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ArtifactFrom Travian v2 Wiki (S2-S6), the encyclopedia anybody can edit
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### S1 Artifacts will (probably) be released at the end of March 2006! ### - S1 is now complete (6/25/2006) Once the artifacts are introduced there will be 5 sets, each with a specific power. Having 1 artifact, but not the whole set will provide the benefit of that artifact solely to the village that holds it. If your alliance is able to secure an entire set, all villages in the alliance will receive the benefit of that artifact. This is an example of sets of artifacts which was used on .org world. Note: other travian worlds may have other sets with different powers (As flying_fortress confirmed).
Set 1 - A set of 3 artifacts, little is known of this set, except they improve the strength of walls against rams and buildings against catapults.
Author not available, APOLLODORUS OF DAMASCUS., The Columbia Encyclopedia, Sixth Edition 2005
Set 3 - A set of 5 artifacts, this set makes your units move twice as fast as normal. Set 4 - A set of 3 artifacts, this set makes your scouts, both scouting offensively and defensively 5 times more effective, essentially making each scout worth 5. Set 5 - The final set. This is another set of 5 artifacts, it cuts your crop consumption of all units to 50% the original level. It is said the artifacts will come when balance is restored to the s1 server when the large alliances will all be more or less equal in ability to take and hold the artifacts, until then we wait with our level 10 treasuries and wonder how the artifacts will play out and when they will come. By way of information, when the treasury was first implemented there was a bug artifact that had no benefit in the game. This artifact was successfully captured and held by Humpty from the alliance UNITY for a period of a few days until the artifact was deleted by the admins. [edit] Official S2 & S3 ArtifactsSomewhen in mid-July after the T3 stress is down to routine we will unleash the Natar's on s2 and s3. The artifact's effects will be the same as on s1: Buildings 5 times more durable: Merchants can carry twice as much: Twice as fast units: Spies 5 times more powerfull: Loweres the unit-crop-consumption by 1/2: [edit] See Also
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