====== Unearthed Artifacts ====== **Unearthed Artifacts** are randomly generated weapons and jewelry that may appear inside high-level treasure-map chests. They are produced by the same procedural item generator that creates ''Recovered Artifact'' equipment, but carry an "Unearthed Artifact" title on their property list to set them apart. ===== Drop Source ===== Unearthed Artifacts are awarded by treasure-map chests (and SOS chests) immediately after the standard reagent, gem, and imbuing-ingredient passes. The roll only fires when the chest's effective level is greater than 5 (levels 6 and 7). It consists of two independent 10% rolls — one for jewelry, one for a weapon: ^ Item Class ^ Roll Chance ^ Effective Level ^ | Jewelry (necklace, ring, bracelet, earrings) | 10% | level > 5 | | Weapon (any weapon type) | 10% | level > 5 | A single chest may therefore yield zero, one, or up to one of **each** type. No armor, shield, hat, clothing, or talisman is ever generated under the Unearthed Artifact title — those item classes drop under the Recovered Artifact title from a different system. Note: Cartography above 100.0 increases a chest's effective level, so high-cartography characters can push lower-grade maps over the level-5 threshold for these rolls. ===== Property Count ===== Each Unearthed Artifact carries **6 to 10** randomly selected property assignments. Because duplicate selections from the generator overwrite the same property, the visible property count on the finished item can be lower than the rolled count. ===== Identification and Labeling ===== The "Unearthed Artifact" title appears on the item's property list automatically — it is visible on mouse-over with no in-world identification action, decoder, gem, or skill check required. All randomly rolled properties are likewise immediately visible the moment the chest is opened. ===== Item Construction ===== The generator selects a concrete item type before applying properties: * **Weapons** — One of four weapon families is picked (fencing, swords/macing-edged, blunt/macing, archery), then a specific type within that family. Construction sets both Max Hit Points and Hit Points to 150. * **Jewelry** — One of the following is picked: Gold Necklace, Silver Necklace, Ankh Necklace, Gold Bead Necklace, Silver Bead Necklace, Gargish Necklace, Gold Ring, Silver Ring, Gargish Ring, Gold Bracelet, Silver Bracelet, Gargish Bracelet, Gold Earrings, Silver Earrings, Gargish Earrings. Every item also receives a random hue (10% chance of one from a fixed "special" palette, otherwise a random non-dyed or dyed hue) and a procedurally assembled name. ===== Property Pools ===== ==== Weapon Property Pool ==== Each of the 6-10 rolls picks one of two sub-tables with equal probability: ^ Sub-table ^ Properties (range) ^ | Weapon attributes (1 of 30) | Hit Lightning, Hit Fireball, Hit Harm, Hit Magic Arrow, Hit Dispel, Hit Leech Mana, Hit Leech Stamina, Hit Leech Hits (15-50); Mage Weapon (varies); Hit Lower Defense, Hit Lower Attack (15-50); Use Best Skill (1); Hit Physical Area, Hit Cold Area, Hit Fire Area, Hit Poison Area, Hit Energy Area (15-50); Physical / Fire / Cold / Poison / Energy Resist Bonus (5-15); Self Repair (3-10); Lower Stat Requirement (25-100); Durability Bonus (25-100); Battle Lust, Blood Drinker, Hit Curse, Hit Fatigue, Hit Mana Drain (1-50) | | AOS attributes (1 of 24) | Hit Chance Increase (5-15); Dex / Int / Mana / Stamina / Strength Bonus (3-8); Hit Point Bonus (2-5); Faster Cast Recovery (1-3); Faster Casting (1); Defense Chance Increase (5-15); Enhance Potions (5-25); Lower Mana Cost (3-8); Lower Reagent Cost (5-20); Luck (40-140); Night Sight (1); Reflect Physical Damage (5-15); Hit Point Regen, Mana Regen (1-2); Stamina Regen (1-3); Spell Channeling (1); Weapon Damage Increase (15-65); Swing Speed Increase (5-30); Slayer (1 of ~27); Spell Damage Increase (5-15) | ==== Jewelry Property Pool ==== Each of the 6-10 rolls picks one of 29 possible outcomes: * AOS attributes equivalent to the weapon AOS table above (Hit Chance Increase, Dex / Int / Mana / Stamina / Strength Bonus, Hit Point Bonus, Faster Cast Recovery, Faster Casting, Defense Chance Increase, Enhance Potions, Lower Mana Cost, Lower Reagent Cost, Luck, Night Sight, Reflect Physical Damage, Hit Point Regen, Mana Regen, Stamina Regen, Weapon Damage Increase 5-25, Swing Speed Increase, Spell Damage Increase) * Elemental resistance bonuses (Physical, Fire, Cold, Poison, Energy: 5-15) * Two independent skill-bonus slots, each drawing from a 29-entry skill list (Swords, Fencing, Macing, Archery, Wrestling, Parry, Meditation, Evaluating Intelligence, Tactics, Anatomy, Healing, Magery, Magic Resist, Animal Taming, Animal Lore, Veterinary, Musicianship, Provocation, Discordance, Peacemaking, Chivalry, Focus, Necromancy, Stealing, Stealth, Spirit Speak, Bushido, Ninjitsu) at 5-15 points ===== Auto-Looter Integration ===== The bundled auto-looter recognises Unearthed Artifacts on the same fast-path that handles Recovered Artifacts. Any auto-loot profile set up to pick up artifact-titled gear will pick these up automatically. ===== Notes ===== * Relics drop only as armor or hats. Unearthed weapons and jewelry therefore fill a complementary niche for crafters working with the Recovered Artifact / relic pipeline. * There is no in-game decoder, gem, or skill check required to reveal the Unearthed Artifact label or the rolled properties — they are visible from the moment the chest is opened.