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Since Sprouted PD was adapted from v.0.2.4 of Shattered PD, most Artifacts have the same name and sprite with those of Shattered, but none is identical with its equivalent in Shattered. However, the Ethereal Chains are not included in Sprouted, the Cape of Thorns still exists in Sprouted although it has been removed from Shattered in v.0.7.0, and the Rings of Disintegration and Frost are new artifacts.  

It should be noted that each artifact can only spawn once in the whole dungeon. Artifacts can be transmuted into other artifacts, subject to that limitation (thus at some point, after all artifacts have spawned, the Well of Transmutation / Phase Pitcher will throw back the artifact that is dropped in it). In addition, certain artifacts such as the Cloak of Shadows, Master Thieves' Armband, and Cape of Thorns cannot be obtained via transmutation and cannot be transmuted (they are always thrown back by the Well of Transmutation / Phase Pitcher). 

Artifacts cannot be upgraded by Dew Blessings or Scrolls of Upgrade / Magical Infusion, with the exception of the rings of Frost and Disintegration. These are fed with scrolls in general to get upgraded, so technically they get upgraded also by Scrolls of Upgrade and Magical Infusion, but it is totally unreasonable to use these scrolls for this specific purpose and not common scrolls. Each artifact has a unique way to be upgraded. All artifacts can grant their effect only when they are equipped, and either have a negative effect when cursed or are just useless and non-unequippable.

Most artifacts can be found in the dungeon as loot (those found as loot are also rarely sold at the dungeon shops), and can be a product of transmutation. Those are the Alchemist's Toolkit, Chalice of Blood, Dried Rose, Horn of Plenty, Ring of Disintegration, Ring of Frost, Sandals of Nature, Talisman of Foresight, Timekeeper's Hourglass. Three artifatcs are only either dropped by specific enemies (Cape of Thorns - DM300, Master Thieves' Armband - thieves and bandits) or are unique to a class (Cloak of Shadows - Rogue). The latter three artifacts can never be a product of transmutation and can't get transmuted or cursed.

In the images that follow, when there is only one image of an artifact, it is shown fully charged at level 0.

New Artifacts[]

Ring of Disintegration[]

When fully charged, the option "Blast" becomes available and the ring shoots disintegration rays once in 12 directions, radiating outward from the hero, without being able to harm the hero, as the source of the rays is the tile on which he/she is standing. Its rays have the same attributes with the rays of the Wand of Disintegration: they can hit multiple enemies, but can't pierce walls or burnable tiles, so at level +10 of the artifacts they will cover half of the DM-300 depth but they will still be restricted in a 3 X 3 area when the hero is in a very small room. It is rather ineffective at low levels, but increases in range, power and recharging speed as it gets leveled up (be careful not to use it in high levels with a pet in line of sight, as in high levels it can insta-kill it, even when it has a lot of HP). The hero can level it up by feeding it scrolls and adding points to it by this process, however, it takes a lot of scrolls to get it to +10. 420 points are needed for a +10 ring, with each scroll adding a different amount of points to it: Remove Curse - 15, Regrowth - 15, Magical Infusion - 15, Upgrade - 15, Recharging - 10, Identify - 10, Magic Mapping - 10, Teleportation - 10, Mirror Image - 5, Lullaby - 5 (obviously, the point of mentioning Scrolls of Magical Infusion, Regrowth and Upgrade is strictly informational, and it is totally unreasonable to feed the Ring with them).

Ring of Disintegration Sprouted PD.png
Ring of Disintegration
The ring of disintegration vibrates with power.

To give some more details about upgrading it, it needs 15 points added to get upgraded to +1, 20 to +2, 35 to +3, 55 to +4, 95 to +5, 135 to +6, 195 to +7, 255 to +8, 335 to +9 and 420 to end up at max level at +10. Its recharging speed increases as it gets upgraded, needing 1000 turns to get fully charged at level 0 and lowering them to 100 turns at level +3, (but not to even less with the rest of upgrades). Players are advised to upgrade the ring up to +3, even if the hero doesn't have many scrolls, as the difference between 1000 and 100 turns is huge and gathering 35 points do not need many scrolls added. Its damage scales based on the formula: min Number of ring's Level * Number of ring's Level - max 10 + (Number of ring's Level * Number of ring's Level) * 3, so it will be 0-10 at level 0, 1-13 at +1, 4-22 at +2 etc. reaching 100-310 at level +10. The distance of its rays is calculated by the formula: Number of ring's Level + 2, (counting also the hero's tile in the distance), so it will be 2 tiles at level 0, 3 at +1, reaching 11 tiles at level +10. The quickest way to get a +10 Ring of Disintegration is by transmuting another less useful artifact that is already upgraded to +10, like a Dried Rose or a Horn of Plenty, but farming Scrolls of Recharging from Broken Robots on the DM-300 depth by leaving a Robot Printer intact after DM-300 gets defeated is also a good tactic (getting the 42 Scrolls of Recharging needed for the Ring to reach +10 can be accomplished rather soon, as Broken Robots spawn constantly, even before the previous quadruple gets defeated). It is stored on the key chain and has no extra negative effect when it is cursed, apart from being useless and non-unequippable.

