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In Shattered Pixel Dungeon, artifacts are equippable items that can perform special actions, and do not require Scrolls of Upgrade to grow stronger. While they have unlimited uses, they are generally limited by charging or cool down factors and need to be equipped to be useful.

Alchemist's Toolkit Edit

The newest addition brought in by 0.7.0, this artifact allows you to do alchemy anywhere as long as there are no enemies within view.

Alchemist's Toolkit
Alchemist's Toolkit
This toolkit contains a number of reagents and herbs along with a small mixing vial, allowing for alchemy on-the-go.

When first equipped, the toolkit won't be able to be used until the Hero gains EXP; this largely makes juggling the toolkit a bit more annoying than it normally would.

Upgrading

The Toolkit is upgraded by putting it into an alchemy pot:

Alchemist's Toolkit
10
Alchemy arrow-active
( +1 )
Alchemist's Toolkit

10 energy is required to upgrade the toolkit, but the toolkit will consume all of the energy in the pot regardless of how much is needed for an upgrade. Something to note is that a toolkit incorporates all the energy that its been given into how fast it generates energy; for example, a Toolkit that's absorbed 34 total energy (meaning it's +3) will act like a +3.4 Toolkit.

A third of the energy consumed will be transferred to the Toolkit, so if you put 21 energy in, the Toolkit will gain 7 energy.

Charging:

The Toolkit generates energy as the Hero gains EXP. 2+displayedLevel+0.1(10-energyNeededToUpgrade) will be generated per level's worth of experience. A +0 toolkit will generate 2 energy for each level's worth of experience, while a +10 Toolkit will generate 12 energy for each level's worth of experience.

The Toolkit can only hold up to 100 energy (thus the percent signs).

When cursed:

A cursed toolkit will prevent you from interacting with alchemy pots.

Chalice of Blood Edit

Replaces Ring of Mending
Chalice of blood
Chalice of Blood
This shining silver chalice is oddly adorned with sharp gems at the rim.

+0: As you hold the chalice, you feel oddly compelled to prick yourself on the sharp gems.

+1-9: Some of your blood is pooled into the chalice, you can subtly feel the chalice feeding life energy into you. You still want to cut yourself on the chalice, even though you know it will hurt.

+10: The chalice is filled to the brim with your life essence. You can feel the chalice pouring life energy back into you.

Regeneration Delay
+0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
10 9.1 8.2 7.3 6.4 5.5 4.6 3.7 2.8 1.9 1

The Chalice of Blood passively increases how much health you regenerate over time by reducing the amount of turns between the times you regain 1 HP naturally. This works as long as you are not starving. A +10 chalice will allow you to replenish a hitpoint every turn.

Level* +0 +1 +2 +3 +4 +5 +6 +7 +8 +9
Damage 0 3 12 27 48 75 108 147 192 243

The Chalice is upgraded by using the 'prick' command, which deals damage to the Hero/ine in exchange for an upgrade. This damage can be dangerous in the short term, but the increase in regeneration can be very helpful in the long term. You don't have to upgrade all at once; wait until you're strong enough to take the damage.

Due to the extremely high damage high-level pricks can deal -- especially once the Chalice reaches +6 -- it is very difficult to upgrade the Chalice to +10 without breaking multiple blessed Ankhs.

The most viable way to upgrade the Chalice without breaking Ankhs is by pricking when at full health with an active Cape of Thorns. Due to the random nature of the Cape's damage reduction, it is still highly recommended that you still hold a blessed Ankh while pricking. a Potion of Shielding. Be sure you are aware of how much shielding you have before you prick.

Armor, Barkskin, and Herbal Armor will also reduce the prick damage, but these become almost trivial after +7.

If you choose to prick yourself on the Chalice even if the unreduced damage will be greater than 75% of your current health, the game will warn you first.

When Cursed:

  • "you feel the chalice in your hand pulling at your life force" (not direct quote)
    • Natural regeneration is reduced by 14

Cloak of Shadows Edit

Replaces Ring of Shadows
Clock of shadows
Cloak of Shadows
A priceless magical cloak, stolen from the royal armory many years ago by the Rogue. When worn, it can be used to turn completely invisible for a short time.

