]] (though it requires special materials).


|- id="Pod Parts"
After activating an artifact, it's a good idea to document your research using artifact analysis forms. This is technically optional, but if you complete the form correctly, apply it to the artifact, and get the [[Quartermaster]](s) to sell the analyzed artifact, you can potentially get more artifacts to play with, as well as earn a decent payout for the crew shipping budget. Plus, it's a productive way to get rid of artifacts you don't want.  
| Pod Parts
| <center>[[File:LightPhaserV2.png]] [[File:Warp1EngineV3-32x32.gif]] [[File:CargoHoldV2.png]]</center> <!-- Absolutely not comprehensive, but more a sample of what can sold-->
| 100
| In the future, there are no catalytic converters to steal, but you can sell almost every other piece of the vehicle. The M4GP13 buys basically every part you can insert and remove from a finished [[Space Pod]]. This includes [[Space Pod#Main Weapons|pod weapons]], [[Space Pod#Engines|engines]], [[Space Pod#Secondary Systems|secondary systems]], [[Space Pod#Comm Systems|communication systems]], [[Space Pod#Sensors|sensors]], [[Space Pod#Locomotion|locomotion systems]], lights, and even the [[Space Pod#Nanotrasen Life-Support System|life support]]. However, it does ''not'' buy [[Space Pod#Frame Kits|frame kits]], [[Space Pod#Pod Armor|pod armor sets]], or [[Space Pod#Paint Job Kit|paint job kits]]. In addition, basic and high-end stuff all go for the same price.


|- id="Computer Console Circuit Boards"
===Applying and Completing the Form===
| Computer Console Circuit Boards
To start your analysis, you need to get an [[Science Objects#Artifact Analysis Form|artifact analysis forms]] from, naturally, an [[Science Objects#Artifact Analysis Form Tray|artifact analysis form tray]]. These trays appear in the [[Artifact Lab]], of course, but you can also make them at [[Making and Breaking#Science Fabricator|science fabs]]. Despite their appearance, the forms are actually more like sticky notes or stickers than paper. First, you click on the tray to take one out. Then, you click on the form with a pen or similar writing utensil to fill it out. Afterwards, you click on the artifact to stick the form onto it. (The reverse, sticking it on and then writing on it, also works.) Since they can't pick stuff up, [[Cyborg#Science|science borgs]] use a form dispenser in lieu of a tray.  
| <center>[[File:Peripheral.png]]</center>
| 100
| Circuit boards used for [[Computers|computer consoles]] sell for a pretty penny in the salvage market. This specifically refers to the items labeled "circuit board ([computer name])", not computer mainboards, which sell for nothing. Each board sells for the same price, regardless of how important it is (so a board for an arcade machine has the same price as a board for a cloning machine). You can get one by [[Construction#Console|tearing apart a console]]. Several circuit boards also spawn in [[Tech Storage]], sitting on some racks, as if waiting for someone to...liberate them.


|- id="Peripherals"
If you ever need to remove an artifact analysis form from an artifact, you can click on it with a snipping or cutting tool (e.g. a [[Foods and Drinks#Plastic Knife|plastic knife]], [[General Objects#Scissors|scissors]]) while on {{Help}} intent or pour [[Chemicals#Acetone|acetone]] on it (though this destroys the form). If it's on something that is ''not'' an artifact, you can also just click on it with an empty hand while on {{Help}} intent.
| Peripherals
| <center>[[File:IDScannerModule.png]] [[File:WiredNetworkCard.png]]
| 80
| [[ThinkDOS#Peripherals|Peripherals]] are hardware add-ons used to [[Construction#Terminal|build terminals]] and [[Construction#Heavy|heavy computers]]. There are all sorts of different peripherals, but two of the most common are ID scanner modules and wired network cards (pictured), which you can obtain by raiding a [[Computers#CompTech|CompTech vending machine]]. (That vendor also has computer mainboards, which do not count as peripherals and sell for nothing, and Storage Drives, which also don't count but are worth much more.)


|- id="Storage Drives"
When completing an artifact analysis form, you will see the following five fields. You need to complete Artifact Origin, Artifact Type, and Artifact Trigger (If Applicable); the others are optional. The three required fields are multiple choice. You can double-click choices to cross them out. You can click on them again to uncross them.
| Storage Drives
*'''Artifact Origin:''' Select what [[Artifact Research#Flavors of Artifacts|"family" or "flavor" of artifact]] it is, e.g. [[Artifact Research#Wizard|Wizard]], [[Artifact Research#Martian|Martian]]. (It's not about whether you found it in the [[Adventure Zone]] or whatever.) Picking different options changes the name of the artifact.
| <center>[[File:StorageDrive.png]]</center>
*'''Artifact Type:''' Select the artifact's function, e.g. [[Artifact Research#Turret|turret]], [[Artifact Research#Pitcher|pitcher]]. See [[Artifact Research#Possible Effects|here]] for possible types. The options with blue backgrounds refer to [[Artifact Research#Tiny Artifacts|tiny-size artifacts]]. Those with yellow/green backgrounds are for [[Artifact Research#Hand-held Artifacts|hand-held artifacts]] and the red ones are for [[Artifact Research#Bulky Artifact|bulky artifacts]]
| 100
*'''Artifact Trigger (If Applicable):''' Select what [[Artifact Research#Stimuli|stimulus]] (e.g. electricity, carbon touch) activated the artifact, rather than which ones you tried. If the artifact activated itself automatically, without needing a trigger, it's okay to not pick any option. 
| "Storage Drives" are basically hard drives; they're used to [[Construction#Terminal|construct terminals]] and [[Construction#Heavy|heavy computers]]. You can get your dirty hands on them for free by raiding [[CompTech]] machines. One always appears in [[Tech Storage]].
*'''Artifact Faults:''' Sometimes, artifacts break and fail in strange and unusual ways. You can describe them here, if you wish. Otherwise, you can just leave this blank, as it's optional.
 
*'''Additional Information:''' The game never checks this field, so put whatever you'd like or just ignore it. If you'd like, you can roleplay an archaeologist by putting down where you found it, what it looks like, etc.
|- id="Floppy Disks"
| Floppy Disks
| <center>[[File:DataDiskRedV2-32x32.gif]] [[File:DataDiskBlueV2-32x32.gif]] [[File:DataDiskYellowV2-32x32.gif]]</center>
| 150
| As a [[Nuclear Operative|fool]] once said, get dat fukken disk. Disk here includes floppy disks with computer programs (like the ones in the [[SoftTech]]), but this also includes the [[Authentication Disk]], the galactic coordinate disks used for entry-level [[Telescience]], and ManuDrives, though you might want to save the Artificial Intelligence Law Rack Blueprint and Artificial Intelligence License ManuDrives for later, since there are bounties that offers better prices for those specific ManuDrives. The contents of the disk do not affect sell price. In fact, a blank disk sells for as much as one with data.
|}


==Salvage Station 13 - Playing as a Salvager==
When you apply an artifact analysis form on an artifact (or write on one that's already on an artifact), it gets a new name, based on what you origin you select, and receives an extra label in [ ], based on what you put for artifact type. These changes occur '''even if the form is incorrect'''. If you conclude that your "gooey clump" is a Wizard instrument, when it's actually a Martian injector, the game will take you at your word and happily relabel it "pearl oath of plenty [Instrument]". This is not an error-checking mechanism, so if you're not sure you got it right, have someone else look at your work.
{{Wip|Reason=Flesh out this area a little bit, add more tips and better advice.}}
Aside from a hard mode [[Traitor|traitor]], you are one of the weakest antagonists when you spawn in, as you only have the tools to collect salvage, some zipguns or slamguns, and a fairly weak spacesuit. Over time however, with the more salvage points you collect and save, you can become a force to be reckoned with, with power comparable to a weaker [[Nuclear_Operative|Nuclear Operative]]. It's important to remember kills aren't the game, salvage is. Your combat ability and survivability depends on you accumulating salvage points and spending it wisely.


===Sneaky Salvage===
===Selling Artifacts===
It's important to remember that people won't know your presence immediately. In fact, if you stay out of sight and in a [[Maintenance|dark place]], then people may think it's a [[Spy_Thief|Spief]] running around instead of a salvage team. However, there are a few things that could give away your presence.
After completing the form and sticking it onto the artifact (or vice versa), you can send the artifact over to the [[Cargo Bay]], so that the [[Quartermaster]](s) can sell it to the market. You can lug it there yourself, but there's usually a [[Guide to Mining#Cargo Transporter|cargo transporter]] somewhere in lab, expressly so that you can teleport artifacts straight to Cargo, assuming [[#Cargo Transporter Interference|they do not interfere with transporter teleportation]]. Cargo then gets a nice little payout and possibly even another artifact for you to analyze, depending on how rare the artifact was and whether you filled out the origin, type, and trigger fields correctly (what you put for faults and additional details does not matter). The percentage of correctly-analyzed artifacts also goes into [[Station Grade]].
*You wear orange. Nobody else wears orange. Any robust player that sees orange will automatically assume that you're a salvager.
**Your pod is orange too, giving away your presence entirely.
*You have tools that cannot be acquired by normal means, save for [[Admin|supernatural]] means. Your makeshift teleporter, omnitool, and salvage reclaimer cannot be obtained anywhere else, with the exception of the Magpie's trade network or one of your teammates' corpses.


