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In Shattered Pixel Dungeon, artifacts are equipable 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 cooldown factors and need to be equipped to be useful.

Artifacts

Cape of Thorns

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 reaches 100 % charge, it will activate, reducing all damage by a random amount.
  • If the attacker is adjacent to the Hero/ine, the amount of damage reduced is deflected back at the attacker.

Charging:

  • The Cape steadily charges up as the user takes damage, gaining (damage * (.5 + (level * .05) % charge per hit.

Upgrading:

  • The Cape grows in levels based on the amount of damage reflected. Once it has reached ((Level + 1) * 5) reflected damage, it will increase a level. It has a max of +10.

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).


Chalice of Blood

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.

Abilities:

  • Passively increases health regeneration by reducing your regeneration delay, as long as you are not starving.
  • The default regeneration delay is 10 turns. The Chalice decreases regen delay by (level * 0.9).
    • At +10, the Chalice reduces delay by 9, resulting in a restore rate of 1 HP/turn.

Charging:

  • The Chalice is the only artifact that does not feature a charge mechanic.

Upgrading:

  • The Chalice is upgraded by using the 'prick' command, which deals damage to the Hero/ine in exchange for an upgrade.
    • This damage is a danger in the short term, but the increase in regen is 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.
  • The Chalice will deal 3 * (current level)2 damage when pricked.
    • The Chalice does no damage on the first prick (as the current level is 0).
    • The Hero/ine's physical damage resistance (armor, barkskin, herbal armor, etc.) can reduce the damage amount.
    • Due to the extremely high damage, it is very difficult to upgrade the Chalice to +10 without death prevention items like a blessed Ankh.
  • If you choose to prick yourself on the Chalice, it will give you a warning if the base damage is greater than 75% of the Hero/ine's current health.

When Cursed:

  • "you feel the chalice in your hand pulling at your life force" (not direct quote)
    • Natural regeneration is reduced by 1/4


Cloak of Shadows

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 your Hero/ine Invisible.
    • This effect will be 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.
    • Performing an action that cancels Invisibility will deactivate the Cloak.
  • The Cloak passively regains charges over time while it is equipped.
  • The Cloak starts with 3 max charges but gains additional max charges with each level up the Cloak receives, to a max of 10.

Upgrading:

  • It will upgrade itself by one max charge (0.5 level) as the player uses it.
  • TODO How much use is needed?

When Cursed:

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


Dried Rose

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.

Wilted roseDried roseRose petal
Abilities:

  • At 100 % charge, it can be used to summon the Sad Ghost to fight for your Hero/ine.
    • 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/ine's level.
    • The Ghost has the same base accuracy as the hero, but double their base evasion.

Charging:

  • It slowly gains power as time passes, but not while the Sad Ghost is active.

Upgrading:

  • Pick up petals randomly generated in the dungeon to upgrade it. It will not recharge while the ghost is summoned.

When Cursed:

  • A cursed Dried Rose will randomly spawn Wraiths next to the Hero/ine.


Ethereal Chains

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 a point of power per tile they have to travel.
    • If there is an enemy in the destination tile, the Chains will pull the enemy back to the Hero/ine, 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, the Chains will pull the Hero/ine to that point.
  • The Chains can pass through solid walls and other obstacles, allowing the Hero/ine to bypass barricades if they know the layout on the other side (Scroll of Magic Mapping, Potion of Mind Vision).
    • Prior to v0.6.1, ethereal chains could pull you into locked rooms. Now you cannot. You may still go through walls during boss fights, as long as you still could have gotten there by walking or flying.
  • The Chains can pull enemies into instant death situations, such as on chasm depths, or by pulling a Giant Piranha onto dry ground.

Charging:

  • Ethereal Chains gain charge over time.
  • Gathering XP also charges the chain(like horn).
  • TODO: There is more to how the charge mechanics work.

Upgrading:

  • The Etheral Chains upgrade not just by using, but gain amount of XP.
  • TODO: How much use is needed?

When Cursed:

  • If they're cursed, the Chains will occasionally (1/100 chance) "trip or bind you," inflicting the Hero/ine with the crippled debuff for 10 turns.


Horn of Plenty

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.
    • The Hero/ine will eat as much food as it takes for them to become totally full.
    • 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 and gains 1 additional charge per rank. 10 consumed charges will fully clear hunger.

Charging:

  • The Horn of Plenty gains charges as the Hero/ine gains exp.

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 level up the horn faster while pasties and cooked blandfruits will level it up slower.
    • 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.


Lloyd's Beacon

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. It is also the only artifact that has a usable function when not equipped. It can be used to return to a previous location in the dungeon, provided the Hero/ine used the Set function earlier. In both of these ways, it is similar to Lloyd's Beacon from vanilla Pixel Dungeon.

Abilities:

  • Casting Lloyd's Beacon will teleport the target to a random place on the depth. The target can be the Hero/ine or another character.

Charging:

  • Using its ability to set and return to a specific location consumes no charge, and does not unset the location.
  • Using it to random teleport, however, consumes one charge.
  • It recharges over time, like a wand.

Upgrading:

  • 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).


Master Thieves' Armband

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.