The more the cloak is used, the stronger it will become, allowing the Rogue to become invisible more frequently and for longer durations.

This artifact is unique to the Rogue. He starts with it equipped, and it cannot be obtained by any other means.

Abilities:

  • When used, it turns the Hero Invisible.
    • This effect is cancelled by anything that cancels Invisibility.
    • When fighting Goo, using the Cloak right before its "Pumped Up" attack will cause the attack to fail. It's a useful tactic when using a Seed of Earthroot.

Charging:

  • While the Cloak is active, charges will be expended. When all charges are consumed, the Hero/ine is forced out of Invisibility.
    • Activating the Cloak consumes one charge.
    • Every three turns spent in stealth consumes one charge.
  • A charge is restored after 50 − chargesMissing turns.

Upgrading:

  • On level up, the Cloak gains an additional charge until it reaches 10 max charges.
    • Additional upgrades will not add additional charges, but will instead cause charges to be restored 10(level−73) turns earlier than they would have.

When Cursed:

  • While the Cloak cannot be found cursed, a cursed Cloak will deny the user the ability to see how many charges it has.
  • It can still be used if cursed. As of 0.7.0, it can no longer be used while cursed.


Dried Rose Edit

Dried Rose
Dried Rose
Is this the rose that the ghost mentioned before disappearing? It seems to hold some spiritual power, perhaps it can be used to channel the energy of that lost warrior.

+0-9: It seems to be missing some petals. Perhaps reattaching them will strengthen the rose.

Ghost's Health
+0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
32 36 40 44 48 52 56 60 64 68 72

Abilities:

  • At full charge, it can be used to summon the Sad Ghost to fight for your Hero.
    • The Sad Ghost can be equipped with identified weapons and armor that are within its strength.
    • The Sad Ghost's health and strength are determined by the Rose's level, the Sad Ghost's accuracy and evasion are determined by the Hero's level.
      • The Ghost has the same base accuracy as the Hero, but double their base evasion.
  • Unequipping the Rose while the Ghost is active will cause it to lose 1 HP per turn until the Rose is equipped again.

Charging:

  • It slowly gains power as time passes, but not while the Sad Ghost is active.
  • It takes 500 turns for the Rose to completely recharge.
    • Upgrading the Rose will not change this.

Upgrading:

  • Pick up petals randomly generated in the dungeon to upgrade it.
  • Every other petal will boost the Ghost's strength by 1, allowing it to use heavier equipment. It starts at 13 strength.
    • Something to note is that the Ghost does not get strength bonuses, and increasing its strength will not change its unarmed damage range, which is a static 0-5 damage.

When Cursed:

Each turn, a cursed Dried Rose has a 1% chance to spawn a Wraith within view of the Hero.


Ethereal Chains Edit

Ethereal chains
Ethereal Chains
These large yet lightweight chains glow with spiritual energy. They can be used to pull you towards terrain, or pull enemies toward you. The ethereal nature of the chains even allows them to extend through walls!

The chains rest around your side, slowly siphoning the spiritual energy of those you defeat. Each charge is a link in the chain, which will extend out exactly one tile.

Abilities:

  • Upon choosing "Cast" and choosing a destination, the Chains will extend to that tile, using up charges equal to the distance they have to extend.
    • If there is an enemy in the destination tile, the Chains will pull the enemy to the Hero, unless the space next to the Hero/ine in the path of the Chains is obstructed. In that case, the Chains will fail to extend.
    • If the destination is an open tile adjacent to a wall or statue, the Chains will pull the Hero to that point.
    • If there is not enough charges, the Chains will fail to extend.
  • The Chains can pass through solid walls and other obstacles, but they cannot pull you to places that are otherwise completely inaccessible.
  • The Chains can pull enemies into instant death situations such as pulling an enemy into a chasm or pulling a Giant Piranha onto dry ground.
    • Something to note is that enemies killed via chasms award halved EXP.