You (and other research personnel) also get a PDA message telling you if your analysis form was correct or incorrect. If you forgot to fill out one of the required questions or answered one incorrectly, the message also states what you got wrong (e.g. "Analysis was incorrect. Misidentified traits: trigger"), though it does not state what you should have put.


You aren't necessarily required to salvage on the station—going for places like the [[Space Diner|space diner]] early into the round can be a good way to get points risk-free, as the few people who actually go there probably won't care.
==Alien Invasion==
*However, there are only so many things to salvage, and the entire point of antagonists in Space Station 13 is to terrorize the station itself, so keeping your reclaimers off-station the whole round is very lame and not very profitable.
**There are also a few off-station places that crewmembers might get a bit protective of, namely the [[Mining Outpost|mining outpost]]. People don't visit it too often, but the rare explorer or miner that sees you or your pods will likely run home and raise a riot over your presence.


Your [[Construction#Zip_gun|zipgun]] is relatively quieter than most guns, and it can save you in a pinch or perform quiet takedowns on weaker opponents. The starting .22 ammo is weak, though, and you'll probably not be able to stand up to crew with armor (e.g. [[Security Officer]], [[Captain]], [[Head of Security]], [[Nanotrasen Security Consultant]])
If you're a traitor with a penchant for the weird and are willing to play chicken with the RNG, then you're in for a fun time. Here's some possibilities:


Sometimes though, your early game may just not go your way. Fortunately, you have a decent shotgun for defense: the slamgun! When used effectively, they can easily repel vigilantes and the odd [[Security Officer|redshirt]], so long as you shoot first.
'''The Rare Chemical Connoisseur'''
===Goin' Loud===
By nature, it's harder to keep yourself hidden as a salvager than most other antagonists due to your off-station origin and unique gear. There will be a point where you get discovered, and it's important to know what to do.


Once again, you are '''not''' a combat-oriented antagonist, and certainly not one that can fly solo. Even your more powerful gear, like the survival rifle and Four Letter Word, aren't anywhere near the likes of [[Syndicate_Items|syndie gear]], [[Wizard#Available_spells|magic powers]], or [[Changeling#Shambling_Abomination|disgusting freaks]]. Treat your weaponry as a self-defense solution.
Some of the chemicals in [[Artifact Research#Pitcher | pitchers]] and [[Artifact Research#Beaker|beakers]] are rare (or otherwise unobtainable!) and extremely powerful. You can go on a rampage while hopped up on [[Chemicals#Booster Enzyme | booster enzyme]] and [[Chemicals#Energy Drink | energy drink]], poison the captain with [[Painbow fluid | painbow fluid]] and [[Loose screws | loose screws]], and/or leave pills of [[Argine | argine]] all over maintenance. You can also harvest these types of chemicals from [[Artifact Research#Injector | injectors]] and [[Artifact Research#Bomb | chemical bombs]], but the process is a bit more difficult (and usually involves monkeys).


Security typically does not have much leeway with Salvagers. Getting arrested mid to late-round will likely end with a summary execution—especially if you or your teammates have killed crewmembers.
'''The Artifact Assassin''' <!-- This should have a better name, probably. Currently it sounds like they assassinate artifacts??? alliteration hard -->
*Even if you haven't done anything to make people mad at you, capture can still lead to a rapid end to your salvage career, since the powers that be could just treat you like a Stowaway, throwing away all your fancy gear and assigning you a [[Staff Assistant]] ID. While it's better than withering in the long-term Brig or being thrown out of an airlock naked, your teammates will likely presume you as dead, so you can kiss goodbye to getting rescued.
**The general idea is to avoid capture at all costs.


Salvagers in general are one of the only antagonists that have the luxury of working in a team. What puts them off from nuclear operatives and gangs is their lack of a required objective and off-station nature, respectively. That means that, when it comes to collecting salvage, strategy and teamwork can get you very, '''VERY''' far.
Many of the handheld artifacts make for fearsome combat tools. The simplest are [[Artifact Research#Melee | melee weapons]] and [[Artifact Research#Energy Gun|guns]], as they kill people dead (or just disable them to stop them fighting back). Additionally, [[Artifact Research#Elemental Wand|elemental wands]] can cause an AoE ruckus from a distance, and [[Artifact Research#Teleportation Wand|telewands]] can get you anywhere you need to be. With a few strong handheld artifacts, you can be zipping across the station causing havoc.
*Use deception to your advantage! Set up a powersink at the west end of the station and bolt all the doors closed! While one or two salvagers take the heat, the rest of the team can rob a more valuable spot, like [[Tech Storage]].
*Make frequent use of your head


70 minutes into a round and collected more points than you know what to do with? Here are some ideas:
'''The Science School Dropout'''
*Stage a raid on the AI core/satellite. Either kill the [[Artificial Intelligence|head honcho]] of the silicons or hold it's core for ransom. Either way, you'll take out one of the most powerful tools of the crew and severely weaken the station's ability to detect and impede you.
*Alternatively, instead of killing the AI, you can turn it against your foes! Infiltrate the law room and either take out the rack or add one of those freeform laws they keep lying around. As with just about every antagonist in the game, having an AI on your side can give you a great edge over your opponents, especially when Law 1 no longer applies and the silicons can finally fulfill their plasma-flooding dreams.
*Rob the [[armory]]. Many of the weapons there either rival or outperform yours, so if Security hasn't already emptied it out for themselves, this can be a fantastic way to effectively neuter your primary threat. Once it's emptied, you can either use the weaponry for yourself or sell it off at the Magpie for big bucks(remember, the trading computer accepts kinetic firearms!)
**All of these locations have a myriad of defensive systems, including layers of r-walls, automatic turrets, and laser tripwires. Of course, as soon as your location is known, a host of security personnel and vigilantes will close onto your position with full intention of killing your orange ass. Prepare for one hell of a battle.


Artifact is [[Artifact Research#Bomb | catastrophically overloading]]? It's probably fine, you should hide it in maintenance. Found a [[Artifact Research#Cyborg Converter | borger]]? Just leave it in the halls, it's useful for people who want to become [[Cyborg | cyborgs]]! Activated an [[Artifact Research#Injector | injector]]? Those chemicals are probably good for you- label it "Healer" and stick it at the entrance to medbay. If done well, it'll be impossible to tell you're a traitor at all, as most people will view science as a safety hazard by default. Remember- if [[Security Officer | security]] executes you for gross incompetence, you've already won.


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{{JobMenu}}
{{Department Guides}}

Revision as of 06:18, 29 October 2025

Artifact Research
Location

Alien saxophone lab.

Access

Research Director, Scientist


Artifact Research
Location

Alien saxophone lab.

Access

Research Director, Scientist


Artifact Research
Location

Alien saxophone lab.

Access

Research Director, Scientist


Artifact Research
Location

Alien saxophone lab.

Access

Research Director, Scientist


Artifact Research
Location

Alien saxophone lab.

Access

Research Director, Scientist


Artifact Research is a branch of Research concerned with the identification and testing of artifacts, large or handheld items of non-Nanotrasen origin whose function is unknown. Every artifact (or "art") has a certain "flavor" or origin, and many different types artifacts exist, some harmless (anyone want to hear what a Martian flute sounds like?), some dangerous (OH FUCK IT'S A BLACK HOLE BOMB). Whatever the type, the main goal is to figure out how to activate them; this can be done via specialized machines controlled through DWAINE as well as...more manual methods. Beyond just simple curiosity, there are good rewards for those who thoroughly document artifacts in analysis forms.

Obtaining Artifacts

Where do you get these artifacts? Usually, you find them without having to leave the station/ship (or at least, without you having to).

  • The Artifact Research Lab - The most obvious artifact source. You start with two artifacts in the lab, and you might as well analyze them first.
  • Cargo
    • Vurdalak sells completely random artifacts, but they can be rather costly, so don't bug the quartermasters about them unless the budget is doing well; still, if it's reasonably far into the round, they're usually happy to buy out the stock.
    • Gragg sells a singular handheld artifact for a relatively high price.
    • If you sell enough artifacts, the quartermasters will start receiving shipments of random artifacts. You'll get a PDA alert when this happens; head down to the Cargo Bay to collect them, or radio the QMs to send the shipment to your lab via cargo transporter.
  • Mining - Miners sometimes uncover artifacts while mining, but they have a habit of just leaving them, especially if no one expresses any interest in them. Try asking them over the General (145.9) radio channel (Miners don't have access to the research channel) or knocking on their door every now and again to check if they've found anything new.
  • Random Events - Sometimes artifacts just randomly poof into existence. Blowouts often spawn plenty of artifacts, S.T.A.L.K.E.R.-style. In addition, radstorms/radioactive anomalies occasionally leave behind artifacts.
  • Elsewhere on the Station/Ship - Many maps have one or two artifacts squirreled away in some obscure corner of the station/ship, just sitting there waiting to be found. Ask other scientists, fellow crew, or the AI for help finding them.

