In Shattered Pixel Dungeon, artifacts are a new type of unique equipment, that can perform special actions, and do not require Scrolls of Upgrade to grow stronger. Instead, each artifact is upgraded using a different set of rules, up to their +10 level cap.

While they have unlimited uses, they are generally limited by charging or cool down factors and need to be equipped to be of any use.

Artifacts are unique items, meaning that only 1 artifact of a certain type can be generated within a run. Scrolls of transmutation will morph them into another random artifact that has not yet been spawned in the run.

Alchemist's Toolkit[edit | edit source]

This artifact allows the Hero to do alchemy anywhere, as long as there are no enemies within view.

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

not ready: The toolkit is currently warming up, and will be ready to use after you gain experience.

ready: The equipped toolkit is slowly generating alchemical energy as you gain experience. Perhaps it could be enhanced in an alchemy pot?

When first equipped, the toolkit won't be able to be used until the Hero gains EXP; this makes juggling the toolkit with other miscellaneous items slightly more difficult.


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

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

To upgrade the toolkit, 10 energy is required, 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 it has been given into how fast it generates energy; for example, a Toolkit that's absorbed 34 total energy (meaning shows up as +3) will act like a +3.4 Toolkit.

The Toolkit charge will increase by 1/3 of the energy consumed, so by inputting 21 energy, the Toolkit will gain 7 energy.


The Toolkit generates energy as the Hero gains experience. 2+displayedLevel+0.1(10-energyNeededToUpgrade) will be generated per level's worth of EXP. 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 (hence the percent signs).

When cursed:

The cursed toolkit has bound itself to your side, and refuses to let you use alchemy.
  • A cursed toolkit will prevent you from interacting with alchemy pots.

Chalice of Blood[edit | edit source]

Replaces Ring of Mending
Chalice of blood.png
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 natural health regeneration; it does that by reducing the amount of turns between the times Hero regains 1 HP naturally. The effect works as long as the Hero is not starving. A +10 chalice allows regenerating 1 HP per turn.

Level* +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +L
Damage 1 3 12 27 48 75 108 147 192 243 3·L2

(This has changed! The damage has been nerfed. Warning! Incomplete data. Damage at +0/+1 = 1. Damage at +6 = 77; +7 = 115; +8 = 167)

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 +7 – it is very difficult to upgrade the Chalice to +10 without breaking multiple blessed Ankhs.

Level at which it is completely safe to prick at full hp
Chalice Level Prior to Upgrading +0 +1 +2 +3 +4 +5 +6 +7 +8 +9
Hero Level (No Potion of Shielding) 1 1 1 3 7 12 19 27 36 46
Hero Level (Potion of Shielding after 1 turn) 1 1 1 1 2 6 10 15 20 27

The most viable way to upgrade the Chalice without breaking Ankhs is by pricking when at full health with a Potion of Shielding (see above). 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. (And note that Barkskin protects 0-X, so it does not change the guaranteed-safe cutoff.) However, combining Herbal Armor, upgraded Armor or Ring of Might, and an Elixir of Might can improve the safe prick threshold by several levels. It's possible to reach +10 at Hero Level 19 with only one potion of shielding and one Blessed Ankh.

Choosing to prick yourself on the Chalice when the unreduced damage will be greater than 75% of Hero's current health causes the game to show a warning screen.

Reviving from dying by the "prick" command with a regular Ankh in your inventory won't upgrade the Chalice.

When Cursed:

The cursed chalice has bound itself to your hand, and is inhibiting your ability to regenerate health.
  • Natural regeneration is reduced to 1 HP being regenerated every 15 turns instead of 10 turns.

Cloak of Shadows[edit | edit source]

Replaces Ring of Shadows
Clock of shadows.png
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.


  • 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.


  • While the Cloak is active, charges will be expended. When all charges are consumed, the Hero is forced out of invisibility.
    • Activating the Cloak consumes 1 charge.
    • Every 5 turns spent in stealth consume 1 charge.
  • A charge is restored after 45 − chargesMissing turns.