Ring of Frost[]

Ring of Frost Sprouted PD.png
Ring of Frost
The ring of frost chills the air with icy power.

Practically it is a Ring of Disintegration that Freezes enemies. When fully charged, the option "Blast" also becomes available radiating outward from the hero and freezing all enemies in line of sight of the hero, similarly to the Ring of Disintegration, but without being restricted to only 12 rays (so drinking a Potion of Mind Vision can result in freezing even all enemies on a depth, if they are not resistant to its effect). It is also rather ineffective at low levels, but it increases too in power and recharging speed as it is leveled up in the same way, with the basic difference between the two rings being that it deals minimal damage compared to the Ring of Disintegration, unless the enemy is vulnerable to freezing, and its scaling of power affects the turns that enemies will remain frozen. These are calculated by the formula: min 1 * Number of ring's Level - max 1.5 * Number of ring's Level, so they will be 0 at level 0, 1-1.5 at +1, 2-3 at +2 etc. reaching 10-15 turns at level +10. Its recharging speed is upgraded in the same manner with the Ring of Disintegration (the tactics to upgrade it easily to +10 are also the same). Unlike the Ring of Disintegration, it is stored on the main inventory - backpack, but also has no extra negative effect when it is cursed, apart from being useless and non-unequippable.

Similar Artifacts[]

Alchemist's Toolkit[]

This artifact had been dropped from Shattered and was reintroduced in v. 0.7.0. with a very different function than its original, which Sprouted PD has kept (players of Shattered should better forget its current function in Shattered when they play Sprouted, as they should anyway do and with all the rest of Shattered's alchemy when they play Sprouted). Its function is also very different in Sprouted's mod Special Surprise Pixel Dungeon, where it is practically a cooking toolkit, although it retains its name, sprite and upgrade mechanism from Sprouted. When Sprouted's Alchemist's Toolkit is equipped, it will sometimes decrease the number of seeds needed to brew potions from 3 to 2 and even to only 1 in its max level (also it wil do that more often in higher levels and will always decrease the number of seeds at max level). A cursed Alchemist's Toolkit will make the hero unable to use alchemy pots. Similarly to the Sandals of Nature, when upgraded its level can jump from 0 to +3, then to +6 and finally to +10 without intermediate levels, but it can also be in levels +1, +2, +4, and +5 (see next paragraph for details on why these are the only available intermediate levels). 

Leveling up a Toolkit is a mini-game in itself. To get it to +10, the hero must feed it a certain combination of three potions in the correct order. With each attempt, the player will be given clues as to how close to perfect the mixture was (that is, if the potions were correct and were also put in the correct order, were correct but in the wrong order, or just wrong), and the best mixture so far will remain displayed in the Toolkit. With one correct potion in the correct order the Toolkit jumps to +3 level, with two to +6, and with three correct potions in the correct order it ends up at max level at +10. Adding a correct potion in the wrong order adds just +1 to the toolkit, so the toolkit can also be +1 with just one correct potion in the wrong order, +2 with two correct potions in the wrong order, +3 also with all three correct potions in the wrong order, +4 with one correct potion in the correct order and one in the wrong order, +5 with one correct potion in the correct order and two correct potions in the wrong order, but not in other levels. Getting it upgaded makes the chance of two seeds needed for a potion become higher and at max level it is not uncommon only one seed to be enough for one potion, but never more than two.  

Alchemist's Toolkit.png
Alchemist's Toolkit
This toolkit contains a number of regents and herbs used to improve the process of cooking potions.

The toolkit rests on your hip, the various toos inside make a light jingling sound as you move.