You can also discover artifacts while exploring while the Debris Field, possibly the best and most reliable source of artifacts. A large number spawn scattered around the Z-level, though it can be perilous to reach them. Now if only there was a way to bring them directly to you...

Beyond that, many artifacts are hidden away in the Mining Level, the Trench and Adventure Zones, waiting for some enterprising explorer(s) to find them. Perhaps it's time to start an expedition?

Flavors of Artifacts

Artifacts come in different styles, called "origins". Some people also call them "families" or "flavors". They do more than just affect how they look and what kind of names they have. Certain artifacts function differently depending on their origin. For example, artifact injectors of Martian origin may administer medicine (or mild poisons or weird organic stuff), while Eldritch ones give you nasty poisons. Some types of artifacts only appear with certain origins. For example, artifact cyborg converters always have a Silicon origin, while artifact lamps can either come from Martians, Wizards, or Precursors.

When you stick an analysis form on artifact and fill out the "Artifact Origin" field, it changes the artifact's name. If its origin has been properly identified, its name will be its "real name", which is based naming scheme of its artifact family. For example, if you properly identify a "regal sculpture" artifact as a Wizard artifact, it might take on the name "sapphire jewel of majesty". If the origin on the artifact form is incorrect, however, the artifact will instead have a naming convention from an entirely different family. Sometimes, an artifact's true origin won't match what it looks like, so you may need to do some additional testing to identify it.

Artifact Image Description Un-analyzed Name Examples Analyzed Name Examples
Eldritch
The "Abomination", often cited in mythos. An unknown race, possibly not even from this dimension. However, their presence is perpetual. Even looking at the artifact makes scientists feel uneasy. Experiment with your peril. evil-looking thorns
lurid steele
blood of vile yncactath
has'ncacthoth's ichor
will of cthoolac
Wizard
Wizards, while more of a federation than a race, have very unique technology. Complicated machines, made to look archaic as to give the impression that it is magical. However, this magic has been mostly debunked by Nanotrasen researchers. ostentatious trophy
regal cane
pearl treasure of eminence
opal jewel of splendor
ebon favor of majesty
Martian
Originates from the temperamental aliens from Mars. The Martians have advanced in organic and terraforming technology and have used these flesh-based machines to advance rapidly throughout the galaxy, much to the threat of every other race. squishy clump
gooey organ
ossumuscular depressor
physiometabolic regenerator
neurogenetic suppressor
Precursor
Also known as Forerunner, the true name and face of this race is shrouded in mystery. Carbon-dating reveals that the artifacts are millenniums ancient, and the creators of these machines are possibly extinct. What is known, however, is they hold great power. antique gizmo
quirky device
ultramolecule synchroniser
tachyon fuser
atom synchroniser
Silicon
A race of silicon-based sentients, often confused for machines themselves. Older scientific literature sometimes calls them "ancients" or "robots". Much further advanced than the human race due to their mass consciousness, their machinery has been fine tuned to suit their needs, and therefore is rigidly electronic-based. cold menhir
sharp-edged appliance
unit epsilon-x 536
unit sigma-z 304
unit tau-k 712
Lattice
More a category of items than a category of beings. Very little is known about the origins of Lattice artifacts, except that whoever (or, possibly, whatever) made them was really obsessed with sounds and created tools specifically for manipulating other artifacts. There are two artifact types exclusive to this origin: activators and agitators. resonating bell
chiming harp
fate weaver
hymn whisperer
universe unraveller

Running gptio

Discovering an artifact's effects takes more than repeatedly poking it (although this helps in a fashion). Using the DWAINE terminal, you can advance the station's knowledge of artifacts and their properties and make your analysis more precise. To do this, you must:

  1. Insert your card into the terminal, and type term_login
  2. Type cd /mnt/artlab to move to the default location of the artifact research tape.
  3. Decide which test to run, pop the artifact in the corresponding machine, adjust the variables as you see fit, and activate the machine (using the commands below).
  • Troubleshooting: If you can't get this to work, it's likely your terminal isn't connected to the research mainframe. In this case, type term_ping, find the 8-character net ID labelled PNET_MAINFRAME and run the command connect mainframe_id
    • If even this doesn't work, it's likely there's a problem with the mainframe itself, the databank that runs gptio, or the wiring that connects it all. Contact your system administrator and hope it's a simple as turning power back on in the Computer Core.

Important commands

After logging into your terminal and running the artlab directory, you're now ready to use gptio commands. There are two variations of the commands: standard and shorthand. Many of the shorthand commands provide the same action as the standard gptio commands, but are much quicker and intuitive to use. Either can be used at any time while in the directory.

Standard gptio commands

gptio list
Lists the currently connected devices and their IDs.
gptio activate device-id
Activates a device. This can be anything from shooting an object across the room to irradiating whatever is in the x-ray scanner. Note: Some devices, like the electrical tester, don't like being activated without something loaded.
gptio deactivate device-id
Some devices don't automatically deactivate after a short amount of time. You'll need to use this command to make them safe to touch.
gptio sense device-id
Instruct the device to take readings about its state and the state of whatever object is inserted into it.
gptio read device-id
Retrieve the data generated by gptio sense or the most recent artifact an action has been performed on.
gptio info device-id
Show the status of a device, including if it's active, if it's an "enactor" and/or a "sensor" and maybe most importantly what variables it has to mess with.
gptio peek device-id variable-name
Read the value of a variable. Note that most if not all variables can be read on the device itself.
gptio poke device-id variable-name value
Change the value of a variable.

Shorthand commands

act device-id
Turns on the device specified.
deact device-id
Shuts off the device specified.
read device-id
Displays data from a "sense" command or the most recent artifact the machine has acted on.
info device-id
Shows the status and configurable variables of the device.
xray value
If no value is given, will display the x-ray's radstrength. If one is given, will set radstrength.
temp value
If no value is given, will display the heater's temptarget. If one is given, will set temptarget.
elec value(voltage) value(wattage)
If no values are given, will display the elecbox's current voltage and wattage. If one is given, will set voltage; if 2 are given, will set both.
pitcher value
If no value is given, will display the pitcher's power. if one is given, will set power.
stand value
If no value is given, will display the impact pad's stand status. If one is given, will set or withdraw the stand.

Working Artlab

The Devices

The artifact lab comes with five devices: Pitcher, impact pad, electric box, heater and x-ray scanner.

The Pitcher (device ID: pitcher)

  • The pitcher is not for shooting artifacts, though that's fun too. You insert something for the pitcher to fire (say, a fire extinguisher), and the pitcher fires it at the artifacts on the impact pad.
    • The pitcher has one variable, POWER, which goes from 0 to 100. Simple enough.

The Impact Pad (device ID: impactpad)

  • The impact pad is for putting artifacts on. Fire an item at the artifact and then read the sensor data.
    • You can also just throw something at the artifact while it's on the pad instead of using the pitcher, and the impact pad will still return a reading.
    • The pad has one variable, STAND, which is binary (0 or 1). Setting it to 1 extends a stand for putting handheld artifacts on.
    • Two datapoints will be reported: Vibration amplitude and vibration frequency.

The Electric Box (device ID: elecbox)

  • The electric box will run an electrical current through the artifact.
    • It has two variables, AMPERAGE (1-50) and VOLTAGE (1-100). Remember, Wattage = Current * Voltage, so "Selected current" will just be Wattage/Voltage.
    • It returns three datapoints: Returned current, circuit capacity and interference.

The Heater (device ID: heater)

  • The heater will heat the artifact, or cool it.
    • It has one variable, TEMPTARGET (accepts 200-400 in Kelvin), which the actual temperature will slowly reach.
    • The sensors will report current temperature, artifact temperature and whether the artifact responds to temperature at all.

The X-ray Scanner (device ID: xray)

  • The X-ray scanner will scan the artifact.
    • It has one setting, RADSTRENGTH, which goes from 1 to 10 (multiples of 10%).
    • You'll get a load of data back: Object density, structural consistency, structural integrity, special features of object and like the heater, whether it responds to radiation.

The dirty secret of Artlab is that each specific artifact always gives the same sensor data. So you can potentially know what a certain artifact does after analyzing it in the lab, but you'll still need to figure out how to activate it.

Analyzing sensor data

Vibration Amplitude and Vibration Frequency (Force)

  • Something that has low returns for these categories is something that absorbs physical shock well - if its high, its probably made of something that reverberates a lot when struck, such as metal.
  • These readings are based off of the artifact's origin. Infrequently, artifacts will disguise their appearance as being from a different origin, and this can help you detect what it really is.

Test Voltage, Load Impedance, Circuit Capacity and Interference (Electricity)

  • Test Voltage is just the voltage you have the electrobox set to.
  • Load Impedance is how much of the electricity put into the artifact was returned to the electrobox. If you're getting back 100% of what you put in or close to it, you've likely got something that involves electrical charge on your hands.
  • Circuit Capacity is how much electrical charge the artifact seems to be able to hold. Anything with this most likely has some kind of internal charge it draws on to power itself. The higher this is, the longer the artifact can do its thing without having to stop and recharge. However, sometimes artifacts can contain internal power cells which hold the charge - if this is the case, the artifact may return a very low value since the artifact itself is useless without its battery.
  • Interference is how much the electrical charge is being disrupted when ran through the artifact. Something with a lot of this is probably some really goddamn weird thing. It's normal for any kind of artifact to have a little of this though.
    • Other things can affect these readouts - certain artifact origins can skew the results a little, and if an artifact is faulty it can disrupt the capacity and interference readouts. The best way to figure this out is to take multiple readings and compare them - if your readings are all the same there's likely nothing wrong with it, but if they're inconsistent you might want to be cautious.