Charging:

  • The chains gain a charge after 40-2(chargeGoal-currentCharges) turns.
  • Gaining experience will reduce the turns until another charge is obtained by 200(experienceheroLevel+1).
    • If the amount of charges is above the goal when the experience is gained, this number is multiplied by 5+levelcurrentCharges.
    • If this causes the turn countdown to become negative, the chains will gain charges, adding 40-2(chargeGoal-currentCharges) to the countdown until it becomes positive.

Upgrading:

  • Upgrading the chains will increase the charge goal by two.
    • +0 chains will have a goal of five charges.
  • The chains gain experience along with the hero, earning 20herolevel+1 experience for every point of experience the Hero obtains.
    • When the chains have obtained 25(level+2) EXP, they will upgrade.

When Cursed:

  • Each turn, cursed Chains have a 1% chance to cripple the Hero for 10 turns.


Horn of Plenty Edit

Replaces Ring of Satiety
Horn of Plenty
Horn of Plenty
This horn can't be blown into, but instead seems to fill up with food over time when equipped.

+0-9: Perhaps there is a way to increase the horn's power by giving it food energy.

Abilities:

  • The Horn of Plenty automatically generates food that your Hero/ine can eat as they gain experience.
    • The Hero/ine will eat as much food as it takes for them to become totally full. Each charge restores 10% of their max hunger, so 10 consumed charges will fully clear hunger.
    • Even eating one charge worth of food will trigger on-eat effects such as the Warrior's heal.
    • It begins with a cap of 10 charges, increasing by 1 with each upgrade.
Charges Gained Per Level's Worth of Experience
+0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
2 3 4 5 6 7 8 9 10 11 12

Upgrading:

  • Store food in the Horn to upgrade it. The max level is +10.
    • Since v0.6.1 ration of food will upgrade the Horn of Plenty by exactly one level. All other food will level the Horn of Plenty proportionally to how much hunger it restores.
      • This means small rations and mystery meat level up the horn slower while pasties, rations, and cooked Blandfruits will level it up faster.
      • Small rations, any type of meat need two of them (2 small rations or a small ration with any type of meat or 2 meats) in order to gain a level. A pasty will upgrade the Horn of Plenty by 1.5 level, this means a pasty and a small ration (any type of meat) will gain a total two level for the Horn.
    • Food stored in the Horn will eventually pay for itself, but in the short term upgrading the Horn too much can leave you starving.

When Cursed:

  • A cursed Horn of Plenty reduces the effectiveness of consumed food items.


Master Thieves' Armband Edit

Replaces Ring of Haggler
Thieves armband
Master Thieves' Armband
This purple velvet armband bears the mark of a master thief. This doesn't belong to you, but it probably didn't belong to the person you took it from either.

With the armband around your wrist, every piece of gold you find makes you desire other people's property more. Perhaps it wouldn't be too hard to steal from pixel mart...

Like the Ring of Haggler, the Master Thieves' Armband can only be obtained as a drop from Crazy Thieves or Crazy Bandits. As of 0.7.0, this Artifact is dropped normally. Crazy Thieves and Bandits now drop a random ring or artifact instead.

Abilities:

  • Whens the Armband is worn, selecting any items in the Pixel Mart will provide a new option between "Buy for (X)g" and "Never mind". The new button will say "Steal with Y % chance".
  • The chance of a successful theft improves as the Armband's levels and charge grow, but decreases based on how expensive the target item is.
  • When stealing...
    • If the amount of charges in the Armband is at least the item's value, the theft is guaranteed to succeed, and the amount of charges in the Armband will decrease by the items value.
    • Otherwise, the chance to steal is charges + min(level×100, 0.05×value×level)value
      • Example: Stealing a 300g item with a +10 Armband with 45 charge...
        • = 45+min( 10×100=1000, 0.05×300×10=150 )300
        • = 45+150=195300 = 65% chance
  • The best time to steal is before the charge equals or exceeds the value of the item to be stolen. If the charge is equal to or greater than the value, the game doesn't calculate the bonus and instead just removes the value from the charge. However, taking the above example, if the Armband had a 150 charges, it would have had a 150+150300 → 100% chance to steal, using up 150 charges on a 300g item. If the charge is at least 150 and at most 300, there will still be some charge left over after stealing the item equal to chargeschance.
    • chance here is the actual calculated value for it above, not the rounded down 100% seen in-game.
  • If you have items to sell (especially stacked items), it can be wise to meter out your sales to the merchant to nudge you up to the needed charge for a 100% chance steal for your desired item while keeping your charge as low as possible.