[Level 0] The toolkit seems to be missing a key tool, a catalyst mixture. You'll have to make your own out of three common potions to get the most out of the toolkit.

[During levelling] Your current best mixture is made from [potions W, X, Y] in that order. Of the potions in that mix [Z] reacted perfectly.

[At max level.] The mixture you have created seems perfect, and the toolkit is working at maximum efficiency.

The player must use logic to deduce the correct answer, hopefully without wasting too many potions. Rare potions like Strength, Might, and Experience, are never required during the upgrading process. Although potions get spent during this procedure, it is worth doing if the player has the inclination for puzzles because the hero will get vastly more potions back from an upgraded Toolkit than the amount that he/she will use in upgrading it (just be careful that the hero does not end up with no potions of Mending and Healing as a side-effect of upgrading it). Although there is no mention of them in the Toolkit's game code, Potions of Mending seem to be a very common ingredient in the Alchemist's Toolkit mixtures, perhaps because they are the most common potion dropped, so players should start with including one of them in the mixtures. As mentioned before, a cursed Alchemist's Toolkit will make the hero unable to use alchemy pots.  

Unfortunately there is a bug related with the Alchemist's Toolkit of Sprouted: in Sprouted's code eggs are cosidered the same type of items like potions (that's why they are dropped by Dwarf Warlocks and can be found in Alchemy Rooms), so some Toolkits will need an egg for their mixture of three potions, but eggs can't get added to the Toolkit's mixture. So, if the player is sure that he/she has already fed the Toolkit with all of Sprouted's potions (apart from Strength, Might and Experience), and the Toolkit's message is still that only two correct potions have been put in the mixture, he/she should give up trying, as the third "potion" (Egg) can't get added. 

Cape of Thorns[]

Cape of thorns.png
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?

Until it got withdrawn from Shattered PD, the Cape of Thorns of Sprouted PD was very similar with that artifact. 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. It gets charged according to he formula: Damage * [0.5 + (Cape level's Number)* 0.05)] = Charges, so for example 20 points of damage against a hero with a +1 Cape of Thorns will add 20 * [0.5 + (1 * 0.05)] = 20 * 0.55 = 11 charges. It is a unique drop from DM-300 (it has a 33% chance to drop it), cannot be obtained as a drop from any other enemy or via transmutation, can't get transmuted and It can also never be cursed. Along with the Master Thieves' Armband it is among the only two artifacts that lose charges when they get unequipped (the Cape loses all of them, even when it is almost fully charged). Note that the Cape of Thorns is never displayed as having 100/100 charges, as from 99/100 it jumps automatically to getting activated and to 0/100.

Chalice of Blood[]

It is the only aritfact that remains basically the same with Shattered 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.

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.

There is only one difference though, and that difference is important. Unlike Shattered, there is no hero's level cap in Sprouted, so the hero's HP keeps increasing along with their 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 and eating a Toasted Dungeon Nut for level +10. Before Demon Halls, if the hero wants to upgrade the Chalice to +6, +7, +8, +9 and +10, he/she should better use an Earthroot plant and a Toasted Dungeon Nut 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 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 stages mentioned 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 their max HP. Apparently 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.]

Cloak of Shadows[]

Although It has the same general function with Shattered's Cloak (grants Invisibility, gets upgraded by getting used, is exclusive to the Rogue class etc.), it is different in all the details, so players that are familiar with it from Shattered should have this in mind. The Rogue class starts each run with this artifact already equipped (it is exclusive to this class and no other class can obtain it, as it is never found in the dungeon and never gets produced from transmutation - it also can't get transmuted). It can never be cursed.

Clock of shadows.png
Cloak o fShadows
A priceless magical cloak, stolen from the royal armory many years ago by the Rogue. When worn, it can be used to hide your presence for a short time.

The Cloak's invisibility has the same limitations with all other PD invisibilities (gets lost when the hero attacks etc. follow the link for details) and the Cloak's charges show for how many turns in succession the hero can remain invisible. After each use, even if it was only for 1 turn, the Cloak becomes unusable for some turns, 10 at first, and less as the hero and the Cloak level up. The same unusable state happens when the Cloak gets unequipped and reequipped (it returns to the exact charges it had before it got unequipped though). Before we proceed, readers are reminded that in Sprouted 1 move spends 2 hero's turns, so all the amounts of turns that are mentioned in the next paragraph apply to the hero standing still and should be cut in half, if the Rogue is using the artifact while moving.