Current temperature, Artifact Temperature, Response to Heat (Heat)

  • It only checks to see if the artifact responds above or below certain temperatures. This is useful to basically tell you this artifact will activate if you raise/lower the temperature some more
  • The heater pad also has a details readout, which will give information on the artifacts features specifically to heat.

Density, Structural Consistency, Structural Integrity, Response to Radiation and Special Features (Radiation)

  • Density is how dense the artifact's mass is. Readings above 10 mean the artifact is more likely to be something weird or something that can fuck with physical forces. Low density means the artifact is likely built to contain something else or is otherwise hollow/cavity-filled.
  • Structural Consistency means how much of the artifact's internal structure is solid or similar. The higher this is, the less likely the artifact is to be something useful. Readings will always generally be fairly high though, but ones at or close to 100% are probably worthless. Remember - machines and biological things have lot of complex parts inside so they're not solid!
  • Structural Integrity is how "solid" the artifact is in terms of construction, is it very damage-resistant and well put together or is it something you could probably crush like a soda can? Very low readings can also indicate the artifact may have something wrong with it, such as it is damaged/malfunctioning/dangerous or what have you.
  • Response to Radiation is how much the artifact responds to being irradiated. You'll have to play around with the radiation strength setting on the equipment to get an accurate picture of what's going on here - the artifact's origin can muck with this reading sometimes. The stronger the response, the more likely it is the artifact is activated via radiation - you just need to find out the right amount to use.
  • Special Features details anything that is paticularly unusual about the artifact's shape - these are mostly a hint towards what the artifact does.

...But I just wanted to know how do I get the artifact out of the damn device??

Click-dragging from the machine onto the floor will remove an artifact that's inside of it. Additionally, right clicking the machine will show the "Eject" verb.

Artifact Interaction

Stimuli

To figure out what an artifact does, you need to activate it, and to activate it, you need to subject it to a certain stimulus at a certain level. If you give it the correct stimulus, but not enough to activate it, the artifact will give you a hint to guide you on the right tracks. You'll get something along the lines of "The quirky contraption makes a faint noise."

Higher isn't always better; some artifacts will require a lower amount of a certain stimulus, such as radiation, and won't activate if too much is used. In fact, it is possible to damage an artifact due to too much stimulus. In addition to potentially destroying the artifact if too much damage is done, it can also cause them to develop faults and malfunctions, which are almost always a bad thing.

There are various devices in the laboratory that deliver a specific stimulus in a controlled manner. You can substitute them for certain devices, but these do not give as much control as the dedicated machinery. This is worth noting because, again, a certain amount, not just the presence, of a stimulus is needed to activate an artifact. ALL artifacts can be activated within artlab; external devices are not required, but having them tends to greatly reduce the tedium involved.

How do you know if you've subjected an artifact to sufficient stimulus to activate it? Artifacts will glow, shimmer and generally look turned on when activated. If the artifact produces a temporary effect like a Forcewall or Darkness upon being activated for the first time, in most cases it will only need a simple touch to activate again depending on the effect.

Stimulus Device-Based Methods Other Methods
Carbon Touch None. Having the artifact be touched by any carbon-based life form. You use other people or monkeys as test dummies by grabbing them with Grab intent and clicking the artifact. Blobs also cause this stimulus- try politely asking a blob for help if you can't figure out how to touch something with your hand.
Silicon Touch None. Having the artifact be touched by a cyborg, or a cyborg arm. You can find arms in robotics, or in the guardbuddy room, which is usually close to or within the science department. If you have a robot arm attached, you can touch the artifact using that too!
Force Shooting objects at the artifact via the pitcher. Hitting the artifact with just about anything that deals BRUTE will cause this stimulus, and throwing such objects will have a similar effect. Kinetic bullets and explosions also work, though take care not to miss and/or lose a limb.
Heat Using the heater to expose the artifact to specific temperatures. Burning the artifact with (in order of increasing intensity) an igniter, a lighter, a flare gun, a pod-based plasma cutter, or a welder will produce a hot stimulus. Explosions or fires also cause hot stimuli.
Electricity Electrifying the artifact with the electrobox. Zapping the artifact with (in order of increasing intensity) an igniter, a multitool, a fly swatter, a stun baton (same level as fly swatter), or a defibrillator. EMPs also produce an electrical stimulus, at lower level than igniters.
Radiation Scanning the artifact with the X-Ray. Certain chemicals (see below). EMPs also cause a small amount of radiation stimulus.
Data None. Smacking the artifact with a Thinktape (found in the artifact lab, and elsewhere) or a console circuit board.
Language None. Speak a five-letter English word with a certain number and arrangement of vowels (y is excluded) near the artifact. It can pick from over 2300 possible words, but you do not need to guess the word, just match where the vowels are. For example, if the target word is "apple", "alpha" will do.

If you guess wrong, it'll give you hints, a la Mastermind or Wordle, in the form of chimes:
  • "Grumpy" - Your guess has too many vowels.
  • "Dull" - Your guess is not a real word.
  • "Low" - There's a vowel in the wrong position. A "series" of them indicates multiple vowels in the wrong spots.
  • "High" - A vowel is in the right position. A "series" means multiple vowels are in the right places. If you get nothing but high chimes but still don't activate the artifact, your guess has too few vowels.

Due to the way it interprets text, speaking a long list of five-letter words to brute-force it does not work.

Chemical Stimuli

While not a stimulus type themselves, chemicals can produce a wide variety of stimuli. Radioactive chemicals produce a radiation stimulus, hot chemicals produce a hot stimulus, and cold chemicals produce a cold stimulus. Some chemicals even produce a random stimulus!

As a rule of thumb, the more of a chemical you use, the stronger a stimulus you'll get.

Possible Effects

So, what happens when you actually activate an artifact? That's the fun of it, it's entirely random. Aside from the artifact's size, you'll have no way of knowing just what it will do until you activate it. What we can tell you is what the potential abilities of the artifacts are:

Bulky Artifacts

Artifact Image
Eldritch
Wizard
Martian
Precursor
Silicon
Lattice

These are giant-looking things that you can't pick up, only drag around. Note that pulling or pushing them doesn't count as a TOUCH stimulus, you must click it with an active hand for that. This lets you drag it around safely. You can also force someone to touch artifacts by putting them in an aggressive or higher grab (click on them with Grab intent, click on the grab to upgrade it) and then clicking on the artifact, triggering its effects. Obviously, don't wordlessly grab random people and force them to touch artifacts (especially if it's one of the harmful ones), or similar, unless you're an Antagonist.

Artifact Type Description
Forcefield Generator The artifact will produce a shiny forcefield of varying size and duration. Until it powers down after a random amount of time, nothing short of teleportation will break through its stubborn walls.
Lamp Emits a harmless bright light, with randomized color and intensity. About half the time (it's a 50-50 chance), it also has a color matrix that causes funky visual effects, resulting in either inverted colors, grayscale tones, or a really strange blue-green palette that looks a Flockmind fever dream. You can click on the artifact to turn it on/off. Turning it off also allows you to move it around.
Darkness A cloak of absolute darkness will envelop the artifact and area around it, preventing any actions short of walking around in it until it powers down. Having Thermals or Mesons can make it easier to navigate.
Single Target Healer One of the few benign artifacts you'll come across. Touching it will heal an equal amount of BRUTE and BURN, between 5 to 75. Most only heal the person who touches it, but occasionally you might stumble upon one that heals everyone within a certain radius.
Healing/Damaging Aura Periodically, these artifacts will have a certain effect on an area around them. These can either heal all people nearby for a small amount or damage everyone nearby for a small amount.
Plant Enhancer Easily identifiable by the bright rays it beams to nearby hydroponics trays. Automatically waters plant trays within a certain radius (indicated by a blue ray) and drains any excess water (shown with a red ray), i.e. this will not overfill plant trays. It may also have some additional effects, listed below. They can appear in any number of combinations (e.g. you can have one that kills weeds and accelerates plant growth but doesn't do the other things), and if you're really lucky, you'll get one that does all 4.
  • Speeds up plant growth by 1, which is heralded by a green ray of light.
  • Boosts plant health by 1, shown by an orange line.
  • Damages weeds by 3. This is also red, like draining excess water.
  • Rarely (8% chance) mutates plants in its area of effect, which is indicated by a dark line.

Radius can vary from 4 (i.e. 9x9 area) to 9 (19x19) tiles.

