[This wiki page describes the developer's most recent release "0.9.4 Testers' Party - The start", in which no changes were made in the artifacts of SPS-PD. The Small Pylon artifact has been added in the directly previous version, "0.9.4 Year Hunter".]
Artifacts in SPS-PD are no longer unique drops like in Sprouted PD, but just rare drops, with the exceptions of the Cloak of Shadows and Small Pylon artifacts that are unique and and also cllass-specific. For all the other artifacts It's possible to find or buy multiples of the same artifact, but not to have two or three of the same artifact equipped at the same time. Additionally, artifacts are also no longer enemy-specific drops (all chapter bosses have a good chance to drop a specific artifact each though); the Master Thieves' Armband and Cape of Thorns are now found in all the same ways as the other artifacts, instead of being limited to specific enemy loot and they also can get transmuted as any other artifact. The only two artifact that cannot get found as loot or bought are the Cloak of Shadows and Small Pylon, and also they cannot get produced from transmuting another artifact, but they can get transmuted (not that there is any reason to do such a thing especially for the Cloak of Shadows, nevertheless it can).
Artifacts get fully identified after getting equipped, also showing the increase in their charges when they get charged, unless they are cursed, in which case they have a rather complicated behavior: a) they either work as if they were not cursed and are just not unequippable, b) they do not get charged and generally do not work, either positively or negatively, c) or they have negative effects until they get uncursed. Unless they are a product of transmutation, they are always found at level 0. All artifacts have a max level of +10.
In SPS-PD secondary functions have been added to all artifacts: after a certain level the artifact will give the secondary option of a special effect, but using this option will either lower the artifact's level (Alien Bag, Cape of Thorns, Cloak of Shadows, Ethereal Chains, Eye of Skadi, Glass Totem, Master Thieves' Armband, Small Pylon, Talisman of Foresight, Timekeeper's Hourglass, Unstable Spellbook) or destroy it completely (Alchemist's Toolkit, Dried Rose, Horn of Plenty, Robot Heart, Sandals of Nature). For the artifacts that grant buffs with their secondary option, this option will grant buff turns depending on the artifact's level (in most of the cases it is "artifact"s level*10" so a +2 artifact will grant 20 turns and a +10 artifact 100 turns).
New Artifacts - new in relation to Sprouted PD Edit
Alien Bag Edit
|An alien single shoulder bag with many useful functions.|
It is a totally new artifact in comparison to other mods. It gets charged by letting some turns pass and gets upgraded by the hero having it equipped and gaining XP. Already from level 0 when fully charged it gives either the "Shield Mode" option (a Herbal Armor-like buff named "Alien Shield") or the "Fly Mode" option (Levitation and Invisibility for 16 turns) when it is equipped. From level +2 and on it also gives the secondary "Bomb Mode" option, which creates two random bombs, even when it is unequipped, but also decreases the artifact's level by -1. It is one of the starting items of the Vtuber Performer skin, has a 20% chance to get dropped by the Elder Avatar chapter boss on depth 20 and can be also found as loot in the dungeon in general. It is one of the artifacts that have no positive or negative effect when cursed, other than being not unequippable and not useful.
Ethereal Chains Edit
|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!|
New in relation to Sprouted PD, but borrowed from Shattered PD and with almost exactly the same function it has there: the Chains pull enemies close to the hero, get the hero through walls, and become upgraded by the hero killing enemies while they are equipped. Even though their max level is also +10, they get only 5 level ups, as from level 0 they jump to +2, then to +4 etc. From level +4 and on they also give the secondary "Locked" option in addition to the familiar "Cast" option, with the new option causing to a specific target the Attack Down, Locked, Silenced, and Slowed debuffs, while also decreasing the artifact's level by -2. Due to the existence of Jump Shoes for all classes, the Chains have lost part of the unique value that they have in Shattered PD, but are still very useful at killing piranhas, getting ranged enemies to melee range and reaching unaccessible otherwise areas, and are complementary to the jump shoes. It is one of the starting items of the Heavy Infantry warrior, Emcee mage, Ninja and Samurai rogue, Archer huntress, Lion Dancer perfromer, Doctor soldier, and Merchant follower skins (with the exception of the Ninja, all the other are Spring Festival skins, so this artifact is practically always a starting item of this skin type). It has a 20% chance to get dropped by the Prison Warden chapter boss on depth 10 and can be also found as loot in the dungeon in general. They have a negative effect when cursed and cripple the hero.