Its recharging speed and upgrading rate increase and the amount of turns it remains unusable decrease based on a combination of the hero's level, the Cloak's level and the charges left in the Cloak, but due to the many interrelated factors, mentioning the formulas here will not be of any practical use to playing. Players should just know that the higher the hero's and the Cloak's level is and the more charges are left in the Cloak, the quicker it will get upgraded / recharged / reused. The first time at level 0 the Cloak has 5 charges and gets upgraded not to +1 but just to 6 charges, the second time it gets upgraded to +1 and to 7 charges, and the third time it gets upgraded to +2 and to 8 charges. The pattern is similar in all the rest of its upgrades, linear but sometimes only upgrading the charges and not also the level: +2 - 9 charges, +3 - 10 charges, +4 - 11 charges, +4 - 12 charges, +5 - 13 charges, +6 - 14 charges, +6 - 15 charges, +7 - 16 charges, +8 - 17 charges, +8 - 18 charges, +9 - 19 charges, +10 - 20 charges.

Dried Rose[]

It has some limited similarities with Shattered's Dried Rose, as after the Sad Ghost quest is fulfilled, this artifact also generates an ally Sad Ghost that fights along with the hero and follows him/her in the dungeon, similarly to a pet, and is upgraded by adding to it rose petals that the hero finds randomly in the regular dungeon, if he/she carries the Rose (and even in the Dolyahaven Mines, if the hero finds the Dried Rose there, but not in Book or Key depths). Upgrading it will make the Sad Ghost have more HP and deal more damage and will also increase the Dried Rose's recharging speed. Unlike pets, the Sad Ghost always follows the hero across the dungeon, attacking their attackers, and never chases enemies around (although not stated, it is not in "hunting" mode like pets, but in "guard" mode). Its evasion/defense is calculated by the formula: (Number of the Hero's Level + 4) * 2, so for a hero of level 5 it will be (5+4)*2=18, its accuracy by: (current Ghost's Evasion / 2 + 5) so the previous Sad Ghost will have an accuracy of 18/2+5=14, its damage by: (min Number of Rose's Level / 2 - max Number of Rose's Level + 5), so it will be 0-5 at level 0, 0.5-6 at +1 etc., and 5-15 at +10, and lastly its max HP is calculated by: (Number of Rose's Level + 10) * 3, so it will be 30 HP at level 0, 33 at +1 etc. and 60 HP at max level. After the Sad Ghost is summoned the Dried Rose already starts recharging again, and if the Sad Ghost stays undefeated long enough, it is possible that the Dried Rose will be able to resummon it instantly after its defeat. Unequipping the Dried Rose while the Sad Ghost is still active will not make it vanish, but start losing HP constantly, so it will be gone after a short while. If the NPC Sad Ghost's quest hasn't been fulfilled this artifact is unequippable. There is a minor bug related with this artifact, as rose petals might stop spawning at some point, as the hero goes down the depths of the dungeon, and the Dried Rose will remain at a level below maximum (some rose petals always spawn though).

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.

The rose rests in your hand, it feels strangely warm.

The rose has lost most of its petals. It feels extremely frail, like it could snap any moment.

However, unlike Shattered the Sad Ghost cannot equip weapons and armors, and also has less HP so it is much weaker in attack, defense and vitality than its Shattered equivalent, making the artifact the least useful in general, along with the Horn of Plenty, as the Sad Ghost is too weak to survive for long in the stages after Prison, similarly to a weak pet like the Spider or the Velocirooster. Another difference from Shattered is that although both cursed Dried Roses spawn from time to time a Red Wraith close to the hero, only in Sprouted Red Wraiths have a chance to drop a Ring of Wealth. Like the Horn of Plenty, a non-cursed Dried Rose should be better upgraded to +10 with rose petals and then transmuted.

However due to the cursed Dried Rose's characteristic of spawning Red Wraiths which might drop a Ring of Wealth, it is the only cursed artifact with a "positive effect" (all Red Wraiths have a 4% chance to drop a Ring of Wealth, but they spawn randomly in skeletal remains or as allies to Dwarf Liches, so the hero encounters them rather infrequently otherwise). As a matter of fact, a cursed Dried Rose can be considered more useful than a non-cused one in Sprouted. It is advised that if the hero finds a cursed artifact which is less useful, like a Horn of Plenty, or that the player just doesn't like and will not use, to leave it cursed and transmute it in case it becomes a cursed Dried Rose, so that the hero obtains this way eventually a Ring of Wealth. Players who don't have a problem with taking some risks and want to accomplish the same result without a cursed Dried Rose, could also try following this guide, that is based in trapping a Dwarf Lich inside a room from which it can't escape, and forcing it to spawn Red Wraiths (again, it is a risky tactic). Like all cursed artifacts, it is non-unequippable when cursed.