Prison Not as bad as it sounds, the artifact will drag you into it and lock itself for a minute or two before spitting you out again. Handy for trapping people or jumping into for protection. These are one of the few artifact types that don't require activation, and will only do the "lit up" animation when someone is inside of it.
Cyborg Converter When touched, it paralyzes you and slowly converts your arms and legs into light cyborg limbs, before finishing off the process by fully making you into a Cyborg with light parts, gibbing your fleshy old body in the process and leaving behind whatever you had on it. If you already had cyborg limbs, the process goes faster. Thankfully, it is possible for another person to pull you away and stop the process, but there is also a 15% chance the artifact spawns as a subvariant that pulls you into itself precisely to make that impossible.

You can always tell these apart from other large artifacts by their inspect/examine message, assuming you have Scientist Training (i.e. you are the Research Director, a Scientist, or a Research Trainee.) If the message says the artifact seems "vaguely foreboding", that means it's either this artifact or a food processor artifact, so be careful not to touch them when testing and trying to activate them!

If someone with the Cyber Incompatible trait touches this, they just die at the end, instead of getting becoming a cyborg, and leave behind a NPC (i.e. not player-controlled) cleanbot, digbot, firebot, floorbot, GuardBuddy, medibot, or securitron. Same for NPC monkeys (player-controlled ones still become borgs) and players who are banned from the Cyborg role.

If a Cyborg touches it, they'll receive a mysterious message declaring something like UPGRADE COMPLETE.
  • Note to Cyborgs: forcing people to touch a Converter artifact against their will or deceiving people about its true nature is considered harming a human! Don't do this unless your laws allow it!
Food Processor When touched, its "strange utensils" seize your body and rip and tear your flesh, converting it into edible artifacts. After it's done, it gibs you. If you have robot/cyborg limbs, you die faster, since it has less meat to go through. Luckily, people can pull you of the machine...but there is also a 15% chance the artifact is an "inescapable" variant that "slams shut" specifically to prevent that and inflicts much more damage.

Artifacts like these are why you should be careful when experimenting with activated large/bulky artifacts. Luckily, if you have Scientist Training (i.e. you're a Research Trainee, a Scientist, or the Research Director), you can recognize food processor artifacts on sight. If you Examine the artifact, you get a special message saying that the artifact "looks vaguely foreboding". Only food processor and cyborg converter artifacts have this line, so if you see it, you know you should act with caution.

The artifact foods the artifact creates are actually reskins of existing food items, assigned new, randomly-generated names and randomly-selected sprites.

Mutator This silly artifact will give you a certain mutation when you touch it. Sometimes this is bad, other times it's beneficial! Usually they only last for a limited time either way. This is indicated by the "Eerie Light" message upon activation.
Injector This picks a random cocktail of up to three chemicals and injects anyone who touches it. This is usually never good, though if you're careful and lucky enough you can harvest reagents from it; some very rare reagents can only be found from these.
Implanter When touched while active, will implant the being with one of nine available artifact implants:

Eldritch ("mysterious object")

  • Beneficial: Replaces or fully heals an organ if it is lost somehow or goes into failure. Every few seconds, slightly heals all your organs. The amount healed per organ is very small (0.166, or 1/6), but it does add up over time.
  • Gimmick: Periodically makes you appear to bleed, though the source of the blood is not your own.
  • Harmful: If you have more than 75 BRUTE damage, then every few seconds, the implant inflicts 2 BRUTE damage and gives each of your organs 4 damage (so you get 4 stomach damage, 4 kidney damage to both kidneys, etc.), potentially leading to organ failure; this is accompanied by "Your insides doesn't feel so good... Wait... what?". If you have more than 175 BRUTE or more than 5 organs are missing or dead, you keel over and gib.

In the case of the beneficial and harmful implants, the list of organs potentially affected includes: appendix, eyes, heart, intestines, liver, lungs, kidneys, pancreas, spleen, and stomach.

Silicon ("spiky thing")

  • Beneficial: Will grow you a cyborg arm or leg when a limb is lost.
  • Gimmick: Causes you to periodically say silly slogans about a robot revolution and has a small chance to generate a cyborg scream when you say one.
  • Harmful: If you have more than 75 OXY damage, then every few seconds, you get 75 LOSEBREATH and take 3 OXY ("You feel its harder to breath. Oh GOD YOUR LUNGS. WHAT THE HELL?"). If you reach more than 175 OXY, the implant blows your limbs off one by one and then gibs you.

Wizard ("fancy stone")

  • Beneficial: Teleports you a safe distance away if you have more than 100 BURN damage. Doesn't work in the Adventure Zone, the Trench, or any Z-level besides the one with the station/ship.
  • Gimmick: Periodically changes your mutantrace, reverting back to the original state when removed.
  • Harmful: Themed around either fire or ice.
    • Fire: If you have more than 75 BURN damage, then every few seconds, your body temperature shoots up to 10000 degrees Celsius (if you were already above that somehow, there's no increase), and the implant sets you on fire for 100 seconds ("You feel really, REALLY HOT!"). At more than 175 BURN, you gib in a burst of flames.
    • Ice: If you have more than 75 BURN damage, then every few seconds, it sets your body temperature to 0 Celsius and causes 3 BURN ("Oh god, it's SO COLD!"). If you get above 175 BURN, you become an ice statue, your body encased in an icy tomb.
Gravity Well A mildly annoying artifact, this will either pull things towards it or push them away from it. It can even affect a loose gravitational singularity, with a chance to attract/repel the singulo based on distance, though it is never powerful enough to make the singularity escape containment.
Container When activated and touched, this artifact will vanish and leave its contents behind. You may encounter live baby space bees (that is, larva), a GuardBuddy-like bee (alongside a bee costume), a weird "bomb" that gives people owl costumes, a mysterious "light grenade", an activator key, some large artifact power cells, or an artifact talisman.
Recaller Touch the artifact. Now go run off somewhere and wait a couple of minutes, and you'll suddenly be warped back to wherever the artifact is! This one doesn't need to be activated to work. You can tell these artifacts apart on activation as they will give no message when the sound file is played.
Bomb If you see a message about an artifact "catastrophically overloading" or "intensifying its own gravity", and it starts vibrating, blaring alarms, and emitting light, GET RID OF IT IMMEDIATELY! This means that in two minutes the artbomb's going to detonate. During this time, you can click on the bomb with an appropriate activator artifact to halt the detonation and deactivate it, but you better be quick. At the end of those two minutes, you'll see messages about it reaching "critical energy levels" or starting to "collapse in on itself", meaning it's just about to detonate, so run.

There are five types with five different payloads.

  • Black Hole: Creates a temporary black hole, similar to the kind created by the black hole random event. You'll know you've found one of these when you get a message about the artifact "intensifying its own gravity". Get rid of it. If it begins to "collapse in on itself", get your running shoes on; it's about to go!
  • Chemical: Deploys a chemical payload in either foam, smoke powder, propellant or just fluid form. There are different types of chems possible depending on the artifact family.
  • Explosion: The third type simply makes an explosion. There is a rare "devastating" subvariant that can reach canister bomb levels of destructiveness and its arming is heralded by a ship/station-wide announcement that includes its location. Deactivating it also sends a server-wide announcement.
  • Matter Transmutation: This type turns everything in a randomly-determined radius (generally within on screen length) into a certain material. Very rarely, it may also transmute people (they're still alive) and their belongings or make people into statues of the material (they're definitely not alive). Wizard versions convert into shiny and/or magical materials, Martian organic substances, Silicon metals and industrial materials, and Precursor somewhat exotic materials. You can determine if you have this artifact and what material it'll turn things into by touching it with an item, whereupon it'll transform the object into a certain material
  • Radioactive: Basically a neutron bomb. Upon detonation, it releases a huge burst of neutron radiation, on top of creating a regular ol' explosion. The artifact lingers afterwards, spewing fewer and fewer neutrons over time, before eventually disappearing. This one has a unique tell: if you touch it, the game will say, "Your fingers continue to tingle after touching it."
Turret When these artifacts are activated they reveal an array of GUNS. The artifact will automatically 'turn' and shoot nearby people/monkeys. They deactivate after a while if there is nothing to shoot. If destroyed, they drop an artifact gun with a single mode (it never has multiple modes) that fires the same kind of projectile the turret did. Be warned, these can and will shoot you soon after you turn it on for the first time, so run away and come back after a while, the artifact will probably have turned off.
Wishgranter Make a wish! When activated, a booming voice will give you a choice of either great wealth or great power. Depending on its mood (which to say, completely randomly), it may do exactly as you intended, bestowing great wads of credits or fabulous genetic powers (or a great power cell if you're a robot). Or it might just pull a literal genie and just kill you in suitably ironic (and irreversible) fashion.
Surgery Also known as augmentors. Replaces either your organs or limbs when you click on it, dropping your old one on the ground. Just have a few styptic patches ready. There are two types:
  • Cyborg/Synth: Changes internal organs into robotic or plant/synthetic versions. These artifacts can target 1-3 of the following groups of organs: arms and legs; eyes; stomach, butt, and intestines; pancreas, liver, and spleen; lungs and heart; and appendix and kidneys. (Notice that brains and tails are excluded.) That means you might see one that only changes legs and arms or just your heart and lungs, for example. If the artifact specifically gives cyberkidneys, they have random metabolism modifiers. Certain organs will always be replaced with certain augmentations, and you can use it as many times as you'd like.
  • Artifact Limbs: Gives you arms and/or legs with special abilities, detailed in their own sections on the Roboticist page.
Power Generator Click on it while it's over a wire (insulated gloves recommended) to connect it the station power grid, and it'll generate anywhere from 500 kW to 500 MW of electricity. Warning: This type of artifact can burst into flames/rumble, similarly to the Thermoelectric Generator. Placing directly on the grid can result in severe collateral damage. Should you wish to remove it, simply click on it again to disconnect it.
Gas Radiator Constantly pumps out a fair amount of one random gas, depending on the artifact family, at a random temperature, usually never beyond 0 to 620 Kelvin. These usually tend to emit oxygen or nitrogen, but they can emit any of the gases in the game, including plasma or even farts. Can be useful for repressurizing areas.
Cloner Hold your horses, it's unrelated to the Medical cloner (or its Syndicate version). When activated, if you touch this rare artifact, it'll create a copy of you (sans items) inside itself, and from there, one of the following happens:
  • A short time afterwards (specifically within the span of 5 seconds to 2 minutes), the clone pops out and starts attacking everyone in the vicinity, including you.
  • You swap minds with the clone inside. Your original body, now possessed by the evil clone's mind, will start to speak: they either spout a randomly-chosen line expressing confusion (e.g. "I don't feel any different.") or repeat something someone said earlier in the round. In both cases, they'll then repeat dialogue from earlier. After a max of 2 minutes, they will randomly attack people. You will eventually be released after a random amount of time (again between 5 sec. to 2 min., starting from when you touch it), but during this, you are paralyzed and cannot speak, essentially being forced to watch.