Glass Totem Edit
|A strange totem made by glass. Using it may be good for battle.|
It is a totally new artifact in comparison to other mods. This artifact is always charged and gets upgraded just by selecting its primary option. When it is activated before level +2 it will give only the Attack Bless option, which is a 75% Attack Up buff and a 75% Armor Break debuff for 200 turns both. Note that the artifact causes the debuff version of Armor Break to the hero, and not by the hero against enemies, and this in a very high degree, so the Attack Bless option should be used wisely, when the hero has high evasion or equips an armor that offers considerable protection for the depth. After +2 level it will also give the secondary option of Defense Bless (Glass Shield), which also makes the artifact lose -1 level, but in the case of this specific artifact it is not really a problem, as the artifact can get instantly reupgraded by using the Attack Bless option. Both buffs from the Glass Totem can be active at the same time and using again the artifact while its buffs are still active will add extra turns to them. Upgrading it doesn't seem seem to have any effect (more turns, more accuracy etc.), apart from giving the Defense Bless option at level +2. It also has a passive effect as it randomly grants both its buffs and debuff but rather rarely and only for 4 turns.
There is an "exploit" available with this artifact, as both the Attack Bless and the Defense Bless option have no cooldown, are always available and also stackable, so the hero can equip the artifact, use it repeatedly and stack buffs for a huge amount of turns, and then visit a difficult depth with many enemies that be normally difficult to complete. The only drawback in It this is that the hero will also stack the heavy 75% Armor Break debuff for many turns, so this exploit is not really a good idea for fights with enemies that deal high amounts of damage with each hit. It has a 20% chance to get dropped by the Lich Dancer chapter boss on depth 20 and can be also found as loot in the dungeon in general. When cursed it has the same random effect with when it is uncursed and can either cause the Armor Break debuff for 10 turns to the hero or its other two buffs, while still being unable to activate its options.
Robot HEART (formerly Robot D.M.T.) Edit
|A mysterious artifact made by an unknown scientist. It will charge itself, so the only thing you should do is waiting.|
Totally new in general too, this artifact gains charges very slowly over time when equipped, and is upgraded every time it is used. It has no passive effect, but when it is used by choosing the "Simulate" option, a "Try to analysis:..." game message will appear, with different names following, depending on the buff/option it will randomly get applied:
- Branery (i.e. bravery): 20% Attack Up and 20% Defence Up buffs for 100 turns.
- Chaos errror: a "No text found" option becomes also available in the Robot D.M.T., which after it gets selected, it creates a very powerful "error wand/melee/thrown weapon" (if the option is not selected immediately, and the Robot starts charging again, the option is lost). A) The "Error weapon" doesn't deal any direct melee damage even after getting upgraded (its damage indication is always 0-0), but applies randomly one of all the available game debuffs consistently with each hit (which most of them deal damage), and also has the Grim enchantment, although it is not stated explicitly, meaning that after some 0 damage hits it insta-kills all regular enemies (as no enemy has resistance to Grim damage) and also deals very heavy damage to all bosses, while also debuffing them (it might not seem suitable, but it is a very good weapon against most chapter bosses, as it deals very heavy damage sometimes, instead of little damage always, like all the other weapons do, but not against big bosses, as its grim enchantment doesn't proc often enough against their many minions and doesn't insta-kill Yog Fists). B) The wand of Error also applies randomly one of all the available game debuffs or produces one of all the available harmful gases, and also when it specifically roots, it also functions as a wand of Regrowth, which is otherwise withdrawn from SPS-PD. C) The "Error ammo" thrown weapon comes in a bundle of three and is the most straightforward from all error items, as it deals 10,000 damage (it is not a typo, this is the damage displayed in the game message, and it actually deals more than 10,000 damage, 11,000 to 12,000). Although it has a similar sprite with the Boomerang, it is not reusable and one gets spent with each throw. Throwing it at the boss is a very simple way to finish the Yog-Dzewa or Zot battles in less than 1 minute.
