Artifacts
49 quests, with the items each asks for and where they come from in All the Mons.
- Rooted Boots (Roots growing beneath our feet)
We keep Rooted Boots for the days we want to walk with the land instead of over it. The moment we stand on Grass, roots slip into the soil beneath our feet and start drawing nourishment straight from the ground. - It has 1 Ability: Root Nourishment: While standing on Grass, we slowly consume the block beneath us for Hunger and Saturation, turning it briefly to Dirt before it grows back. As we grow more attuned to the Boots, eating while rooted also mends a little of our Health and occasionally bonemeals whatever is growing nearby. - An Artifact for those of us who'd rather be fed by the earth than fight it.
Asks for:Rooted Boots
- Charm of Shrinking (Shrinking magic around our neck)
We're not sure where we went, but we're definitely smaller than we used to be. Small enough now to slip beneath a single Block gap. - It has 1 Ability: Size Control: We can Shrink, Grow, or Stabilize our own scale at will. The smaller we get, the softer our falls become, the more attacks slip past us harmlessly, and the more easily we vanish from a hunting mob's sight. - An Artifact for those of us who'd rather disappear than fight our way out.
Asks for:Charm of Shrinking
- Panic Necklace (Fight or flight around our neck)
Sometimes the smartest move in a fight is the one that gets us out of it. Whenever the Panic Necklace feels us get hit, it floods us with the urge to run. - It has 1 Ability: Panic: Our movement speed climbs for every hostile mob nearby that has its eye on us. The more of them are watching, the faster we move — and the calmer we get once none of them can see us anymore, our speed settles back to normal and, if nothing's hunting us, some of that panic even turns into extra protection. - An Artifact that turns being surrounded into an excuse to run faster.
Asks for:Panic Necklace
- Withered Bracelet (Decay wrapped around our wrists)
While we wear the Withered Bracelet, our Melee Attacks carry a cold, decaying edge that Wither slowly eats into anything we hit. - It has 1 Ability: Withering: Our melee hits have a chance to inflict Wither on the target. Every tick of Wither damage we cause can be siphoned back to us as healing, and if the target dies still withering, the rot can spread to anything else standing close by. - Sorry Bow users, this one's for Melee only. - An Artifact that lets our fists finish what our patience started.
Asks for:Withered Bracelet
- Kitty Slippers (Nine lives on our feet)
For some reason Creepers and Phantoms are terrified of Cats, and they're extremely dumb enough to believe the ones our Kitty Slippers resemble are real. - It has 2 Abilities: 1. Feline Aura: Creepers and Phantoms nearby keep their distance from us on sight, and we move a little quieter and lighter while sneaking, with softer landings too. 2. Nine Lives: Once in a while, a hit that should kill us instead leaves us clinging to 1 Health — and the very next attack against us afterward has a decent chance of missing entirely. - Also makes Kitty noises when we take damage! (Still can't promise we'll always land on our feet.) - An Artifact for those of us who'd rather be feared than found.
Asks for:Kitty Slippers
- Scarf of Invisibility (A vanishing act around our neck)
Where'd we go? - It has 1 Ability: Vanishing: If we stand still for a few seconds, the Scarf of Invisibility fades us out of sight entirely. Moving, fighting, or interacting breaks it, but the longer we stay hidden the more it rewards us once we strike — a little healing while we're invisible, and a stronger first hit the moment we reappear. - An Artifact for those of us who fight best when nobody sees us coming.
Asks for:Scarf of Invisibility
- Snorkel (Fresh air right on our head)
The Snorkel keeps a small pocket of air with us the moment we sink beneath Water, working like a lightweight Turtle Helmet strapped to our face. - It has 1 Ability: Underwater Breathing: We breathe normally near the surface, and the deeper or longer we stay under, the more the Snorkel starts drawing on a hidden reserve of Water Breathing to keep us going — while also clearing away that underwater haze so we can actually see where we're swimming. - An Artifact for those of us who'd rather explore the depths than hold our breath.
Asks for:Snorkel
- Strider Shoes (Borrowed Strider legs on our feet)
We took the secret right off a Strider's legs and strapped it to our own feet. - It has 1 Ability: Lava Stride: While Sneaking, we can walk safely across the surface of Lava as if it had gone solid beneath us — the first steps are shaky, but our footing steadies the longer we keep moving. Stand up straight, though, and we're falling right in. These also keep us safe from Magma Blocks and other scalding floors. - An Artifact for those of us who trust our feet more than the ground.
