Artifacts: Artifacts would be items you would acquire through prestige tokens. They are very similar to prestige perks except for two differences: 1) They are very powerful 2) You can only equip one artifact per game Why can I only have one per game? Well, mostly because if someone could get all the artifacts, they would be insanely powerful. It is also a "prestige sink", as in that high levels players would spend a lot of prestige tokens on more artifacts, without technically getting more powerful (because you can only have 1 per game) How much would each artifact cost? I was thinking each artifact would cost 5 prestige tokens, because they are very powerful. The beauty of this is that you could make each artifact cost more than the next, such as the first artifact costing 5 prestige tokens, the next artifact costs 6, and so on. Do you have any ideas of artifacts? Yes, so far I have 3 ideas of artifacts 1) Paladin's Hammer (golden axe) Similar to the OG firemind, the Paladin's hammer would be a weapon for survivors with a limited durability. The Paladin's Hammer would be a golden axe that deals +5 attack damage and only has 20 durability. Each hit upon an infected would heal you and every other nearby survivor 1hp, and deal 1 aoe damage in a 5x5 area. Killing an infected with the Paladin's hammer will grant you Resistance I for 3 seconds. After 20 hits, the item breaks. 2) Redstone Rift (Redstone block) The Redstone Rift would be sort of a 'time bomb/machine'. It would be a one time use item. The Redstone Rift would teleport the player to where they were 20 seconds ago, and give them all the items they had in their inventory 20 seconds ago (Except the Redstone Rift). Their scorestreak would not go back in time. Essentially a 'get out of jail free card'. 3) Void Harness (Ender portal block) The Void Harness would allow a player to give up most of their armor for strong buffs, for a limited time. The Void Harness is a one time use item. The Void Harness would set the user to full leather armor and grant them +30% damage, speed II, and regen II. This effect lasts for only 15 seconds. After 15 seconds, the player would receive their armor back. Prestige Perks: Although some players believe that infected progression must come back because the infected are too weak, I feel as if prestige perks could remedy that. Another problem with infected progression is that infected are already strong against newer level players. A few prestige perks targeting higher level players could fix the situation. 1) Call to Arms This Prestige Perk would cost 2 prestige tokens. Call to Arms would be a perk that is powerful against large groups of survivors. It would give an infected +0.1 damage per survivor in an 8 block radius of them. (max of +1 damage). 2) Tactical Insertion This prestige perk would cost 3 prestige tokens Tactical Insertion is just what it sounds like. When your an infected, you can place a redstone torch on the ground, and when you die, you respawn at that redstone torch. Survivors can also break your tactical insertion. 3) Annihilator This prestige perk costs 4 prestige tokens Hitting a survivor who has full iron armor empowers your next hit for +10% damage.