The clone shares same AI as the one behind hellmonkeys, and so is quite apt at weapon usage. At the same, they're still a regular human (or human adjacent) and thus are still vulnerable to fire, poison, space, etc. Speaking of humans, you can't use this as a Critter, Cyborg, Ghostdrone, or some such.

Warper When activated warps around a set number of times, also teleporting anyone nearby to its destination.
  • A subtype exists, that will warp to very remote locations. Enjoy the hunt.
Emote-Stimulation Field Anyone in range, every few seconds will do a selected (random) emote, with randomized range (and naturally precursors get max 30 range).
Heat Surge Fills most of the room with colorful fire when activated. The color of the fire depends on the artifact family. Silicon heat surge artifacts can send out black, red, or white flames. Eldritch ones have purple, red, or dark red flames, while precursor ones can shoot out green, blue, or red fire.
Psycho-Stimulator Field When activated, people In a nearby radius will get one of the eight hallucinations, depending on the artifact type:

Silicon

  • Fake flock walls, floors, buildings, and flock themselves.
  • Some basic fake enemies, the same ones you experience from consuming "LSD"
  • Spiders with varying sizes.

Martian

  • Constant fart sounds.
  • Walls and floors become flesh, and fake flesh attacks you.

Wizard

  • Pretty colors, your screen turns rainbow and slowly fades into different colors.
  • Constant fart sounds.

Eldritch

  • Constant Screams, pretty simple.
  • Walls and floors become flesh, and fake flesh attacks you.
  • People turn into ghosts, spawns fake ghost that attacks you.

Precursor

  • Fake flock walls, floors, buildings, and flock themselves.
  • Pretty colors, your screen turns rainbow and slowly fades into different colors.
Drone When activated, the artifact becomes an autonomous NPC robot that is stun-proof but otherwise doesn't have much health. Each one is focused on one particular task:
  • Replacing floors with something more industrial/mechanical, often featuring glass blocks, circuits, or rugged-looking metal plates.
  • Building mostly normal walls. It won't build on Space or Seafloor tiles.
  • Smashing walls and girders.
  • Attacking people with its club, with a randomly-generated damage type (BURN, BRUTE, or TOX) and amount (3-30). There's 45% chance it can also cause major stamina drain.
  • Picking up items off the floor (it leaves things on tables, etc. alone) and converting them into something radioactive, deadly, or silly (or if you're really lucky, another artifact)
  • Simply wandering around.
Curser Touching this artifact casts a malign curse of varying deadliness on you and up to 5 people within 5 tiles. Having a talisman artifact on you blocks the curse, but if it causes an Aging or Blood Curse (explained below), the talisman is destroyed in the process. To lift the curse, you can either 1) get splashed with at least 10 units of holy water (or otherwise trigger its TOUCH effect) or 2) perform a specific action, listed in the description of the curse status effect . Destroying the artifact will not lift your curse; in fact, it actually makes it harder in some cases.
  • Aging Curse: You age very rapidly, at roughly one year per second. Once you gain 120 years, you die and become a skeleton (e.g. if you're 30, you give up the ghost at 150), with your corpse gaining Ossification. Unlike in the false grail scene in Indiana Jones and the Last Crusade, you have some respite: if 3 people younger than you touch the artifact, the curse is lifted. (They do not get cursed.)
  • Blood Curse: The artifact sucks your blood like a tick, draining 1.5 units at a time. It'll stop gobbling your hemoglobin if you die or if it has drank 600u of blood. If multiple people are cursed, this requirement applies to the group as a whole, not per person. Other people can help sate its bloodlust by clicking on the artifact to donate 100 units of blood. If you die or run out of blood while cursed, you become a dry husk, almost exactly like those left by changelings.
  • Light Curse: For 3 minutes, being in the light causes around 5 BURN per second, so you must turn the lights off and hide in the dark until it subsides.
  • Maze Curse: You are transported to a randomly-generated 40x40 maze with many dead ends. It is located inside a pocket dimension, preventing teleportation. It's also pitch-dark, but the spawn area has a "mysterious claw" that projects light like a flashlight and, when activated in-hand (Hotkey: C on Goon WASD, Z for /tg/-style WASD), creates (and removes) sigils that emit faint light. To leave, you need to find the fire key, located in a room with bridges over molten rock, and use it on the exit, which is surrounded by ice. If you use the artifact again or find another maze curse artifact, the maze re-randomizes.
  • Nightmare Curse: You are hunted by strange beings. Only you can see them, but they can still hurt and potentially kill you if they get close to you. They can't be stunned or grabbed, and they can track you through walls and lockers, but at least they don't have a lot of health. You need to kill 7 of them to lift the curse.
  • Soul Displacement Curse: Your soul leaves your body for 2 minutes. You can't be harmed, but you can't speak, and while you can go through mobs, you can't phase through walls or the like. To return your soul back into its mortal coil, someone else has to touch the artifact. If no one does that, you'll have to wait it out.
Flinger Upon activation and whenever touched, the artifact throws itself in a certain direction. Upon hitting something, it can deal BRUTE damage and break stuff depending on how hard it was thrown. If the force gets high enough, the artifact can tear through walls and send anyone unlucky enough to be on the receiving end into critical condition. Like some other artifacts, Flingers have different behavior depending on their origin:
  • Wizard artifacts can phase through walls, but only if they are right next to them.
  • Eldritch artifacts throw themselves with heavy force, making them good at piercing the hull. Watch out!
  • Precursor artifacts will throw whoever touches the artifact instead of itself.
Wellspring Spews out a specific chemical onto the floor at regular intervals, almost always producing a puddle of fluid. (Get the Janitor!) The chemical in question depends on the artifact origin, but it is usually something relatively harmless.

Hand-held Artifacts

Smaller artifacts that you can carry around. These will come with extra messages such as "having a handle to hold it by" to tell you it can be picked up.

Artifact Type Description
Teleportation Wand Click the floor, any floor. VOOM! You are there. However, if you happen to be have magnetic boots active, your legs stay where you were...severed from your body. As a result of losing your legs, you suffer 15-45 BRUTE and 10 BLEEDING.
Melee Well yes, you could technically whack someone with any kind of handheld artifact, but these specific ones inflict a random amount of a certain damage type. Additionally, they can also inflict stuns similar in fashion to security batons. You cannot get any one-shot-kills with these, but you can get something better than what you'd normally find on the station/ship...or you may be better off with your fists. You'll know if you have one of these if it makes a bizarre sound when you hit someone with it. Generally, test these on NPC's rather than yourself.
Energy Gun Like the Melee artifact, but ranged. It picks a random damage type, damage amount and number of bullets fired in one burst. Rarely, it may come with an extra fire mode, with its own randomization, or even a third, which can you toggle by clicking on the thing while it's in your hand (Hotkey: C for Goon WASD, Z for /tg/-style WASD). Depending on how the RNG rolls, these can be amazingly deadly.

Energy gun artifacts deteriorate with use, often causing more and more side effects. If it emits a "terrible cracking noise", that means it just took some damage. As with many artifacts, too much damage can cause the gun to break apart in smithereens, leaving behind a small artifact cell. If it emits a(n) "ominous/portentous/sinister sound", that means it developed a fault, which can range from self detonation to injections of toxins to random teleports to, rarely, self-gibs. Careful not to spam too much!

Additionally, all energy gun artifacts contain their own unique artifact small power cell, which also has unique properties.