Asks for:Strider Shoes
- Antidote Vessel (Antidote humming at our belt)
Do we have to drink it? Honestly it kinda just sits there and works... - It has 1 Ability: Antitoxin: While we carry the Antidote Vessel, every negative Effect on us — Wither, Poison, you name it — burns out faster than it should. The longer we hold onto our resistance, the more it pays off: each active bad Effect actually chips away at incoming damage instead of just hurting us. Very helpful against Witches and Wither Skeletons. - An Artifact for those of us who refuse to let poison slow us down.
Asks for:Antidote Vessel
- Steadfast Spikes (A grip that never leaves our feet)
Spikes, cleats, crampons, call them whatever we like! - It has 1 Ability: Steadfastness: We resist Knockback and stop slipping on Ice the moment we put on the Steadfast Spikes, and if we're crouched and holding our ground, nothing short of a direct hit can budge us at all. - An Artifact for those of us who plant our feet and refuse to move.
Asks for:Steadfast Spikes
- Charm of Sinking (Water magic around our neck)
What Water? - It has 1 Ability: Sinking: The moment we stand still on the bottom underwater, our air stops draining and starts refilling instead — stay put long enough and the Charm of Sinking can even grant us Immortality until we move again. We still can't breathe down there forever, but the deeper the Water above our heads, the less any of it hurts us. - An Artifact for those of us who move through Water as if it were Air.
Asks for:Charm of Sinking
- Plastic Drinking Hat (Quick sips, worn on our head)
Why sit down for a nice home-cooked meal when we can just eat and drink on the move? - It has 1 Ability: Quick Sip: Every drink we take goes down faster while wearing this very stylish Hat, and the more we lean on it, the more it gives back — some restored Hunger, a little Health, even a breath of Air with every sip. - An Artifact for those of us who'd rather chug and keep moving.
Asks for:Plastic Drinking Hat
- Flame Pendant (A spark hanging from our neck)
Similar to the Thorn Pendant, just a little hotter. No wait, way hotter! - It has 1 Ability: Retaliatory Flame: Whenever something hits us, there's a chance we set them alight in return. The longer we lean on the Flame Pendant, the more it lets us profit from the fire — extra damage against anything already burning, and a trickle of healing for us while we ourselves are on fire. - An Artifact for those of us who answer every hit with a spark.
Asks for:Flame Pendant
- Angler's Hat (Lucky fishing on our head)
By tonight, whatever we hook will be sleeping with the fishes. - It has 1 Ability: Lucky Catch: Our Angler's Hat boosts our Luck and Lure while fishing, and every so often a single catch multiplies into several at once. The longer we fish with it on, the better our odds get at pulling up something rarer than fish entirely. - An Artifact for those of us who never leave the water empty-handed.
Asks for:Angler's Hat
- Night Vision Goggles (Darkness tamed on our head)
We can see you! - It has 1 Ability: Night Vision: Toggle the Night Vision Goggles on and darkness stops meaning much to us. The deeper into the dark we go with them active, the harder we hit and the more often attacks against us simply miss — the goggles reward us most exactly where the light runs out. - An Artifact for those of us who'd rather own the dark than fear it.
Asks for:Night Vision Goggles
- Warp Drive (Free travel clipped to our belt)
Ender Pearls are a fun way to travel! But don't we all hate that they get consumed on use and cost us 2 Hearts of damage every single time? - It has 1 Ability: Transgression: With the Warp Drive on, our Ender Pearls stop being consumed when thrown, though each toss puts them on a short cooldown instead. As we get more attuned to it, that damage from teleporting disappears too, and everyone nearby loses sight of us for a moment right after we arrive. - An Artifact that makes Ender Pearls the greatest way to travel, hands down.
Asks for:Warp Drive
- Thorn Pendant (Payback hanging from our neck)
It gives us Thorns. Not our Armor, us! Like a Pufferfish! - It has 1 Ability: Poisoned Thorns: A portion of any damage we take gets reflected straight back at whoever hit us. The more we're struck, the more that reflected damage starts carrying a dose of Poison with it, hitting harder against anything already poisoned. - An Artifact for those of us who'd rather share the pain than just take it.