- Determination error: It can only appear when the Robot HEART is upgraded to +10, and if the artifatct gets immediately unequipped after the message, a "determination" option also is available in it, that if it gets selected, a save game screen appears and the hero can save the game, but the Robot D.M.T. is gone afterwards (if the option is not selected immediately afterwards, and the Robot starts charging again, the option is lost).
- Friendship: It is intended to have an effect on pets, but currently it has the same effect as Soul.
- Justice: one extra strong hit in the next attack (Strength buff)
- Integrity: Mind Vision for 80 turns
- Kindness: Regeneration for 20 turns,
- Patience: Invisibility for 50 turns,
- Preseverance (i.e. perseverance) - Bless buff for 50 turns,
- Soul: Dew Drop buff for 50 turns (also happens with Friendship analysis).
It has a 20% chance to get dropped by the Spider Queen chapter boss on depth 15 and can be also found as loot in the dungeon in general. The Robot HEART is one of the artifacts that have no positive or negative effect when cursed, other than being not unequippable and not useful.
Small Pylon Edit
|Pylon is an intricate magical building 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.|
This artifact appears also to be new because of its name, but it is actually a reintroduction of the withdrawn Lloyd's Beacon artifact from Shattered PD just renamed and with a secondary extra function (its game description is almost identical to the description that the beacon used to have in Shattered PD). It is the most recent addition in SPS-PD's artifacts and it is unique to the Follower class, and specifically to two of its skins, the Protoss and Merchant. Being unique means that it can never be a product of transmutation or found as loot/bought in the dungeon, and the only way to get it is being a Protoss or Merchant follower, similarly to the Cloak of Shadows.
Like the Lloyd's Beacon used to do, it can Set a specific location in the dungeon for the hero to Return back to it from every spot in the regular dungeon (these abilities need no charges and can be activated without the artifact being equipped, but with it just being in the inventory), and it can also Zap enemies and teleport them to a random location on the same depth (this ability needs charges and the artifact equipped). Levelling it up has no effect on the power of the artifact, which has 3 charges in all levels and all of its teleporting powers exist already from level 0, and it only gives access to its secondary function "Rank Up" when ti reaches max level +10. Nevertheless this secondary function is a very good bonus option, as it adds permanently +5 max HP, +1 Accuracy, +1 Dexterity and +1 Magic Power to the hero. The only "drawback" is that using the "Rank Up" option returns the artifact to level 0, but it does not destroy it like other secondary functions do with other artiifacts, and there is generally no other negative side effect in it, so the hero can just keep waiting for his/her XP to take the artifact again to max level, use the "Rank Up" option for the bonus stats added, and repeat. As it was mentioned previously, it can be transmuted to another artifact, but it can never be a product of transmutation, similarly to the Cloak of Shadows. It is one of the artifacts that have no positive or negative effect when cursed, other than being not unequippable and not useful. Expectedly, it is also one of the artifacts that does not get dropped by any chapter boss, but moreover it is never found as loot / merchandise in a shop in general.
Changed Artifacts - changed from Sprouted PD Edit
Alchemist's toolkit Edit
| The toolkit contains a number of reagents and herbs used to improve the process of cooking. The toolkit rests on your hip, the various tools inside make a light jingling sound as you move.
You can see a message in this toolkit: water, vegetable, special seed.