Lastly, it is reported by some Sprouted players that ally characters in general (Sad Ghost and pets) can make the game crash when they are active on special depths like Book and Key depths, and this is even more likely when both characters are active, and also can make save files get corrupted. In these reports the Sad Ghost might crash the game in all special depths, but pets seem to create problems only in the Book depths. So, players should better avoid generally summoning the Sad Ghost on the Book and Key depths.

Horn of Plenty[]

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.

Like in Shattered PD, it generates food when equipped (more quickly in higher levels) and gets upgraded up to 20 charges by "storing" food items in it, but unlike Shattered, it is nearly useless in Sprouted, due to the abundance of food. However, it is easy to level up and therefore the best candidate for transmutation (players should just avoid leveling it up while the hero still is on very early depths, as food is plenty in Sprouted but is still limited, and the hero might end up with no food at all, if he/she uses most of their food items to upgrade the Horn). Even though it is almost useless in Sprouted, some details about its function should be mentioned here nevertheless. Regardless of its level, when fully charged it satisfies 360 points of hunger (and a percentage of that amount when not fully charged, depending on its charges), with upgrades only increasing its recharging speed and not the amount of satisfied hunger. To get fully upgraded to +10, it needs to get fed with 30 pieces of chargrilled meat, or any other type of food item that will add up to 10,500 points of food energy in sum. When it is cursed it makes the hero become hungry more quickly and is also non-unequippable.

Master Thieves' Armband[]

It is similar to its Shattered equivalent but not same with it, as it is also useful for stealing items from the dungeon shops, gets charged by picking gold or selling items while the hero has it equipped (the charges gained are half of the amount of the gold gained), and gets upgraded by stealing items from shops from 0 up to +10 (stealing items with a value of 600 gold are needed for each level upgrade, so by successfully stealing a Book from the Imp's shop it can jump from level 0 directly to +10). Unlike Shattered, in Sprouted it never spawns as loot in the dungeon though and it is a unique drop only from Crazy Thieves and the two types of bandits on the Prison depth and on the Thief King's Lair depth (Crazy Thieves have only a 1% chance to drop one, but Crazy Bandits and Shadow Bandits have a 33% chance, so especially when the hero equips a highly upgraded Ring of Wealth in the Thief King's Lair, the Armband's drop from the Shadow Bandits is guaranteed), with the sole exception of the Crazy Gold Thieves in the Ancient City key depth that never drop it.

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.

Players should have in mind that when the Armband's charges are lower than the price of the desired item, there is only a chance for the theft to succeed, with its percentage displayed in the item's shop description, and if the theft fails, the shopkeeper will vanish along with all of his merchandise (better take no chances, especially when the shop still has items that are absolutely necessary for the hero, like the Otiluke's Journal or the Books, as the shopkeeper never comes back). The only exception in that is the Dolyahaven shops, in which both Dolyahaven shopkeepers are more tolerant with the hero unsuccessfully stealing from them and the first two times they will not vanish, but only their merchandise will disappear, and it will be restocked after the hero goes down a Mines depth. However in the third failed hero's attempt, they will also vanish and never return. Even with no charges at all, a +1 Armband will have a default 5% chance of success in stealing and a +10 a 50% chance (as a matter of fact, a +10 Armband with a few charges will be much weaker than an Armband with no charges at all). The default chance of stealing without charges is calculated by the formula: Number of Armband's Level * 5%. It is the only aritfact that its charges have no cap, and along with the Cape of Thorns among the only two that lose charges each time they get unequipped: the Master Thieves' Armband loses 5% of its charges, but the Cape of Thorns loses all of them.