Asks for:Thorn Pendant
- Digging Claws (Faster mining in our hands)
These are honestly one of our favorites. - It has 1 Ability: Digger: Our Digging Claws speed up how fast we mine and let our bare fists chew through blocks like a Stone Pickaxe. The more we dig with them, the faster our hands and tools become, until even our fists start pulling a bit of extra Fortune from what we break. - Super helpful for building and just playing in general! - An Artifact for those of us who never want to stop for a pickaxe again.
Asks for:Digging Claws
- Power Glove (One heavy hit, in our hands)
The other side of the Feral Claws, this one is about the damage we deal, not the speed we deal it. - It has 1 Ability: Power Strike: Every so many hits, our Power Glove channels every ounce of stored force into one crushing blow. Given enough time wearing it, that blow starts ignoring part of the target's armor, breaking straight through shields, and — if it lands the kill — carrying its full force right into our next attack too. - An Artifact for those of us who'd rather land one hit that matters.
Asks for:Power Glove
- Pocket Piston (Extra reach in our hands)
With the Pocket Piston, our attacks reach much farther than our arms ever could. - It has 1 Ability: Piston Impulse: Our attack and block-interaction range both grow while wearing it. The farther the target we're hitting, the harder that hit lands and the faster we mine too — and land a strike near our very limit, and it can even stun what we hit. - We wonder which wins, the Pocket Piston or the Steadfast Spikes? - An Artifact for those of us who'd rather not get close at all.
Asks for:Pocket Piston
- Novelty Drinking Hat (Style and sips on our head)
'It was his Hat, Mr Krabs! He was Number 1!' - It has 1 Ability: Quick Sip: Does the exact same thing as the regular Plastic Drinking Hat — every drink goes down faster, and the deeper we get into it, some restored Hunger, Health, and Air on every sip — just with a much cooler Novelty Drinking Hat on our head. - An Artifact for those of us who care as much about style as substance.
Asks for:Novelty Drinking Hat
- Umbrella (Shelter we carry with us)
'I'm Mary Poppins, y'all!' - It has 2 Abilities: 1. Gliding: Holding the Umbrella in hand slows our fall to a gentle drift, and if we've got the reflexes for it, we can even bounce off the air itself — pressing an attack while falling launches us the opposite way, refunding a charge the moment we touch ground. 2. Canopy Shield: Hold it out and it becomes a full shield, blocking hit after hit before it needs to cool down — and every successful block can send whatever hit us stumbling back. - An Artifact for those of us who never travel without a little protection from the sky.
Asks for:Umbrella
- Flippers (Faster swims on our feet)
We don't have hands, we have Flippers. - It has 1 Ability: Swift Swim: Our swimming speed jumps the moment we put them on, a much better deal than any Depth Strider we've tried. The more we swim in them, the less Air we burn underwater, until gravity itself stops pulling at us below the surface — and a lucky few hits against us simply miss entirely while we're submerged. - An Artifact for those of us who'd rather live underwater than visit it.
Asks for:Flippers
- Fire Gauntlet (Flames sparking in our hands)
Everything we hit bursts into flames! - It has 1 Ability: Scorching Flame: Our melee attacks with the Fire Gauntlet set the target alight on contact. The more we fight with it on, the harder our hits land against anything already burning, and eventually a burning target's death can throw off sparks that ignite whoever's standing close by too. - An Artifact for those of us who'd rather leave a battlefield in ashes.
Asks for:Fire Gauntlet
- Cloud in a Bottle (An extra jump on our belt)
With the Cloud in a Bottle equipped, we can hit the jump key twice in the air for a double jump! Very helpful for parkour. - It has 1 Ability: Air Jump: We get an extra jump mid-air, and it also raises how far we can fall safely, just like Bunny Hoppers do. The more we lean on it, landing a hit during a string of air jumps can refund one of them, and looking upward when we jump sends us soaring even higher. - An Artifact for those of us who never quite trust the ground to catch us.
Asks for:Cloud in a Bottle
- Everlasting Beef (A steak that never runs out)
When we slaughter enough Cows, we might come across something rarer than Mad Cow Disease — the Everlasting Beef! - It has 1 Ability: Endless Meal: We can eat it like normal Raw Beef, except it never actually disappears — every bite just spends a bit of its durability, which slowly regenerates on its own. Lean on it long enough and it starts rewarding us further: a chance to eat for free, faster bites, and a little extra healing with every meal. - Also works with autofeeding backpacks! - An Artifact for those of us who never want to hunt for dinner twice.