Forcefield Wand Like the bigger artifact, but it only makes a wall in one direction. (More like a forcewall wand at that point, no?)
Beaker "Artbeakers" are technically watering cans, but they are usually not used as such. A Scientist's best friend, these things have obscene reagent limits and come pre-loaded with massive amounts of obscure chems (usually Saltpetre, which means happy days for any Scientist or Botanist). These can fit into any machine that a regular beaker can, and don't need to be activated before they can be used. Note that these do not have the "has a handle" message when examined, so you'll have to pay attention to whether it looks like it can be picked up or not.
Pitcher Specifically, a beverage pitcher, meaning you can chug from it and put it into drink dispensers. In addition to the typical base alcohols and mixers you'd get from drink dispensers, these can contain a special selection of wild and crazy chemicals of questionable quality, such as Bombini, moonshine, and hairgrownium. The amount you drink from the pitcher with each sip is random, and, similar to artifact beakers, so is the pitcher's capacity, which is generally between 500 and 2000 units.

Artifact pitchers have a 15% chance to spawn as inert, which means that chemical reactions can't take place inside them at all, similar to a cocktail shaker (except you can't shake it to mix things together, naturally). There's no indication of whether or not a pitcher has this property, so the only way to figure it out is to test it. This property does not appear on artifact beakers -- only artifact pitchers.

Elemental Wand Casts a powerful magical attack. There is a lightning variant that zaps people, an ice variant that creates ice trails and freezes people into ice cubes, a fire variant that throws columns of flame, a sonic variant that stuns everyone within a certain radius, and a variant that randomly does one of the four. Has a cooldown between each use. These can be very deadly even to the user, so be careful with them!
Instrument Click on it/activate it in-hand to play...something that can probably be called music.
Activator Quite possibly the holy grail of artifact research, this can activate and deactivate any artifact of a single, specific origin (it can be any of the six origins, except Lattice), and sometimes every origin. These are always Lattice artifacts, though keep in mind that very rarely, the artifact's origin does not match up with its appearance/sprite. Activators that activate Eldritch artifacts specifically often also corrupt artifacts, causing them to acquire up to three faults (to a max of ten). If you obtain this, then throw your hands up in the air you lucky bastard.
  • Note that while they're handheld size and (usually) have the sprites for such, they're have a "It kinda looks like it's supposed to be inserted into something." message when examined. Makes sense, they are, technically, activator keys.
Bag-Of-Holding Stores items, with different gimmicks depending on its origin. Sometimes can be worn, like a backpack, but is sometimes more like a box.

Eldritch

  • Varies widely in storage ability. Has 3 to 13 item slots, and the more slots there are, the smaller the maximum weight class, e.g. you might have a bag-of-holding with only 3 slots, but it can hold bulky items, or one with 11 slots but it can only hold tiny-size items.
  • If it has more than 6 slots, you can wear it on your back.
  • The size of the bag-of-holding itself varies depending on how many slots it has. If it has 5 slots or less, it will be small-sized. If it has 6 to 8 slots, it'll be normal-sized, like a box, and if it has more than 8 or can carry bulky items, it will very likely (90% chance) be classified as bulky, like a backpack.
  • Adding and removing items is pretty involved, because it has no HUD (you cannot grasp its true form). It either stores items in a random order; in a queue/first-in-first-out (FIFO) order, so taking an item out removes the first item inserted; or in a stack/last-in-first-out (LIFO) order, meaning taking an item out removes the item most recently inserted.

Martian

  • Can be worn on your back or belt.
  • Every once in a while, it "begins to change shape", randomizing maximum weight class holdable (from tiny to bulky) and the amount of storage slots (ranging from 3 to 13).
  • Generally bulky-sized (like a satchel or backpack), but if it has 8 slots or less, it's normal-sized (like a box), and if has 5 slots or less, it's small-sized.

Wizard

  • Always a bulky-sized storage that can be worn on your back, essentially making it a wizard backpack.
  • Can only hold either tiny- or small-size items, but have between 20 to 40 slots.
  • You can only see 2 to 5 slots at a time, and every time you add an item, take one out, or look into it, you'll see a random set of items.

Do note that storing items may trigger faults. Putting a bag-of-holding inside another bag-of-holding (which requires them to be different sizes) destroys both bags and results in one of the following events, each of equal likelihood: a small explosion (can put a one-tile dent in the hull), a tiny, harmless singularity forming and disappearing, the items inside teleporting everywhere (50-50 chance of either ending up in random locations or in random people's inventories), and you getting stuck in a pocket dimension. Putting an activator key in a bag-of-holding has the same effects, if said key can activate the bag-of-holding's flavor of origin.

Healing Wand Heal thy neighbor (and rarely, thyself). When used on someone adjacent to you (i.e. it's melee-range only), it heals them of BRUTE and BURN damage. Amount healed is same for both damage types and is set to between 5 and 15, with a 10% chance to be between 15 and 40. It has a cooldown between uses, set to between 5 to 20 seconds, with a very rare (1%) chance for a one-second cooldown. In addition, it has a different 10% chance to be usable on yourself. In this case, it never has a one-second cooldown or expanded healing range.
Agitator Click on another activated artifact to give it a fault. (It doesn't work on un-activated ones.) If the target artifact has one already, then, 95% of the time, the agitator removes one at random and replaces it with another random fault, essentially rerolling it. The other 5% of the time, the agitator still removes a fault, but it'll then burn your hand, causing 1-10 BURN, and add three more faults. In all three cases, the faults trigger far more often, as the chance a given fault triggers is multiplied by 10 (e.g. one that has a 8% chance to trigger now has a 80% chance). Has a 30-60 second cooldown. If it "vibrates alarmingly", the cooldown has ended.

These are always Lattice artifacts. If you find an agitator artifact that uses a sprite from a different flavor of origin, that means you found an artifact whose appearance does not match its origin, which is quite rare but possible.

Tiny Artifacts

Similar to handhelds in that they can be picked up, but they'll look pretty small. They come with an extra "It kinda looks like it's supposed to be inserted into something." message when examined.

Artifact Type Description
Large Power Cell The ultimate (large) power cell. Uniquely, they can spawn in container artifacts, in addition to appearing by themselves. Has an absurdly wide range of charge limits and can charge on its own without need of a cell charger. When activated, they usually are low on charge. When deactivated, they lose all their charge, and their capacity drops to zero. In any case, they're "large" power cells, so while they won't fit into energy weapons, they can be inserted into cyborg docks, put into a cell charger, etc., regardless of it's activated or not.

Occasionally, it may make concerning noises and leak certain chemicals, with higher capacity cells being more likely to leak. Most cells spill onto the floor, but, rarely, it is possible to get a cell that discharges into the air as a tiny smoke powder cloud. Martian cells tend to release organic-themed substances, Wizard cells very flashy and showy chems, Silicon cells fuels and machine-related liquids, and Precursor literally any possible chem in the game, barring a handful of exceptions.
Small Power Cell Barring admin spawn, these do not appear on their own. Instead, they appear inside energy gun artifacts. You extract the cell by swapping the gun's battery with a different cell or by destroying the gun, through wear and tear or certain stimuli. Oftentimes these are considerably better than their on-station equivalents, with the added bonus of being self-charging. These powercells are not the same as the artifact cells which can be found outside of artifacts and can only be used for battery-powered tools, rather than cyborgs and APCs.
Talisman Besides appearing on their own, they can sometimes appear in container artifacts. These give you a single minor passive buff, so long as you keep it in your inventory (e.g. in your hands, in your pockets, in your backpack, etc.) In addition, the talisman bathes your body with a purple glimmer every 15 to 30 seconds, signalling to those nearby that strange magic is aiding you. They also prevent you from being hexed by a curser artifact, though they'll shatter into pieces afterwards if the curser causes an Aging or Blood curse. However, EMPs can disable these buffs entirely, and talismans often develop faults and malfunction.

Each talisman grants one of six possible buffs, all passive, each with an equal chance of occuring. The game never directly tells you what kind of talisman it is, but if you click on it while it's in your active hand (Hotkey: C for Goon WASD, Z for /tg/-style WASD), it'll give you a hint about what it does.

Buff Type Hint Effect
Swiftness "You feel drafts of air..." Your movement speed is 5 to 15% faster
Fortune "You feel lucky somehow." Every 1 to 5 minutes, you receive 100 to 500 credits, paid in cash.
Spacefaring "[artifact name] feels ice cold." You get 25% to 75% cold protection.
Elements "[artifact name] feels warm and cold in different spots." You get 1-25% cold protection and 1-25% heat protection. There's a 1% chance the hint text will add something silly: "Sort of like that honk-pocket you once had..."
Strength "Holding [artifact name] makes you feel strong." Your maximum health is increased by 20 to 50 HP.
Protection "You feel safe holding [artifact name]." You get one of the following, each one equally likely: (1) 1-10% BRUTE protection, (2) 1-10% BURN protection, (3) 1-10% TOX protection, or (4) 1-6% BRUTE, 1-6% BURN, and 1-6% TOX protection. Essentially, it might specialize in one damage type or dabble in all three.

BRUTE/BURN/TOX protection is a percentage shaved off the original damage, e.g. with 5% BRUTE protection, a 10 BRUTE attack does 9.5 BRUTE. This is calculated after Athletic's BRUTE increase and before ones related to species (e.g. you have Roach).
Dimensional Key Makes doors to another dimension for quick travel. Click on a wall with the artifact to create a dimensional doorway (a "mysterious wooden door" with a purple void tile under it). Then, click on another wall to make another doorway. Now, with the key in your active hand, go through one of your doorways. You'll enter a dimensional fissure. Here, you can exit through one of the doorways you created. Thanks to cool coding tricks, you can see a lot of what's on the other side.