It is especially useful for stealing expensive items like eggs from any dungeon shop or the Books from the Imp's shop, which is the only alternative practical way of getting them at their non-discounted price before defeating Yog-Dzewa, and more importantly for stealing Scrolls of Upgrade from the Dolyahaven shop, that cost 6000 gold each and periodically respawn as the hero proceeds in the Dolyahaven Mines, so he/she will most probably not have enough money for all of them. Note: spending charges worth of 675,000 gold for all three non-discounted books might seem unreasonable to most players, as they will most probaly think that this amount of gold will be much more useful in the Dolyahaven shops, but there is a trick/exploit available here: It's technically not necessary to obtain the Amulet to proceed to the Shadow Yog/Dolyahaven stages, but the the hero having not obtained an Amulet means that enemies won't be alerted to their presence immediately on every depth and they will all stay sleeping. That will most probably make everything in late-game and end-game much easier. On how to get so many charges in the Armband, read the next paragraph.

The Ancient City key depth is the depth with the most gold loot in Sprouted, so the hero should definitely have the Armband equipped there. A good tactic to charge the Armband to a very high degree almost anywhere in the dungeon is the following: Mimics make the hero drop a random amount of gold, and the Armband gains charges equal to half the amount of gold he/she picks up. Mimics making the hero drop gold does not make the Armband lose charges. So the hero can sit beside a mimic and let it make him/her drop gold, then pick it up. With some patience the hero can essentially get infinite charges, and will be able to steal anything (in the case of getting enough charges for the Books, a decent amount of gold in the inventory, say 30,000 pieces, will make the process rather quick). Mimics are most commonly encountered in the Thief King's Lair basement and Book of Heavens depths, but they spawn infrequently on almost any dungeon depth. The Armband artifact cannot be obtained via transmutation or get transmuted and can never be cursed.

Sandals of Nature[]

They are similar to Shattered's Sandals, with many minor differences. Unlike Shattered, they display no level as Sandals of Nature, and the Boots of Nature's level is +6 in Sprouted (Shoes of Nature are still +3 and Greaves of Nature +10). Like Shattered, they increase the drops of seeds and white dew from high grass, but unlike Shattered also of mushrooms, berries, nuts, and of yellow and red dew, because the high grass is in Sprouted, and they do that from level 0 but more as they get upgraded. They also get charged by trampling high grass to give the option of a Herbal Armor buff, which doesn't last for a specific amount of turns, but for a specific amount of damage absorption that depends on the charges stored by the Sandals. The max level of the damage absorption charges that are stored by the artifact increases with their upgrades and its recharging speed is also increased by upgrades based on the formula: 1+(1*artifact's level number) / (difference between current charge and max charges) /100, so for example Greaves of Nature +10 with 200 max charges and 100 current charges will gain 1+(1*10) / (200-100) /100 > 11 / 100/100 > 11/1=11 charges per turn trampling high grass. The formula is a little complicated to be of use to most players, so they should just remember that the higher the level and the current charges of the artifact are, the quicker it will get recharged. The Herbal Armor buff of the Sandals is the same with the buff granted by the glyph of Entanglement with the same name, and fades away when the hero doesn't remain still.

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?
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?
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?
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.

At level +10 as Greaves of Nature they make every tile of high grass produce at least dew or even something extra, and seeds like those of Blandfruit, Phase Pitcher, Starflower and Upgrade Eater become an infrequent rather than a very rare drop from high grass, due to the high grass always producing something. For those players who select Water With Dew, this artifact is the most useful among all artifacts. It also saves you from hunting a Wand of Regrowth in the Book of the Heavens, that does stop regenerating after a while. The Sandals need to get fed with 5 different seeds to reach level +3 (they become Shoes), 7 different seeds to reach level +6 (they become Boots), and 9 different seeds to reach level +10 (they end up being Greaves at max level). Their level jumps from 0 to +3, then to +6 and finally to +10 without intermediate levels. If the hero has found this artifact before he/she visits the Ancient Sewers key depth, he/she can equip it there and upgrade it very quickly, as Sandals make high grass drop more seeds, seeds upgrade Sandals to Shoes, Shoes make high grass drop even more seeds etc. Also, if the Otiluke's Journal Vault depth is visitable and a scroll of Regrowth is available, burning the depth to ashes, reading a scroll of Regrowth and trampling all the high grass generated with Greaves of Nature, will provide the hero with an immense amount of seeds, nuts, berries and mushrooms (but not the equivalent immense amount of dew, as even the Greaves of Nature do not generate violet dew drops, nevertheless high grass always produces dew when they are equipped). Players should just have in mind that visiting even once the Otiluke's Journal Vault might trigger the Dolyahaven Mines end-game bugs, so they might want to skip this farming of dew and seeds. Cursed Sandals of Nature will have the opposite effect from upgraded Sandals, making the high grass drop always nothing when it gets trampled and they will also be non-unequippable.