Instead of its familiar use in brewing more potions with less seeds (it has absolutely no effect on that anymore), it is now used for cooking and also for crafting ammuniton and bombs, as up to two extra ingredient slots are added to alchemy pots, when it is equipped and upgraded first to +5 (four slots) and then to +10 (five slots), allowing for cooking recipes with very powerful effects. Unlike Sprouted PD, no potion gets consumed through the procedure of brewing mixtures while trying to upgrade the toolkit, but apart from that, the upgrade mechanism is the same (trying combinations of three different potions etc. visit the link for details). Note also that although the Soul of Mobs is still considered a potion variant by the game code, like the egg in Sprouted PD, it is never needed in the potion mixture to upgrade the Toolkit in SPS-PD. After it gets upgraded to +3 it also gives the secondary option of "Create" apart from the familiar "Brew", which creates a random group of scrolls, berries, weapons, armors etc. but also destroys the toolkit (don't do it, the loot is common and an upgraded toolkit is far more useful). It has a 20% chance to get dropped by the Plague Doctor chapter boss on depth 5 and can be also found as loot in the dungeon in general. Although there is a game message when cursed, that it will make the hero need more seeds when making potions, it has no negative effect, as it does not affect potion brewing in general anymore.
Cape of Thorns Edit
|Cape of Thorns|
|These collapsed sheets of metal from the dwarf's machine have formed together into a rigid cape. It seems to store a deep energy, perhaps it has some of the machine's power?|
It no longer drops exlusively from the DM-300 chapter boss on depth 15 (but there is still a 20% chance to get dropped by it) and also it can now get transmuted, but in all the rest it is the same with that of Sprouted PD: it gets charged by receiving damage from enemies, and when it gets fully charged, it becomes active automatically for a short amount of time, absorbing all physical damage against the hero and also granting the Thorns buff, which returns physical damage to the attacking enemies (it gets upgraded by being activated and deflecting damage, and its charging speed for the same amount of received damage increases with upgrades). After it gets upgraded to +2 it also gives the "Needling" option in addition to the automatic Thorns function, with the new option granting the "Needling" buff, which causes Bleding on hit to enemies for 40-70 turns depending on the artifact's level, while also decreasing its level by -1. Unlike all the other artifacts of SPS-PD, it doesn't give any primary option to the hero, but gets automatically activated when fully charged. This artifact has the "best" possible type of curse, as when it is cursed it functions as if it is not cursed (gets charged, protects the hero, gives a thorns buff etc.) with the only negative aspect that it cannot get unequipped.
Chalice of Blood Edit
|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.
It is basically the same with those of Shattered PD and Sprouted PD in almost all aspects: the damage it does to the hero for it to get upgraded, the warning message if upgrading's damage will be above 75% of current HP, its rate of speeding up of the hero's regeneration with upgrades and the effect it has when cursed.
There are still two differences though:
A) Unlike Shattered PD and like Sprouted PD, there is no hero's level cap in SPS-PD, so the hero's HP keeps increasing along with his/her levels, and already by Demon Halls the hero can upgrade this artifact to max level by just healing until level +9 and stepping on an Earthroot plant for level +10. Before Demon Halls, if the player wants to upgrade the Chalice to +6, +7, +8, +9 and +10, the hero should better step on an an Earthroot plant but the player should also consult the chart below about the damage done by pricking and the hero's level by which no increased damage reduction will be needed (highly upgraded high tier and/or heavy armor, Barkskin, Herbal Armor etc,) for it to be safe, to avoid wasting an Ankh in the upgrading process, as level +10 can be achieved easily just a little later. The chapters mentioned previously are relative, and if the hero has farmed XP in previous stages, all this will also apply to previous stages.
|Level of Chalice||+0||+1||+2||+3||+4||+5||+6||+7||+8||+9||+10|
|Turns needed for +1 HP||10||9.1||8.2||7.3||6.4||5.5||4.6||3.7||2.8||1.9||1|
|Damage by pricking||0||3||12||27||48||75||108||147||192||243|
|Safe level for pricking||1||1||1||3||6||11||18||26||35||49|
[The levels mentioned as safe are those that a hero with full HP but no armor equipped at all and no defense up buffs active will survive the pricking without the need of an Ankh, based solely on his/her max HP. Obviously all heroes will have at least an armor equipped while pricking themselves with the Chalice, so the actual safe levels might be a little lower than those mentioned, especially until level +6 of the Chalice.]