Charging:

  • The Armband also displays a raw number charge value. It starts at zero, and increases whenever the Hero/ine receives Gold (either by pickup or selling an item in the Shop) while wearing the Armband.
    • The amount of charge gained is equal to half the amount of gold picked up, so picking up 100 Gold provides a charge of 50.
    • Spending Gold has no effect on the charge.
    • Removing the equipped Armband will cause it to lose 5% of its current charge.

Upgrading:

  • Successful thefts eventually upgrade the Armband; for every 5(level+50)g worth of goods stolen, the Armband will gain 1 level.
    • The Armband will max out at +10, after 4750 Gold worth of goods stolen.

When Cursed:

  • As of 0.7.0: Each turn, the Hero has a 16 chance to lose 1 Gold.
  • The Master Thieves' Armband cannot be found cursed, and has no special effects when it becomes cursed through special means (e.g. a cursing trap).


Sandals of Nature Edit

Replaces Ring of Herbalism
Sandles of nature
Sandals of Nature +0
What initially seem like sandals made of twine are actually two plants! They seem very weak and pale, perhaps they need to be given nutrients?

You feel more attuned with nature while wearing this artifact.

Shoes of nature
Shoes of Nature +3
The footwear has grown and now more closely resemble two tailored shoes. Some colour has returned to them, perhaps they can still grow further?

You feel more attuned with nature while wearing this artifact.

The footwear has gained the ability to form up into a sort of immobile natural armour, but will need to charge up for it.

Boots of nature
Boots of Nature +7
The plants have grown again and now resembles a pair of solid boots made from bark. The plants seem to have regained their strength, but perhaps they can still grow further?

You feel more attuned with nature while wearing this artifact.

The footwear has gained the ability to form up into a sort of immobile natural armour, but will need to charge up for it.

Greaves of nature
Greaves of Nature +10
The plants seem to have reached their maximum size, they resemble a pair of armored greaves. The greaves are a deep brown and resemble a very sturdy tree.

You feel more attuned with nature while wearing this artifact.

The footwear has gained the ability to form up into a sort of immobile natural armour, but will need to charge up for it.

Drop Chances When Trampling Grass
Artifact Level N/A +0 +3 +7 +10
Seed 116 113 110 17 14
Dew 16 421 29 415 13

Abilities:

  • Sandals of Nature act like the Ring of Herbalism, increasing the number of seeds and Dewdrops that are gained from trampling grass.
  • After upgrading, they grow and have the ability to grant the Herbal Armor buff, but your Hero/ine is Rooted for five turns.

Charging:

When trampling tall grass, the artifact restores 0.01(heroMaxHealth−currentCharges)(stage) charges. This effectively caps the maximum amount of charges at the Hero's current maximum HP.

Upgrading:

  • The Sandals of Nature upgrade by feeding them different types of seeds until they grow into bigger types of footwear and grant greater effects.

When Cursed:

  • If they are cursed, they cannot be removed and are "blocking any attunement with nature," which prevents the Hero from receiving any seeds or Dewdrops from plants.


Talisman of Foresight Edit

Replaces Ring of Detection
Talisman of foresight
Talisman of Foresight
A smooth stone with strange engravings on it. You feel like it's watching everything around you, keeping an eye out for anything unusual.

When you hold the talisman you feel like your senses are heightened.

Abilities:

  • When your Hero/ine is within 3 tiles of a trap, it will stop your Hero, and display "You feel uneasy."
  • It slowly gains power as your Hero/ine explores the dungeon, and when fully charged, it can be used to Scry, revealing all items on the current depth, similar to a Well of Awareness.