Asks for:Everlasting Beef
- Eternal Steak (A meal that never runs out)
Somewhere between the fire and our stomach, an Eternal Steak appears — a hardier, tastier cousin of the Everlasting Beef that never truly runs out. - It has 1 Ability: Endless Meal: We can eat it again and again; each bite spends a bit of its durability instead of destroying it, and that durability slowly regenerates on its own. The more we rely on it, the better it treats us: a chance to eat for free, faster bites, and a little extra healing with every meal. - An Artifact for those of us who never want to cook twice.
Needs: Everlasting BeefAsks for:Eternal Steak
- Obsidian Skull (Fire resistance on our belt)
After we take a hit of Fire damage, the Obsidian Skull kicks in and grants us a stretch of Fire Resistance — hopefully long enough to escape the flames. - It has 1 Ability: Lava Resilience: We can stand in Lava without taking damage for a stretch of time, which slowly recharges once we're out of it. Push the Obsidian Skull far enough and we start moving faster the longer we linger in Lava, taking reduced damage the whole time, and we never take fall damage from landing straight into it. - An Artifact for those of us who treat Lava like a warm bath.
Asks for:Obsidian Skull
- Running Shoes (Speed building in our feet)
We don't believe we have permission to use a specific brand name for these Running Shoes, so use your imagination on which ones they are. - It has 1 Ability: Acceleration: The longer we keep sprinting in a straight line, the faster we get, up to a solid cap — stop moving and the bonus slowly fades away. Chase that top speed long enough and jumping while running speeds up how quickly we build it, our step height while sprinting grows too, and hitting max speed can even grant us a moment of Immortality. - Also gives us auto-jump when Sprinting. - An Artifact for those of us who never stop running once we start.
Asks for:Running Shoes
- Aqua-Dashers (Running on water, on our feet)
While wearing these on our feet, we can pull off a small miracle: walking on Water! - It has 1 Ability: Water Run: As long as we're Sprinting, the Aqua-Dashers keep the water's surface solid beneath us — our first steps onto it are a little slower, but our pace returns fully within a couple of seconds. Stop Sprinting and we start Sinking. The longer we run on water with them, the less we even need to Sprint to stay up, our jumps off the surface climb higher, and projectiles can pass right through us while we're dashing across it. - An Artifact for those of us who never learned to swim, only to run.
Asks for:Aqua-Dashers
- Bunny Hoppers (Higher jumps on our feet)
Bunny, hop. Bunny, hop. Bunny, hop. - It has 1 Ability: Bunny Jump: Holding the jump key with Bunny Hoppers on launches us into a longer, higher jump, and any fall afterward hurts less than it should. The higher we've climbed before we land, the harder our next hit can strike, landing after a big jump can knock nearby enemies back, and eventually we stop taking fall damage from these jumps entirely. - Doesn't make us invincible to Fall Damage overall, we can still die from a bad fall, it's just harder. - An Artifact for those of us who'd rather bounce than walk.
Asks for:Bunny Hoppers
- Onion Ring (Hunger powering our hands)
Food by itself can get pretty boring, but it gets so much better with a side. More specifically, some Onion Ring! - It has 1 Ability: Hungry Drill: Our mining speed climbs with every point of Saturation we're carrying, so the fuller we are, the faster blocks break. Eating food gives us an extra burst of speed right after, staying well fed enough can shatter blocks instantly, and every so often a mined block even hands a point of Hunger back to us. - An Artifact for those of us who mine best on a full stomach.
Asks for:Onion Ring
- Helium Flamingo (Floating on air, from our belt)
Perfect for pool parties! Besides looking cute and funny, the Helium Flamingo lets us swim through the Air itself. Yes, you heard that right, swim... in... Air... - It has 1 Ability: Aerial Swimming: Double jump and we can hover freely for a while, moving around exactly like we would in Water — up, down, all around — before it needs to recharge. The more we hover, the safer and stronger it makes us: reduced damage while airborne, harder ranged hits from up there, and eventually barely moving costs us no hover time at all. - An Artifact for those of us who'd rather float than fall.