B) After the Chalice gets upgraded above level +4 it also gives the secondary "Blood Angry" option, a very effective damage enhacing buff, which on the other hand decreases the Chalice's level by -3 with each use. As this buff is very effective, but also the Chalice is costly in HP to upgrade in high levels, the "Blood Angry" option should be used often only when the Chalice is still in medium levels.
Cloak of Shadows Edit
|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.
Its functionality is changed in relation to Sprouted PD, to match changes made in newer versions of Shattered PD. It is still a starting item of the Rogue class, but only for the Classic and Samurai skins. When the Cloak is active, it will grant Invisibility for 5 turns while consuming one charge, and will keep consuming charges to give 5 extra turns. When all charges are consumed, the hero is forced out of invisibility. It only starts with 3 max charges, but gets upgraded by using it and gains 1 charge with each upgrade. An upgraded Cloak of Shadows doesn't give more turns with each charge, but has more charges available, up to 10 (that is 50 turns of Invisibility in a row with all 10 charges available). A charge is restored after 50 turns until level 7. On levelling up, the Cloak gains an additional charge until it reaches 10 max charges at level 7, and after that additional upgrades will not add additional charges, but will instead cause charges to be restored earlier than they would have.
After it gets upgraded to +4 it also gives the secondary "Shadow" option in addition to the familiar "Stealth" option, with the new option granting the "Forever Shadow" buff, which is Invisibility that won't get cancelled by anything, while also decreasing the artifact's level by -3. When it is cursed by a cursing trap, it functions as if it is not cursed (gets charged, hides the hero etc.) with the only negative aspect being that it cannot get unequipped (not that the Rogue with classic skin unequips it often, nevertheless he can't). Lastly, unlike Sprouted PD, it can get transmuted (not that there is any reason in doing it) but it can never be acquired as an outcome of transmutation, so it remains unique to the Classic and Samurai rogue skins (the only other artifact with the same behavior in trasnmutation is the Small Pylon). Expectedly, it is one of the artifacts that does not get dropped by any chapter boss, but moreover it is never found as loot / merchandise in a shop in general.
Dried Rose Edit
| 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.
It is more similar to its Shattered PD equivalent, as the Sad Ghost can equip weapons and armor, starting with a strength requirement of 13 at level +1 and reaching 18 at level +10. After the artifact gets upgraded to +1 it also gives the secondary option of "Soul Bless" apart from the familiar "Summon", which grants a long Dew Drop buff (the higher its level, the longer the buff) but also destroys the rose (don't do it, there is plenty of dew available in the challenge depths in SPS-PD). Lastly, the Sad Ghost after being defeated, either by the hero or an enemy, has a 30% chance of dropping a very useful in early levels tier 2 Wraith Breath weapon with 4 tiles range, that cannot get obtained otherwise. It has a 20% chance to get dropped from the TANK chapter boss on depth 10 and can be also found as loot in the dungeon in general. It is unequippable if the Sad Ghost quest has not been fulfilled. It has a negative efect when equipped and spawns Chaos Wraiths (formerly Red Wraiths): these have a high probability to drop rings (as Chaos Wraiths generally do), but not a ring of Wealth, which is removed in general from SPS-PD.
Note: until the previous version of SPS-PD it was an artifact with many bugs related to it, but all other game bugs of SPS-PD seem to have been fixed in the current version. Nevertheless, due to their amount and the possibility that one or two of them might have remained, it will do no harm to still mention them here. Just have in mind that these bugs might probably have been also fixed in the current version: a) When summoned along with a pet or ally, the ghost can disappear when the hero goes down a depth with the pet/ally but without the ghost and comes back to get it. b) The hero might stop finding rose petals before the Dried Rose gets fully upgraded. c) Summoning a Sad Ghost in the Wisdom Trial depth or in any Boss depth might crash the game (the save file also might get corrupted).