Target Hero Level
+0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
1 3 5 7 9 11 13 16 19 22 25
  • Cloak upgrades 10% faster for each level hero is above the target, but 25% slower for each level Hero is below the target. Thus, upgrading the cloak by repeatedly using when Hero level is below the target is ineffective.
  • 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 5(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. Additionally, it will become impossible to use it until its curse is removed.

Dried Rose[edit | edit source]

Dried Rose.gif
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
20 28 36 44 52 60 68 76 84 92 100


  • 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 and free of malevolent magic.
    • The Sad Ghost's health and strength are determined by the Rose's level, the Sad Ghost's accuracy and evasion are the same Hero's base accuracy and evasion.
  • It can be used to command the ghost to go to any tile.
    • Targeting a tile with an enemy will force the ghost to attack it.
    • Targeting a tile with the Hero/ine will force the ghost to follow him/her.
    • Targeting an empty tile will force the ghost to move towards it and guard it by attacking any enemies within range, and ignoring the rest.
  • Giving the ghost directions takes no time.
  • Unequipping the Rose while the Ghost is active will cause it to lose 1 HP per turn until the Rose is equipped again.
  • It cannot be equipped until the Sad Ghost quest is completed, even if it is manually identified.


  • 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.


  • Pick up petals randomly generated in the dungeon to upgrade it.
    • If the Rose is found later in the game, petals will be found more commonly to compensate.
  • 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:

The cursed rose is bound to your hand, it feels eerily cold.
  • Each turn, a cursed Dried Rose has a 1% chance to spawn a Wraith within view of the Hero.

Ethereal Chains[edit | edit source]

Ethereal chains.png
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.


  • 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, or the target tile is not adjacent to a wall or statue, 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, such as locked rooms.
  • 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.


  • 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 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:

The cursed chains are locked to your side, constantly swinging around, trying to trip or bind you.

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

Horn of Plenty[edit | edit source]

Replaces Ring of Satiety
Horn of Plenty.png
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.


  • 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.
    • Eating even 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


  • Store food in the Horn to upgrade it. The max level is +10.
    • Ration of food will upgrade the Horn of Plenty by exactly 1 level. All other food items will level the Horn of Plenty proportionally to how much hunger they restore.
      • This means small rations and mystery meat level up the horn slower, while pasties, rations of food 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.
      • Meat Pie will provide 3 levels of upgrade.
    • 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:

The cursed horn has bound itself to your side, it seems to be eager to take food rather than produce it.

  • A cursed Horn of Plenty reduces the effectiveness of consumed food items by 33%.

Master Thieves' Armband[edit | edit source]

Replaces Ring of Haggler
Thieves armband.png
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...


  • Whens the Armband is worn, selecting any items in the Shop 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. A failed attempt will result in the shop and the shopkeeper vanishing.
  • 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×50, value×level/30)value
      • Example: Stealing a 300g item with a +10 Armband with 45 charge...
        • = 45+min( 10×50=500, 300×10/30=100)300
        • = 45+100=145300 = 48% 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 200 charges, it would have had a 200+100300 → 100% chance to steal, using up 200 charges on a 300g item. If the charge is at least 200 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.


  • 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.


  • 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:

The cursed armband is bound to your wrist, and somehow your pouch of gold seems to be slowly getting lighter...
  • Each turn, the Hero has a 16 chance to lose 1 Gold.

Footwear of Nature[edit | edit source]

Replaces Ring of Herbalism
Sandles of nature.png
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.png
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.png
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.png
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 120 116 112 18 14
Dew 16 421 29 415 13


  • Sandals of Nature act like the Ring of Herbalism, increasing the number of seeds and dewdrops gained by trampling grass.
  • After upgrading, they grow and have the ability to grant the herbal armor buff, but at the cost of rooting the Hero in place for 5 turns.


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.