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 Armband charge (charge) > item's value (value), there will be a 100 % chance of success, and the (charge) of the band will decrease by (value).
    • If the (charge) < (value)...
      • Chance to steal = (((charge) + min((level*100) or ((value*level)/20)))/value), where the "min" being the smallest of the two options (level*100) or ((value*level)/20)
      • Example: Stealing a 300g item with a +10 Armband with 45 charge...
        • = (45 + ((10 * 100 = 1000) or ((300 * 10) / 20 = 150))) / 300
        • = (45 + 150) / 300 = 195 / 300 = 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 charge = 150, it would have had a (150 + 150) / 300 = 100 % chance to steal, using up 150 charge on a 300g item. If the charge is > 150 and charge < 300, there will still be some charge left over after stealing the item equal to ((charge / chance), where "chance" is the actual calculated value for chance above, not the rounded down to 100 % chance 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 100 % 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 Gold/2, 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 (250 + 50*level) Gold worth of goods stolen, then Armband will gain 1 level.
    • The Armband will max out at +10, after 4750 Gold worth of goods stolen.

When Cursed:

  • 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

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.

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 a little bit.

Charging:

  • Trampling over grass gives +1 charge.

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.
    • It takes 3, then 6, then 9 seed types per level of footwear. They go: Sandals → Shoes → Boots → Greaves.
    • Unlike other artifacts, the Sandals of Nature don't grow incrementally, but instead they jump from +0 to +3, +6, then +10 when they evolve into their higher tiers.

When Cursed:

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


Talisman of Foresight

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 near a trap, it will stop your Hero/ine, and display "You feel uneasy."
  • It slowly gains power as your Hero/ine explores the dungeon, and when it reaches 100 %, it can be used to Scry, revealing all items on the current depth, similar to a Well of Awareness.

Charging:

  • It will very slowly gain charge over time, up to 100 %.
  • Finding a trap or hidden door boosts the charge by 2-5 %, depending on the level.

Upgrading:

  • The artifact will upgrade the more hidden traps and doors you`ll find.
    • An easy way to level up the Talisman of Foresight is to search trapped 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.


Timekeeper's Hourglass

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 around me," all of the enemies will stop moving. The Hero/ine may move freely until the Hourglass runs out of charges (with one charge being consumed per turn), while the enemies remain stationary. Attacking an enemy, unequipping the Hourglass, or manually cancelling the effect will cause time to resume.
    • This effect cannot be used to surprise attack enemies like with the Cloak of Shadows but is very effective at helping the Hero/ine reposition.
  • When used to "put myself in stasis," the Hero/ine will freeze while the enemies move freely. This consumes up to 5 charges at a time. The enemies act as though the Hero/ine is Invisible and wander normally until the effect ends. The Hero/ine is invincible during this time, so any damaging debuffs cannot affect them.
    • This function of the Hourglass is useful when the Hero/ine is surrounded or when they need help to survive effects such as Fire or Poison.

Charging:

  • It begins with 10 max charges (lasts up to 10 turns), but that number increases to 20 with upgrades.
  • It recharges slowly over time.

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 to +10.

When Cursed:

  • If it's cursed, the description will include the line "The cursed hourglass is locked to your side, you can feel it trying to manipulate your flow of time."
    • For each turn the Hero/ine takes, there is a 1/10 chance that the Hero/ine will lose an additional turn (this is not a Slowness debuff).


Unstable Spellbook

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 duplicates the effect of a scroll when used. This could be any scroll (except for Upgrade and Magical Infusion).
    • It's useful if you need to identify or uncurse something or generate a magic map; that is if you don't mind the risk of a teleport or psionic blast gone wrong. Lullaby can be occasionally useful for healing.
    • When adding a scroll to the Unstable Spellbook, the Spellbook will use the empowered version of the spell if it casts it.
      • Scroll of Identify: Identifies a random item in your inventory first.
      • Scroll of Remove Curse: Reveals the curse in a random cursed item if you have any first.
      • Scroll of Magic Mapping: Additional Mind Vision for 20 turns. Scrys the floor as well.
      • Scroll of Teleportation: You have the ability to choose where to teleport.
      • Scroll of Recharging: Additional Recharging buff that lasts for 10 turns.
      • Scroll of Terror: Additional Paralyzed debuff to terrified enemies.
      • Scroll of Lullaby: Affected enemies immediately go to sleep instead of Drowsy.
      • Scroll of Rage: Will only cause Amok to nearby enemies; no longer alerts dungeon.
      • Scroll of Psionic Blast: No self-damage when casting.

Charging:

  • It begins with two max charges, but gains more when upgraded, to a max of 6.
  • Its charges are slowly recovered over time, and the rate of recovery increases with levels.

Upgrading:

  • The Unstable Spellbook is upgraded by "adding" scrolls to it (doing so consumes the scroll). When examined, the Spellbook will list two scrolls by name (excluding Upgrade and Magical Infusion). One of these must be added to upgrade the Spellbook. That scroll will then be replaced by a different one the next time you examine the Spellbook. The max upgrade level is achieved once you've added one of every scroll to the book. Unidentified scrolls cannot be added to the book.

When Cursed:

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


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