Eye of Skadi (Ring of Frost in Sprouted PD) Edit
|Eye of Skadi|
|Extremely rare artifact, guarded by the azure dragons.|
It is renamed from Sprouted PD’s Ring of Frost, has a new sprite, but works similarly to it, freezing and damaging enemies when its function, Ice Blast, is used. The Eye of Skadi gets upgraded though by adding stone ore and not scrolls to it: 1 Stone ore gives 1 XP to the Eye, that will reach +10 after 20 stone ores are added. Another difference from Sprouted PD is that from level +2 and on it also gives the "Curse" option in addition to the familiar "Blast" option, with the new option causing to a specific target the Armor Break, Chilled, Frozen and Poisoned debuffs, while also decreasing the artifact's level by -2 (its "exp counter" doesn't also get decreased though, so little harm is done because the eye will return to its original level with one or two ores while getting levelled up at the same time, unless the eye is at level +10, in which case it must be fed some extra ores in order to return to max level). When cursed it will randomly freeze the hero in place. It is one of the artifacts that does not get dropped by any chapter boss.
Note: The Eye of Skadi is also an item in the Dota 2 video game, while Skadi is the goddess of winter in Norse mythology. The Azure Dragon mentioned in the game description is one of the dragon gods who represent the chtonic forces of the Five Forms of the Highest Deity in Chinese folklore. He is also one of the four symbols of the chinese constellations and represents the east and also the spring season (for more info visit this link).
Horn of Plenty Edit
|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.
Like in Sprouted PD, it needs 10 regular food rations to reach +10 level, and also like in Sprouted PD it can also receive a combination of any other food that added together will sum up to -3,000 Hunger. A 1/10 full Horn of Plenty will satisfy +35 hunger, a 2/10 +70 etc. and a 10/10 will satisfy +350 hunger (or +55/110/.../550, if hunger is 800, as hunger fulfillment is multiplied by 1.5 like it does with all other food items). Upgrading it will not affect its hunger fulfillment but only its recharge rate. Because of the general abundance of food in SPS-PD like in Sprouted PD it's a very good candidate for upgrading it to +10 and then transmuting it to an other artifact, but as it needs a lot of food items to reach +10, the hero should wait for late game to do it, when the Cooker M.O.S. store opens in Dolya Town and food becomes more than plenty. After it gets upgraded to +2 it also gives the secondary option of "Feed" apart from the familiar "Store" which grants the Feed buff that adds +1 HP to the hero's max HP with each enemy killed (the higher its level, the longer the buff) but also destroys the horn - don't do it, it is much better to transmute the upgraded horn to another upgraded artifact. It is one of the artifacts that does not get dropped by any chapter boss. It has a negative effect when cursed and worsens the hero's hunger rate.
Master Thieves' Armband Edit
|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...
It no longer drops specifically from thieves or bandits, but It has a 20% chance to get dropped by Tengu chapter boss on depth 10 and can be also found as loot in the dungeon in general. It can also now get transmuted. It is changed rather drastically in comparison to Shattered PD and Sprouted PD, as while it seems to be offering to the player the option to steal and keeps naming it "steal", unless the chance to steal is 100% the hero will actually buy the item with a discount equal to the chance of stealing it (so, as long as he/she has the gold needed for the item's discounted price, "stealing" with the Armband always succeds in SPS-PD, and otherwise it is just not possible). Already from level +1 it gives the chance of "stealing" without needing to have any charges at all, which is actually a 5% discounted price, and when it is upgraded to +10 it grants a 50% chance of "stealing" - permanent 50% discount. Practically the Armband in SPS-PD functions primarily as a discount card for all the dungeon shops and secondarily as a means of shoplifting.