There are a couple of benefits and drawbacks to keep in mind. The doors can cross any distance and can connect different z-levels, though the Adventure Zone is still off-limits. While in the dimension, you can open doors without holding the key, preventing you or people following you from getting stuck. However, you can only create one door per cardinal direction (e.g. one west door and one south door is possible, but not two west ones), so while the fissure has eight doors, you can create only four doorways. The dimension rapidly corrodes objects not in your inventory, so it's not practical for storage.

Examining

For some artifacts, a good way of telling what they do can be ascertained simply by examining them! These artifacts will have special text on the line after the generic "You have no idea what this thing is!". These lines only appear if you have Scientist Training.

  • "It is covered in very conspicuous markings." Can be either a bomb, a curser, a turret, a gravity manipulator, a gas radiator, or a heat surge artifact.
  • "It looks vaguely foreboding." Steer clear of artifacts with this label: only cyborg converters and food processors have this examine text!
  • "It appears to have a handle you can hold it by." Most handheld artifacts have this examine text. If you find one that doesn't, it's either an instrument, a beaker, or an activator.
  • "It looks like it's supposed to be inserted into something." Ditto for tiny artifacts. If you find a handheld with this text, then it's definitely an activator, lucky you!
  • "It is sparking." Similar to borging artifacts, only electrical generators have this examine text.
  • "It seems magical somehow."' This means it's a talisman artifact.

Faults

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Sometimes, artifacts can break down and deteriorate in strange and unusual ways, developing strange quirks call faults. Faults aren't always obvious at first glance, and if you don't have a lot of experience, it's easy to assume they're just normal artifact behaviors. Faults can appear in a couple of different ways:

  • All artifacts have a 10% chance to spawn with a fault. This is doubled to 20% for eldritch artifacts.
  • If you hit a wizard artifact with too much force, it is extremely likely to develop a fault.
  • Martian artifacts are quite sensitive and can acquire faults if subjected to the following:
  • Artifact energy guns specifically can sometimes (40% chance for eldritch ones, 20% chance for other origins/families) develop faults when fired.
  • Activators that specifically trigger Eldritch artifacts cause faults whenever they activate artifacts.
  • Agitators cause artifacts that don't have faults to gain one. If the artifact already has some faults, it "rerolls" one, with the rare chance of stacking on a couple of extra faults. Faults from agitators trigger more frequently.

Types of Faults

The types of fault an artifact can potentially develop depends on its origin/family. In addition, there are a handful of faults specific to hand-held and tiny artifacts. There are many different kinds of faults, almost all of them negative. Some are annoying, like making you speak in emojis or repeat things other people have said. Others are debilitating, like growing until it becomes too big to hold. A few can be potentially deadly, like injecting you with poisons, setting you on fire, or, if you're really unlucky, straight-up gibbing you.

Fault Associated Origins Effect
Vaporization Eldritch When the artifact is used, there's a 1% chance the artifact will just instantly murder you, hitting you an irresistible electric shock that "utterly annihilates" you.
Fire Precursor, Silicon, Wizard When the artifact is used, it has an 8% chance to set you on fire.

Cargo Transporter Interference

All artifacts have an 8% chance to spawn teleportationally unstable, meaning that when they're activated, they're unlikely to be sent to the correct place when teleported with the cargo teleporter. Instead of going to the teleporter's target destination, they have a 70% chance to go to a random cargo pad; otherwise, they go to a random tile on the ship/station. This only occurs when the artifact is activated, so you don't have to worry about interference when using the device on unactivated artifacts.

They will also react to telecrystals. If you hit them with a telecrystal (or something made out of it), they'll teleport to random tile up to two tiles away (from itself), in any direction, even through walls. Besides being kind of fun, it's also a handy way to identify teleportationally unstable artifacts.

Artifact Analysis Forms

After activating an artifact, it's a good idea to document your research using artifact analysis forms. This is technically optional, but if you complete the form correctly, apply it to the artifact, and get the Quartermaster(s) to sell the analyzed artifact, you can potentially get more artifacts to play with, as well as earn a decent payout for the crew shipping budget. Plus, it's a productive way to get rid of artifacts you don't want.

Applying and Completing the Form

To start your analysis, you need to get an artifact analysis forms from, naturally, an artifact analysis form tray. These trays appear in the Artifact Lab, of course, but you can also make them at science fabs. Despite their appearance, the forms are actually more like sticky notes or stickers than paper. First, you click on the tray to take one out. Then, you click on the form with a pen or similar writing utensil to fill it out. Afterwards, you click on the artifact to stick the form onto it. (The reverse, sticking it on and then writing on it, also works.) Since they can't pick stuff up, science borgs use a form dispenser in lieu of a tray.

If you ever need to remove an artifact analysis form from an artifact, you can click on it with a snipping or cutting tool (e.g. a plastic knife, scissors) while on Help intent or pour acetone on it (though this destroys the form). If it's on something that is not an artifact, you can also just click on it with an empty hand while on Help intent.

When completing an artifact analysis form, you will see the following five fields. You need to complete Artifact Origin, Artifact Type, and Artifact Trigger (If Applicable); the others are optional. The three required fields are multiple choice. You can double-click choices to cross them out. You can click on them again to uncross them.

  • Artifact Origin: Select what "family" or "flavor" of artifact it is, e.g. Wizard, Martian. (It's not about whether you found it in the Adventure Zone or whatever.) Picking different options changes the name of the artifact.
  • Artifact Type: Select the artifact's function, e.g. turret, pitcher. See here for possible types. The options with blue backgrounds refer to tiny-size artifacts. Those with yellow/green backgrounds are for hand-held artifacts and the red ones are for bulky artifacts.
  • Artifact Trigger (If Applicable): Select what stimulus (e.g. electricity, carbon touch) activated the artifact, rather than which ones you tried. If the artifact activated itself automatically, without needing a trigger, it's okay to not pick any option.
  • Artifact Faults: Sometimes, artifacts break and fail in strange and unusual ways. You can describe them here, if you wish. Otherwise, you can just leave this blank, as it's optional.
  • Additional Information: The game never checks this field, so put whatever you'd like or just ignore it. If you'd like, you can roleplay an archaeologist by putting down where you found it, what it looks like, etc.

When you apply an artifact analysis form on an artifact (or write on one that's already on an artifact), it gets a new name, based on what you origin you select, and receives an extra label in [ ], based on what you put for artifact type. These changes occur even if the form is incorrect. If you conclude that your "gooey clump" is a Wizard instrument, when it's actually a Martian injector, the game will take you at your word and happily relabel it "pearl oath of plenty [Instrument]". This is not an error-checking mechanism, so if you're not sure you got it right, have someone else look at your work.

Selling Artifacts

After completing the form and sticking it onto the artifact (or vice versa), you can send the artifact over to the Cargo Bay, so that the Quartermaster(s) can sell it to the market. You can lug it there yourself, but there's usually a cargo transporter somewhere in lab, expressly so that you can teleport artifacts straight to Cargo, assuming they do not interfere with transporter teleportation. Cargo then gets a nice little payout and possibly even another artifact for you to analyze, depending on how rare the artifact was and whether you filled out the origin, type, and trigger fields correctly (what you put for faults and additional details does not matter). The percentage of correctly-analyzed artifacts also goes into Station Grade.

You (and other research personnel) also get a PDA message telling you if your analysis form was correct or incorrect. If you forgot to fill out one of the required questions or answered one incorrectly, the message also states what you got wrong (e.g. "Analysis was incorrect. Misidentified traits: trigger"), though it does not state what you should have put.

Alien Invasion

If you're a traitor with a penchant for the weird and are willing to play chicken with the RNG, then you're in for a fun time. Here's some possibilities:

The Rare Chemical Connoisseur

Some of the chemicals in pitchers and beakers are rare (or otherwise unobtainable!) and extremely powerful. You can go on a rampage while hopped up on booster enzyme and energy drink, poison the captain with painbow fluid and loose screws, and/or leave pills of argine all over maintenance. You can also harvest these types of chemicals from injectors and chemical bombs, but the process is a bit more difficult (and usually involves monkeys).

The Artifact Assassin

Many of the handheld artifacts make for fearsome combat tools. The simplest are melee weapons and guns, as they kill people dead (or just disable them to stop them fighting back). Additionally, elemental wands can cause an AoE ruckus from a distance, and telewands can get you anywhere you need to be. With a few strong handheld artifacts, you can be zipping across the station causing havoc.

The Science School Dropout

Artifact is catastrophically overloading? It's probably fine, you should hide it in maintenance. Found a borger? Just leave it in the halls, it's useful for people who want to become cyborgs! Activated an injector? Those chemicals are probably good for you- label it "Healer" and stick it at the entrance to medbay. If done well, it'll be impossible to tell you're a traitor at all, as most people will view science as a safety hazard by default. Remember- if security executes you for gross incompetence, you've already won.


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