Charging:

  • Each turn, 5+level100% is added to the current charge.
  • Finding a trap or hidden door adds 6+level3% to the current charge.

Upgrading:

  • The artifact will upgrade for every four hidden doors and traps found.
    • An easy way to level up the Talisman of Foresight is to search trap rooms. The summoning trap secret room is especially good at leveling your talisman, possibly from 0 to 10.

When Cursed:

  • A cursed Talisman of Foresight will increase the time spent searching, and will make that extremely clear.


Timekeeper's Hourglass Edit

Hourglass
Timekeeper's Hourglass
This large ornate hourglass looks fairly unassuming, but you feel a great power in its finely carved frame. As you rotate the hourglass and watch the sand pour you can feel its magic tugging at you, surely using this magic would give you some control over time.

+0-9: The hourglass seems to have lost some sand, if only you could find some...

Abilities:

  • It has the ability to freeze time from either the Hero/ine's perspective or the enemies' perspective. In both cases 1 charge equals one turn.
  • When used to freeze time:
    • All actions performed by the Hero will occur instantaneously unless otherwise noted.
    • While this is active, the Hourglass will lose a charge every two turns.
    • These actions will end the effect, and will not happen instantaneously:
      • Attacking
        • This means that the Hourglass cannot be used for free attacks.
      • Unequipping the Hourglass
      • Cancelling the effect via the Hourglass
      • Using Wands or scrolls
      • Using class armor abilities
    • These actions will not end the effect:
      • Triggering traps
        • The trap will only activate when the effect is over, allowing the Hero to move out of range of certain traps, forcing them to attack enemies instead of them.
      • Drinking/Throwing potions
      • Equipping and unequipping items
      • Anything else not listed as ending the effect
  • When used to activate stasis:
    • The Hero will freeze while the enemies move freely, acting as if the Hero is Invisible and wander normally until the effect ends.
    • This uses up to two charges, with each turn corresponding to five turns of stasis.
    • This function of the Hourglass is useful when the Hero is surrounded or when they need help to survive DoT debuffs such as Fire, Poison, and deferred damage.
    • It is worth noting that the Hero does not gain hunger while in stasis.

Charging:

  • It begins with 5 maximum charges, but gains a charge with each sandbag obtained.
  • A charge is restored to the Hourglass after 90−3×chargesMissing turns.

Upgrading:

  • It's upgraded by purchasing sand, which is generated in Shops if the Hero/ine is carrying the Hourglass when descending to a depth containing a Shop for the first time.
    • If an Hourglass is found late in the game, it may not be possible to upgrade it to +10.
  • Each pair of upgrades increases the amount of charges the hourglass can have by 1, so a +10 chalice will have a maximum capacity of 10 charges.

When Cursed:

The cursed hourglass is locked to your side, you can feel it trying to manipulate your flow of time.
Each turn, there is a 10% chance the Hero will lose the next turn.

Obsolete as of 0.7.0 Edit

Cape of Thorns Edit

Replaces Ring of Thorns
Cape of thorns
Cape of Thorns
These collapsed sheets of metal from the DM-300 have formed together into a rigid cape. It seems to store a deep energy, perhaps it has some of the DM-300's power?

inactive: The cape feels reassuringly heavy on your shoulders, it seems to be gaining energy from the damage you take.

active: The cape seems to be releasing stored energy, it is radiating a protective power.

This item can only be obtained as a drop by DM-300.

Abilities:

Once the Cape is fully charged, it will activate, reducing all damage by a random amount. If the attacker is adjacent to the Hero, the amount of damage reduced is deflected back at the attacker.
Charging:

The Cape steadily charges up as the user takes damage, gaining damage×0.05(10+level)% per hit.
Upgrading:

The Cape grows in levels based on the amount of damage reflected, upgrading when it reflects a total of 5(level+1) damage.
When Cursed:

The Cape of Thorns cannot be found cursed, and has no special effects when it becomes cursed through special means (e.g. a cursing trap).