It gets charged by picking gold with the hero having it equipped, and gets upgraded by actually stealing or "stealing" - buying at a discounted price. It is one of the artifacts that have a negative effect when cursed, as it prevents the hero from collecting gold (the gold is picked but not added to the hero's inventory). Unlike all the other artifacts in SPS-PD, when its secondary option "Gold Touch" is activated (it starts being available at level +2), it neither destroys the Armband nor makes it lose some of its levels, but it makes it lose all of its levels at once, no matter if they are +2 or +10. "Gold Touch" is a buff that generates Gold with each succesful melee or ranged hit, but the amount of gold is rather low, 50-150 pieces per hit even with the Armband at level +10, and its maximum duration is 100 turns for an Armband of level +10, so there is no important reason for activating the secondary option.
Sandals of Nature Edit
|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?|
|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?|
|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?|
|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.|
They are almost the same with the artifact of Sprouted PD, with two differences:
A) Their ability to spawn yellow and red dew has been nerfed. Even as +10 Greaves of Nature they most often spawn white dew, and infrequently yellow and red.
B) From level +3 and on apart from giving the "Root" option (Herbal Armor buff) when they are equipped, they also give the secondary "Sprout" option when they are unequipped. The secondary option has an identical effect with a scroll of Regrowth, as it will grow high grass in all the suitable tiles of the depth, but it will also destroy the Sandals. It is advisable to use this function only when the hero has more than one sandals, so he/she can upgrade one of them to +3 and then use them as a scroll of Regrowth.
They need 3 different seeds to get upgraded to +3 Shoes of Nature, 6 to get upgraded to +6 Boots of Nature, and 9 to get upgraded to +10 Greaves of Nature. They have a negative effect when cursed, and prevent the hero from getting any dew, seeds, mushrooms etc. while trampling high grass. It is one of the artifacts that does not get dropped by any chapter boss.
Talisman of Foresight Edit
|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.
It is very similar in function with Sprouted PD's Talisman with just the addition of a secondary function. it warns the hero for nearby traps with a "You feel uneasy" game message and with the "Foresight" buff icon under the HP bar, it gets upgraded by the hero discovering hidden doors and traps while he/she has it equipped, and after it gets fully charged, its Scry ability becomes available, which reveals all loot in the current depth by granting the Treasure Search buff. Getting upgraded doesn't make it more powerful, as it warns the hero always for all traps from 0 level, but it gains a bigger radius of noticing traps, and the recharging speed of its scrying function increases. After it gets upgraded to +3 it also gives the secondary option of "Notice" apart from the familiar "Scry", which grants the Notice buff for 30-100 turns depending on the artifact's level. This buff's only bonus effect is increasing the hero's ability to notice hidden doors, as the Talisman already warns for hidden traps, while it also decreases the artifact's level by -2 with each use, so it is rather unreasonable to use this secondary function. When it is cursed, it has a negative effect and there is a chance for the hero to lose one or more of his/her next turms while searching. It is one of the artifacts that does not get dropped by any chapter boss.
Timekeeper's Hourglass Edit
| 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.
+0-8: The hourglass seems to have lost some sand, if only you could find some...
It is very similar to Sprouted PD's Hourglass, with just the addition of a secondary function. After it gets activated it gives either the option to freeze time around the hero (while the hero moves, enemies won't move, traps won't get triggered etc.) or freeze the hero's time - "put hero in stasis" (the hero will become invisible and still, while the rest of the dungeon will keep doing what it was doing, but time will get instantly "defrozen" with any hero's action), and gets upgraded by purchasing bags of magic sand from the dungeon shops, which spawn in the shops if the hero is carrying the artifact (not necessarily having it equipped), when he/she enters the shop's depth. At level 0 it has 10 charges, freezes time for 10 turrns and needs appr. 50 turns for 1 recharge, with the recharge speed increasing as it gets upgraded. Each extra charge freezes time for 1 extra turn. With each bag of magic sand its jumps two levels, so with one bag it becomes +2 and has 12 charges, with 2 bags +4 and has 14 charges etc. and with 5 bags it reaches its max level at +10 with 20 charges. After it gets upgraded to +2 it also gives the secondary option of "Restart" apart from the familiar "Activate", which grants the Attack Up, Bless and Defense Up buffs for 50 turns regardless of the artifact's level (with repeated Restarts the buffs will stack), while also decreasing the artifact's level by -2 with each use. When it is cursed, it has a negative effect and there is a chance for the hero to lose one or more of his/her next turms. It is one of the starting items of the Huntress Maid skin, has a 20% chance to get dropped by the Prison Warden chapter boss on depth 10 and can be also found as loot in the dungeon in general.
