Kolobok Artifact Guide
Foreword
All in-game functions of the artifacts are based off of Anomaly's effects. As a result, the IC effects may also be slightly different from what you are used to. This generates a bit of elasticity in what exactly the artifacts do. While this guide will do its best to acknowledge the limits and likely effects of the artifacts, it is ultimately going to be different from situation to situation, and your best bet if you are confused is to ask an available staff member. **Not all artifacts will be covered in this guide due to the sheer number of them. Those with less controversial effects will be explained through in-game descriptions.Foreword
Introduction
Artifacts are the Exclusion Zone's most prized treasures. Many Stalkers have lost their lives in attempts to obtain these mystical objects, to anomalies, thieves, and even the artifacts themselves. Research is still ongoing on how to safely handle collected artifacts, but often times a lead container will do the job. All factions take particular interest in securing artifacts. Duty will attempt to obtain artifacts both for scientists and their own use (although less so than the former); Freedom will make use of the artifacts for their cunning suits as well as transport outside the Zone; Ecologists and Clear Sky will pay handsomely for most artifacts for further study; and the legendary Monolith is always looking for new opportunities to protect the Zone's assets from intruders."Grav" Artifacts
Black Spray - Having a plantlike nature, some scientists have hypothesized that this artifact comes from flora exposed to extreme pressure from electromagnetic waves. This artifact emits a blue aura that massively slows down the travel of light and electromagnetic waves, meaning psi-waves take much longer to do significant damage. Coordinated assaults from mutants or anomalies, though, will quickly wear down this defense mechanism. This artifact also slows down the velocity of bullets, but causes penetrating hits to tumble more - dealing a great amount of damage.Gravi - A somewhat common artifact integrated into many "Wind of Freedom" suits. The Gravi emits an antigravitational field which will reduce the load on a Stalker's back. It is often combined with the Night Star, a similar artifact. Those that use it will be subject to reduced psi-wave and electrical current protection, as there is less material in the way.
Goldfish - More extreme version of a Gravi that will significantly increase carrying capacity but massively increase damage from bullets and blasts due to its antigravitational field. Always in great demand but best used only in combination with heavy armor (you will still get knocked on your ass by almost anything other than handgun rounds, even if protected) or non-field work.
Wrenched - A high tier artifact that acts almost as a literal bullet sponge. In addition to light chemical protection, any bullets or force from blasts will be entangled by the Wrenched and bodily harm will be significantly reduced - sometimes almost nullified with the right body armor. This comes at the cost of very high radiation emission, and should be used in combination with lead lined containers. *Similar to the Jellyfish which essentially provides the same effects but to a lesser extent. In most situations with either of these artifacts, getting hit by a bullet WILL still hurt and you WILL still get the FIBSA effect (fuck I’m being shot at effect). Please RP it properly.
Heart, Fountain, Beacon, Sun - Inactive artifacts visible to the naked eye without any apparent traits. Scientists will still pay for these seemingly mere shiny rocks, perhaps to attempt to activate them.
"Chem" Artifacts
Kolobok - A sought after artifact known for its healing abilities. This artifact speeds up the body's healing process, causing open cuts and holes to be sealed over at a much faster rate than normal. Internal healing is very possible but not absolute. The intense labor the body is put through causes intense exhaustion and sometimes fevers, meaning the body is more susceptible to thermal damage. Best used while in rest.Stone Flower - A sparkly granite-like stone with strange crystallizations. It seems to radiate an aura that bounces weaker psi-waves and gas away but also causes intense heat. Best used in combination with other psi-protection in colder, damp environments.
Stone Blood - A crimson-tinted fossil that initial ecologist studies claim is made up of varying levels of plant and animal remains. Can help neutralize mild toxins on or within a person and accelerate clotting to reduce bleeding. Extremely flammable due to its herb-like nature.
Soul - A more organic artifact that secretes a slimy goo that has healing properties, valued high both for this reason and its looks. Similar to the Kolobok, it seems to take most of its energy from simply speeding up the body's healing process - and a user can expect a similar though slightly less intensive exhaustion from its use. The Soul does seem to have some of its own properties, as users have also reported increased resistance to psi emissions from mutants and anomalies alike.
Firefly - An artifact possessing unprecedented healing abilities. It seems to be able to heal some typically permeant injuries and return Stalkers from the brink of death. However, the body's metabolic processes are pushed to the limit through this. The body of its user will be physically exhausted and unable to stand for hours after its use to either save a life or heal a dire injury. Stalkers may be put back into the fight for a short duration after its use due to hormones such as adrenaline, but they will fall back to the ground within moments as the artifact attempts to heal. In addition, any new injuries or intake of radiation during its use will amplify the damage severely - potentially killing anyone wounded enough to make use of this artifact.