Lloyd's Beacon Edit

Modifies Lloyd's Beacon, Replaces Wand of Teleportation
SPD Lloyd's Beacon
Lloyd's Beacon
Lloyd's beacon is an intricate magical device which grants the user control of teleportation magics. The beacon can be used to return to a set location, but can also expel bursts of random teleportation magic once it has charged from being equipped. This magic can be directed at a target or at the user themselves.

Lloyd's Beacon can only be obtained as a drop from Goo, and is obtained with a 1/3 chance. It is also the only artifact that has a usable function when not equipped. Similarly to how it behaves in Vanilla, It can be used to return to a previous location in the dungeon, provided the Hero used the Set function earlier.

Abilities:

  • Zapping with the Lloyd's Beacon will teleport the target to a random place on the depth, just like a Wand of Teleportation.
    • The target can be the Hero.
      • This makes it much more versatile than it otherwise would be.
        • It can be used defensively to escape near-death situations.
        • It can also be used offensively combined with the Wand of Corrosion to pull off a "hit and run" strategy where the Hero zaps the wand and immediately teleports out. The targets will stay in place and thus die to the Corrosion.
    • Zapping the Beacon consumes one charge until the player reaches depth 21.
      • At that point, the Beacon will begin consuming two charges when zapped.
  • The Beacon can also be used to instantly return to a desired location as long as it is Set there.
    • This not only makes it useful for returning to shops, but also allows it to be used as an emergency heal if set directly over a Well of Healing.

Charging:

  • If it is not already at its maximum amount of charges, the Beacon will regain a charge after 10(10−chargesMissing) turns.

Upgrading:

  • Each time it is upgraded, it will gain the ability to hold an additional charge.
    • After beating the Tengu, it will automatically be upgraded to +3.
    • Defeating DM-300 always upgrades it to +7.
    • Killing the Dwarf King will fully upgrade it to +10.

When Cursed:

  • Lloyd's Beacon cannot be found cursed, and has no special effects when it becomes cursed through special means (e.g. a cursing trap).

Unstable Spellbook (v0.7.0) Edit

Unstable spellbook
Unstable Spellbook
This Tome is in surprising good condition given its age. It fizzes and crackles as you move the pages, surging with unstable energy. If you read from this book, there's no telling what spell you might cast.

+0-9:The book's index is incomplete, and is currently pointing to the following blank pages:

Abilities:

  • The Unstable Spellbook randomly generates and immediately uses a scroll when used.
    • This could be any scroll (except for Upgrade and Transmutation).
  • The Unstable Spellbook cannot be used while Blinded.

Charging:

  • It begins with two max charges, but gains an extra charge every other level, to a max of 6.
  • A charge will be restored to the Spellbook after 160−15×chargesMissing turns.

Upgrading:

  • The Unstable Spellbook is upgraded by "adding" one of two "requested" scrolls to it, consuming the scroll.
    • What scrolls are requested can be found by examining the book.
    • Upon adding a requested scroll, the Book will request a new one (excluding Scrolls of Upgrade and Transmutation).
    • Unidentified scrolls cannot be added.
    • The max upgrade level is achieved once you've added one of every scroll to the book.
  • Adding a scroll will have a chance (when called by the Book) to either use one charge and use that scoll or use one more charge but uses the ability of the exotic version of the scroll,which are:
    • Scroll of Identify: becomes Scroll of Divination.
    • Scroll of Remove Curse: Becomes Scroll of Anti-Magic.
    • Scroll of Magic Mapping: Becomes Scroll of Foresight.
    • Scroll of Teleportation: Becomes Scroll of Passage.
    • Scroll of Recharging: Becomes Scroll of Mystical energy.
    • Scroll of Terror: Becomes Scroll of Petrification.
    • Scroll of Lullaby: Becomes Scroll of Affection.
    • Scroll of Rage: Becomes Scroll of Confusion.
    • Scroll of Retribution: Becomes Scroll of Psionic Blast.
    • Scroll of Mirror Image: Becomes Scroll of Prismatic Image.

When Cursed:

  • A cursed Unstable Spellbook prevents you from reading any scrolls except a Scroll of Remove Curse.