Unstable Spellbook Edit
|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.|
It doesn't index scrolls that need to get added for it to get upgraded anymore, like it does in Sprouted PD. Instead, it only receives “exp” from scrolls to level up, like the Ring of Disintegration and Ring of Frost in Sprouted do. Each scroll gives a different amount of XP to the Spellbook: scrolls of Lullaby and Terror give 5 XP, scrolls of Identify, Magic Mapping, Psionic Blast, Recharging and Teleportation give 10, scrolls of Remove Curse, Magical Infusion, Regrowth, Sacrifice and Upgrade give 15 XP (obviously there is absolutely no point in feeding it with scrolls of Regrowth, Upgrade, Magical Infusion or the first two scrolls of Sacrifice, they were mentioned here only for the completeness of description). From level +4 and on it also gives the secondary "Song" option in addition to the familiar "Read" option, with the new option adding randomly +1 to either the Accuracy, Dexterity or Magic stats while also decreeasing the artifact's level by -4 (its exp counter doesn't also get decreased though, so little harm is done because with a few scrolls the spellbook returns to its original level very quickly while getting levelled up at the same time, unless the spellbook is at level +10, in which it must be fed some extra scrolls in order to return to max level). The Spellbook reaches +10 level after it has received 195 exp in sum. The upgraded Spellbook will choose randomly between casting a normal spell and an enhanced spell, and more often the enhanced versions in higher levels. That means that it may cast:
- regular Identify, that identifies only one item, or enhanced that also identifies randomly extra items,
- regular Mirror Image that creates mirror images once, or enhanced that creates mirror images many times,
- regular Psionic Blast that harms and blinds the hero, or enhanced that has no negative effects on the hero,
- regular Rage that enrages all enemies in the level, or enhanced that enrages only enemies that are close and also silences them,
- regular Recharging that gives the recharging buff, or enhanced that grants double recharge rate for 10 turns, and then normal recharge rate for 20 turns afterwards,
- regular Teleportation, that teleports randomly the hero, or enhanced that gives the hero the choice of the end destination,
- regular Terror, that frightens enemies in the hero's field of view, or enhanced that has increased duration.
- Scrolls of Lullaby, Magic Mapping, and Remove Curse don't seem to have an enhanced variant.
- The Spellbook never casts rare scrolls like those of Magical Infusion, Regrowth, Sacrifice and Upgrade.
Upgrading it does not involve scrolls so it does not add specific enhanced variants to the Spellbook, as it used to do in Shattered PD, and all enhanced variants are available from level 0, but upgrading makes the enhanced variants appear more often and adds max charges to the Spellbook. It is one of the artifacts that does not get dropped by any chapter boss. It has a negative effect when cursed and prevents the hero from reading any scroll apart from the scroll of Remove Curse (which will uncurse the artifact).
Removed artifacts Edit
The Ring of Disintegration is removed from SPS-PD.
Totally New artifacts: Alien Bag, Glass Totem, Robot Heart.
Similar to Sprouted PD artifacts: Alchemist’s Toolkit, Cape of Thorns, Chalice of Blood, Cloak of Shadows, Dried Rose, Eye of Skadi, Horn of Plenty, Master Thieves’ Armband, Sandals of Nature, Talisman of Foresight, Timekeeper's Hourglass, Unstable Spellbook.
Similar to Shattered PD artifact: Ethereal Chains, Small Pylon (similar to the withdrawn Lloyd's Beacon)
Removed artifact: Ring of Disintegration
Skins that have artifacts as starting items: Rogue Ninja and all the Spring Festival skins - Ethereal Chains, Huntress Maid - Timekeeper's Hourglass, Performer Vtuber - Alien Bag, Follower Protoss and Merchant - Small Pylon.