Asks for:Helium Flamingo
- Artifacts
Artifacts is a wonderful mod that gives us dozens of unique Artifacts to make our time in Minecraft easier and a whole lot more fun! With the Reliquified Artifacts addon, every single one of these Artifacts also grows with us: we can rank up their Abilities in the Research Window (Hold Shift on the item) using Relic Experience earned just from using them, unlocking stronger effects and even Synergies between items the more we play. We can find all of our Artifacts by exploring, doing archeology, or killing Mimics! Mimics hide in underground Campsites, looking like ordinary Chests, right up until we get too close and they attack.
- Chorus Totem (One last escape on our belt)
Don't we all hate it when we're about to land the killing blow on an Enderman and it teleports away? Well, we don't hate it, we love it, we're just a little jealous we can't do the same. - It has 1 Ability: Chorus Bloom: When a hit would otherwise kill us, the Chorus Totem steps in first, teleporting us to safety nearby instead, then cooling down for a while before it can trigger again. The more we rely on it, the kinder the save gets: our healing works better right after, everything nearby loses sight of us for a moment, and we can even vanish from sight entirely once we land. - An Artifact for those of us who'd rather cheat death than accept it.
Asks for:Chorus Totem
- Universal Attractor (Loot pulled to our belt)
It's a Magnet. - It has 1 Ability: Polarity: Toggle the Universal Attractor between Pull and Push and every nearby item either rushes toward us or scatters away. Given enough time with it, Pull mode starts grabbing loose Experience orbs for us too, and Push mode can knock hostile projectiles right out of the air. - An Artifact for those of us who'd rather loot never leave our sight.
Asks for:Universal Attractor
- Superstitious Hat (Luck riding on our head)
'They're magically delicious!' - It has 1 Ability: Superstitious Trophy: Every kill we make has a chance to apply an extra level of Looting on top of whatever we're already carrying, and it does stack with Enchants. Keep the streak going and every kill in quick succession raises those odds further, animals get a flat bonus too, and the first kill after a lull always lands a little luckier. - An Artifact for those of us who believe the Superstitious Hat really is lucky.
Asks for:Superstitious Hat
- Crystal Heart (Extra hearts on our belt)
'Also try Terraria!' - It has 1 Ability: Crystal Reserve: Wearing the Crystal Heart grants us extra maximum Health — 5 extra Hearts, 10 whole points, bringing us up to 30 Health by default. If our current Health ever dips below that bonus, it disappears and cools down for a while before returning. The longer we depend on it, being at full Health reduces incoming damage, healing below the bonus threshold works better, and a single devastating hit can grant us a moment of Immortality. - An Artifact for those of us who'd rather have more Health than more excuses.
Asks for:Crystal Heart
- Pickaxe Heater (Smelting straight from our hands)
Don't we all hate having to Mine an Ore and then Smelt it separately? With the Pickaxe Heater, we can be lazier than ever. - It has 1 Ability: Thermal Processing: Ores we mine have a chance to smelt themselves the instant we break them. Miss that chance and it only grows for our next block, our pickaxe attacks can ignite whatever we hit, and every so often the smelt even carries an extra Fortune level with it. - Might want to be careful with it if we're going for Ore Processing setups. - An Artifact for those of us who mine and smelt in the very same swing.
Asks for:Pickaxe Heater
- Feral Claws (Frenzy building in our hands)
Wearing these Claws just makes us feel a certain way. Adrenaline pumping, thoughts ceasing, strength rising like nothing else. - It has 1 Ability: Predatory Frenzy: Attacking in quick succession with the Feral Claws builds up charges that speed up our next attacks even further, up to a cap. Pause too long between hits and the charges start fading, but taking damage resets that clock, giving us more time to keep the frenzy alive. - An Artifact for those of us who fight faster the longer the fight goes on.
Asks for:Feral Claws
- Cowboy Hat (Better rides, worn on our head)
Wearin' this here Hat makes our critters run like the wind. It's right purty too. - It has 1 Ability: Master's Saddle: Any mount we ride gets a straight boost to its stats while we're wearing the Cowboy Hat. The longer we stay in the saddle, the more it pays off: extra reach for attacks and block interaction while mounted, a shot of Absorption just from riding, and eventually every mount we tame settles down instantly. - An Artifact for those of us who'd rather ride than run.
Asks for:Cowboy Hat
- Shock Pendant (Lightning coiled at our neck)
Like the other Pendants, this one has a chance to hurt whoever hurts us first, just with Lightning this time. - It has 1 Ability: Electric Chain: Taking damage has a chance to spark a jolt of electricity that leaps between nearby targets, hurting each one it touches. The more we rely on the Shock Pendant, the harder that spark hits in Water or Rain, and it also makes us immune to being hit by actual Lightning strikes. - An Artifact for those of us who'd rather answer a hit with a spark of our own.