Numerous Inactive Artifacts - Inactive artifacts visible to the naked eye without any apparent traits. Scientists will still pay for these seemingly mere shiny rocks, perhaps to attempt to activate them.
"Thermo" Artifacts
Flame - A highly valued artifact carried by many big-mutant hunters, thanks to its near miraculous healing powers. Bleeding will be massively reduced by any puncture as clotting and healing of the skin/arteries is extremely rapid. This is unlike the Soul or Kolobok, as it cannot heal any long-term damage, only wounds such as bleeding. Unfortunately, its heat can be somewhat disrupting and users will be much more susceptible to being stunned by incoming attacks. Being attacked by psi-waves while using this artifact is also near-suicide.Eye - A healing artifact somewhat similar to the Flame. It can be used to reduce pain in substitute of drugs and control bleeding. However, chemical burns and electrical currents are amplified severely when the Eye is in use. As such, it is best used when operating in non-anomalous environments or while at rest.
Fireball - A unique artifact found in the Burner anomaly. This artifact keeps a constant temperature of 75°F (24°C) around the user no matter the environment, meaning flames cannot touch its user. Unfortunately, electrical conductivity is massively increased and projectiles seem to pack higher stopping power within this pocket. Being struck by lightning or a bolt of electricity from an anomaly can mean instantaneous death or cardiac arrest that can become fatal within minutes. A battery may be enough to save a Stalker unfortunate enough in such a scenario.
Numerous Inactive Artifacts - Inactive artifacts visible to the naked eye without any apparent traits. Scientists will still pay for these seemingly mere shiny rocks, perhaps to attempt to activate them.
"Electro" and "Psy" Artifacts
Snowflake - Though it resembles a white Kolobok, this artifact is quite different. Users can see extremely enhanced stamina, being able to run about twice as long as normal or run at faster paces for the same amount of time. Unfortunately, the snowflakes extrusions attract and radiate nearby energy sources, meaning any chemical, heat, or psi-waves are significantly more harmful. Best used as an emergency getaway or for short periods.Shell - A fairly valuable artifact that makes its user feel rejuvenated and sometimes hyperactive if used too frequently. It also absorbs electromagnetic interference, meaning the harm of psi-waves are reduced a fair amount. It should be noted that this only buys you a little more time, prolonged exposure to any psi-waves will have extremely negative consequences. Unfortunately, the artifact makes use of the body's materials to give energy back to its user. This causes a reduce in platelets in the blood, making bleeding from scratches and punctures much more likely.
Battery - One of the most well-known artifacts and a favorite of many, a Battery can serve as a good alternative to an energy drink. Similarly, Stalkers need to be wary of using a Battery too often, as hyperactivity is not a desirable trait in the Zone. The Battery can also shield its user from typically lethal doses of electricity. Unfortunate consequences include almost complete vulnerability to thermal damage and reduced ability to take blunt force.
Moonlight - A vibrant artifact that is constantly resonating. It is able to be fine-tuned to resonate opposite of most psi-disturbances and even emissions. This will significantly reduce their effects, but an intelligent creature such as a controller or burer will be able to find their way around it after a few attacks. It also provides some electrical protection. Unfortunately, the artifact is extremely flammable and has been known to spontaneously combust from mere sparks.
Flash - Similar to the battery, this artifact is able to shield users from usually lethal doses of electricity by fighting the bolts off with its own harmless plasma waves. These same waves also sometimes respond to block psi-waves. Unfortunately, the plasma is actually redirected energy from the body, meaning users will be much more susceptible to damage from physical harm (ballistics, scratches, blunt force).
Numerous Inactive Artifacts - Inactive artifacts visible to the naked eye without any apparent traits. Scientists will still pay for these seemingly mere shiny rocks, perhaps to attempt to activate them.
Afterword
These artifacts are both the greatest gift and the greatest evil the Zone offers. All of them have directly adverse effects and lead to conflict between the Zone's inhabitants on the daily. Stalkers should not advertise their ownership of an artifact, as bandits, rogue loners, and factions will all hope to secure it for themselves.While artifacts are often breaking of our known laws of physics, they still have their limits. For example, a Battery will not be able to save you from multiple shocks in one encounter. A Kolobok will not be able to bring back an amputated arm. An Eye will not save you from the pain of a bullet. Understand that most of these simply reduce the severity of an event, not completely nullify it. Again, there is going to be fluidity in the effect of each artifact. If you are subject to a TK from an injury but are in possession of healing artifacts, a staff member will discuss the effects those artifacts may have on your TK. Some effects may be stretched or removed in the goal of enhancing RP or to show that the properties of the Zone and its artifacts are ever-changing.
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