Second: Players can locate and target others via scent or heat signiture. Will become noticeable with attacking or being attacked Utility - For those who enjoy stealth, taming, and pvp.įirst: Crouching turns players completely invisible, almost like the ghilie suit. Any who equip this artifact will gain the title 'Devourer' or 'Glutton'.Īrtifact of the Hunter - A litttle confused on this one, so bear with me. The devourer is still a human, so be careful to watch out for whatever indulge yourself with. As you've noticed by now, the duration and effect of your abilities depend on the emptiness of your stomach finally giving reason to the food bar. Side note - Definitely for close to mid range combant, this artifact allows you to switch from offense to support and back. Does not work if food is completely filled and will stop when you die.obviously.įifth: Upchuck food to make space for whatever you choose to devour next. Lessens the time of burn damage by half, though, by also sharing the burn for half of the time left. Does not work if food is completely filled and stops when player falls asleep.įourth: Drain burn from target. Third: Drain tupor from target and place it into your own. Does not work if both your stamina and then food are completely filled. Second: Allows you to drain the stamina of your target and place it into your own, slowing them down and forcing them to gain tupor so long as they're kept on the move. Does not work if both your health and then food are completely filled. Utility- Excellent for taming, fighting, and even a bit of healing.įirst: Artifact allows you to drain the health of your target and place it into your own. Any who equip this artifact will gain the title of 'Clever' or 'Enlighten'.Īrtifact of the Devourer - Now here's a little fun for those who enjoy intense, close quarters, action. Good for beginners, anyone who has an issue with dying, and those that enjoy pve a bit more than pvp. Side note - A simple ability, a simple character. Third: Can upgrade the quality of any items by providing the necessary res. You can also have separate rankings of the same blueprint and choose which one to utilize. If one were to lose the blue print of an ascendant rifle, they would still have it in their craftable engrams list. Second: Memorize blue prints all across the board. Utility - For players who enjoy the building aspects of ark, quality over quantity.įirst: The artifact reduces the cost for crafting any and all items by 50% unless the resource in need is only 1 unit. I would have prefered crafting 'quality', but that's what comes here. Some abilities are passive, other's can be added to your hot key.Īrtifact of the Clever - Like a lot of people, I see very little point into putting points into crafting speed. Attempting to equip another artifact while you already have one, however, will cause you to instintly die and will destroy both artifacts. Moreover, so long as it is equiped you can pick up one other artifact, though, this one has a decompsing timer. You cannot unequip this artifact, even should you die (by a natural means) it will stay. Personally, I'd like to imagine that it'll look like some kind of crown on your character's head or perhaps a tattoo on their backs, but I'm will to settle for auras. You equip it by merging the artifact with your character's implant. Utility - Long story short, the idea is that equiping an artifact will give you power and abilities that will further your conquest of the ark and/or survival of its inhabitants.įunction - For starters, let it be clear that you can only equip one artifact at a time. These are all that I could come up with, feel free to toss in your own two cents. Say, superpowers that can help you challenge that ultimate life form or make everyday gameplay a new experience in ark. Imagine if there was more purpose to having an artifact instead of just summoning the ultimate life form of whatever ark you're in. Just an idea for artifacts that could change gameplay.
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