Asks for:Shock Pendant
- Golden Hook (More experience in our hands)
Wearin' this here Golden Hook increases the amount of Experience we earn from every kill we make. - It has 1 Ability: Marauder's Hook: Every kill hands us more Experience than usual. The more we lean on it, nearby Experience orbs start drifting toward us on their own, attacking pulls other creatures a little closer to the fight, and every so often it can even knock the weapon right out of an enemy's hands. - An Artifact for those of us who never let a single point of Experience go to waste.
Asks for:Golden Hook
- Cross Necklace (A second chance at our neck)
Most games with a Health and Damage system give us Invincibility Frames after getting hit, so we don't die in an instant and get a moment to fight back. - It has 1 Ability: Holy Protection: Taking damage while wearing the Cross Necklace extends how long our Invincibility Frames last. The longer we carry it, the more it protects the faithful: Undead attacking us catch fire, our damage against them climbs, and once in a while a hit that should've killed us simply doesn't. - An Artifact that gives us a few more chances to fight back.
Asks for:Cross Necklace
- Villager Hat (Trusted faces, worn on our head)
One of us! One of us! - It has 2 Abilities: 1. Trading Instinct: The Villager Hat makes us look enough like a local that Villagers drop their prices for us. Given enough time wearing it, a single trade can hand us multiple results at once, and sometimes it doesn't even consume the Villager's stock. 2. Golem Guard: Iron Golems stop seeing us as a threat and start standing in our defense instead, and nearby Golems can even soak up some of the damage aimed at us. - An Artifact for those of us who'd rather be trusted than feared.
Asks for:Villager Hat
- Vampiric Glove (Life stolen by our hands)
With this Glove we steal the life right out of any enemy we hit. - It has 1 Ability: Blooddrinker: Our attacks with the Vampiric Glove heal us for a share of the damage we deal. Keep landing hits close together and that healing grows stronger, finishing a target off restores a chunk of our own maximum Health, and any healing beyond full can spill over into Absorption instead of going to waste. - Oh yeah sorry, we forgot... bleh bleh blehhh! - An Artifact for those of us who fight better fed on someone else's Health.
Asks for:Vampiric Glove
- Snowshoes (Winter tamed by our feet)
If we're like most sane people, we despise Powdered Snow. Thankfully Artifacts gives us a tool for dealing with it: Snowshoes! - It has 1 Ability: Snowstride: Our movement speed climbs on Snow while wearing the Snowshoes, and staying on it long enough keeps that bonus around for a few seconds even after we step off. Given enough time on the Snowshoes, we also become immune to Freezing and can walk safely across Powdered Snow just like Leather Boots let us. - An Artifact for those of us who never want winter to slow us down.
Asks for:Snowshoes
- Lucky Scarf (Fortune wrapped around our neck)
This and the Superstitious Hat give us every lucky charm we could ever need. The Lucky Scarf hands us an extra level of Fortune on our Pickaxes. - It has 1 Ability: Lucky Vein: Mining Ores and other Fortune-sensitive blocks has a chance to apply an extra level of Fortune on top of whatever we already carry. The longer our luck holds, mining a block without a bonus quietly raises our odds for the next one, and mining right next to blocks of the same type raises those odds even further. - An Artifact for those of us who trust a scarf more than a horseshoe.
Asks for:Lucky Scarf
- Whoopee Cushion (Chaos we carry with us)
The single most important! Most powerful! Most dangerous Artifact of them all! We're honestly not even sure we should explain what it does, it's that dangerous! If we're so sure we can handle its power, maybe we should keep reading... Still not too late to turn back! Okay, we warned ourselves... Press Shift for a chance to Fart when the Whoopee Cushion is equipped. - It has 1 Ability: Gas Burst: Sneaking gives us a chance to let out its signature sound and shove everything around us back, then it needs a moment to recover. The more we trust it, taking a hit can trigger the same Gas Burst in retaliation, some blasts leave nearby targets paralyzed, and every so often a lingering cloud sticks around to poison and nauseate anything that wanders through it. - An Artifact for those of us who take our comedy very seriously.
Asks for:Whoopee Cushion