< [Documentation](../../Readme.md) / [Modding](../Readme.md) / Entities Format / Artifact Format Artifact bonuses use [Bonus Format](../Bonus_Format.md) TODO: - Artifacts growing with Commander level ## Required data In order to make functional artifact you also need: - Icon for hero inventory (1 image) - Icon for popup windows (1 image, optional) - Animation for adventure map (1 animation) ## Format ``` javascript { //what kind of bearer can use this artifact "type": ["HERO", "CREATURE", "COMMANDER"] //TREASURE, MINOR, MAJOR, RELIC, SPECIAL "class": "TREASURE", //SHOULDERS, NECK, RIGHT_HAND, LEFT_HAND, TORSO, RIGHT_RING, LEFT_RING, FEET, MISC1, MISC2, MISC3, MISC4, //MACH1, MACH2, MACH3, MACH4, SPELLBOOK, MISC5 //also possible MISC, RING "slot": "HEAD", //based on ARTRAITS.txt "value": 12000, "text": { "name": "Big Sword", "description": "Big sword gived +10 attack to hero", "event": "On your travel, you stumble upon big sword. You dust it off and stick in your backpack" }, "graphics": { "image": "BigSword.png", "large": "BigSword_large.png", //def file for adventure map "map": "BigSword.def" }, "bonuses": { Bonus_1, Bonus_2 }, //optional, for combined artifacts only "components": [ "artifact1", "artifact2", "artifact3" ], //if set with artifact works like war machine "warMachine" : "some.creature" } ```