  • The Sandals of Nature upgrade by feeding them different types of seeds until they grow into bigger types of footwear and grant greater effects.
  • Upgrading Sandals to Shoes takes 3 seeds, Shoes to Boots needs 6 more seeds, and Boots to Greaves requires additional 9 seeds, meaning 18 in total.
    • The upgrade levels in-between +3, +7 and +10 thresholds are not reachable.
    • All seeds required to reach each threshold need to be unique, but this list resets once the Footwear grows in size.

When Cursed:

The cursed sandals are blocking any attunement with nature.
  • If they are cursed, they cannot be removed and prevent the Hero from receiving any seeds or dewdrops from plants.

Talisman of Foresight[edit | edit source]

Replaces Ring of Detection
Talisman of foresight.png
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 hidden.

When you hold the talisman you feel like your senses are heightened. The talisman is slowly building charge as time passes and when you discover hidden doors or traps.

The talisman can expend its charge to 'scry' in a cone shape, which reveals all tiles and secrets in the scanned area, and will grant you vision of enemies and items for a short time.

Foresight[edit | edit source]

You feel very nervous, as if there is nearby unseen danger.


  • When the Hero is within 3 tiles of a hidden trap, it will grant Foresight buff and display "You feel uneasy" in the log.
  • It slowly gains power with turns passed and when at at least 5% charge, it can be used to "scry", revealing tiles, monsters and items in a cone shape. The amount of tiles affected is determined by current amount of charges and artifact level.


  • Each turn, 0.05+level*0.005% is added to the current charge. The Talisman fully charges in 2000 turns at +0, scaling to 1000 turns at +10.


  • The artifact upgrades by 1 level with 100 + 50*level experience gained.
  • The artifact will gain 10 experience for every trap, item or enemy and 100 experience for every hidden door revealed by scrying.
    • An easy way to level up the Talisman of Foresight is to search trap rooms. The hidden summoning room is especially good at leveling the Talisman as it contains many hidden traps.

When Cursed:

The cursed talisman is intently staring into you, dulling your senses.
  • A cursed Talisman of Foresight will decrease the chance to passively find secrets.

Timekeeper's Hourglass[edit | edit source]

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...


  • It has the ability to freeze time from either the Hero/ine's perspective or the enemies' perspective. Each charge can freeze time for 2 turns, or keep Hero in stasis for 5 turns.
  • 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 or surprise 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:
      • Moving
      • 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 damage-over-time debuffs such as burning, poison, and deferred damage.
    • It is worth noting that the Hero does not gain hunger while in stasis.


  • 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.


  • 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 hourglass 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.

Unstable Spellbook[edit | edit source]

Unstable spellbook.png
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:


  • The Unstable Spellbook randomly generates and immediately uses a scroll when used.
  • The Unstable Spellbook cannot be used while blinded.


  • It begins with two max charges, but gains an extra charge every other level, to a max of 8.
  • A charge will be restored to the Spellbook after 120−5×chargesMissing turns.


  • The Unstable Spellbook is upgraded by adding 1 of 2 "requested" scrolls to it, consuming the scroll.
    • Which scrolls are currently 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 allow the user to decide whether they want a regular scroll, or its exotic variant effect the next time the added scroll is called by the Spellbook. Using a regular one costs 1 charge, while an exotic one costs 2.
    • Scroll of Identify → Scroll of Divination.
    • Scroll of Remove curse → Scroll of Anti-magic.
    • Scroll of Magic mapping → Scroll of Foresight.
    • Scroll of Teleportation → Scroll of Passage.
    • Scroll of Recharging → Scroll of Mystical Energy.
    • Scroll of Terror → Scroll of Petrification.
    • Scroll of Lullaby → Scroll of Affection.
    • Scroll of Rage → Scroll of Confusion.
    • Scroll of Retribution → Scroll of Psionic Blast.
    • Scroll of Mirror Image → Scroll of Prismatic Image.

When Cursed:

The cursed book has bound itself to you, it is inhibiting your ability to use most scrolls.

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