Talisman of Foresight[]

It is rather similar in function with Shattered's Talisman but with some minor differences in its upgrades and its recharging speed: it warns the hero for nearby traps with a 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 Scrying ability becomes available, which reveals all loot in the current depth. 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. It gets upgraded by the hero noticing 4 hidden traps/doors for each upgrade, but using its scrying function doesn't seem to upgrade it. Its charging speed is calculated by the formula: Charge per turn = 0.04 + (Number of the Talisman's level * 0.006), so at level 0 it will need 2500 turns to get fully charged, 2173 at level +1, etc. reaching down to 1063 turns at +9, and 1000 turns at max level +10 (in the actual process of charging the turns needed seem to be slightly less, when the hero is doing something and not just resting until the Talisman gets charged, for example 2400-2450 at level 0, but +2% to +4% quicker recharging speed does not make any siginificant difference).

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Talimsan 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 loses some of its usefulness after the hero gathers enough scrolls of Magic Mapping or Blue Berries, and so maps every depth from the beginning and reveals all traps, but in early game when there is still a shortage of Magic Mapping scrolls or Blue Berries, its Scrying function is also useful for semi-mapping the depths by showing their loot apart from warning about their traps, and it is still useful in later depths, when the player wants to know repeatedly the loot of a depth that the hero revisits many times (Thief King's basement, Book of Heavens etc.), and doesn't want to spend all the Scrolls of Magic Mapping and the Blue Berries for this purpose. A cursed Talisman of Foresight is supposed to have a negative effect, making the hero spend more turns while searching (there is even a game message about that, each time the hero searches with a cursed Talisman equipped), but practically there is no difference in the turns spent with or without a cused Talisman (in both cases it's only 1), so its only negative effect is that it is useless and non-unequippable.

Timekeeper's 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.

It is rather similar in function with Shattered's Hourglass but with some minor differences in its upgrades and its recharging speed. After it gets activated it also 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 hero's time - "put hero in stasis" (the hero wil 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 move), 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, with 3 bags +6 and has 16 charges, with 4 bags +8 and has 18 charges and with 5 bags it reaches its max level at +10 with 20 charges. When it is cursed, it has a negative effect and there is a chance for the hero to lose one or more of their next turms.

Unstable Spellbook[]

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Unstable Spellbook (3/3) [Level 0]
This Tome is in surprising good condition given its age. It emanates a strange chaotic energy. It seems to contains a list of spells, but the order and position of them in the index is constantly shifting. If you read from this book, there's no telling what spell you might cast.

The book's index points to some pages which are blank. Those pages are listed as: [Name of common scroll] and [Name of common scroll]. Perhaps adding scrolls to the book will increase its power.

It resembles a very old version of Shattered's Unstable Spellbook (which has been reworked and re-reworked since v.0.2.4). Sprouted's Unstable Spellbook, when it is equipped, allows the hero to cast random spells (all apart from those from Scrolls of Upgrade, Magical Infusion and Regrowth), the more spells in succession and the more often as it gets upgraded. The Unstable Spellbook is upgraded by adding one of two requested scrolls to it, consuming the scroll (the specific scrolls are displayed by examining the Spellbook, but are never Scrolls of Upgrade, Magical Infusion and Regrowth). Upon adding a requested scroll, the Spellbook will request a new one along with the one left from before (excluding Scrolls of Upgrade, Magical Infusion and Regrowth). Unidentified scrolls cannot be added, even when it is absolutely sure that the unidentified scroll is the scroll requested by the Unstable Spellbook. Ten scrolls are available for adding into the Spellbook (scrolls of Identify, Lullaby, Magic Mapping, Mirror Image, Psionic Blast, Rage, Recharging, Remove Curse, Teleportation, Terror), so the upgraded Spellbooks's level can range from level +1 up to +10 at max level, which is achieved once all scrolls have been added to the book. Its charges are calculated by the formula (level / 2 + 3), so they can range from 3/3 at level 0, 4/4 at level 2, 5/5 at level 4 etc. up to 8/8 at max level +10. Its recharging speed depends on the chages left and the Spellbook's level, so specific numbers can't be mentioned here. Players should just know that the higher the level and the current charges of the Spellbook are, the quicker it will get recharged. It cannot be used while the hero is Blinded, similarly to the inability of the hero to read a scroll while blinded. A cursed Unstable Spellbook will prevent the hero from reading any scroll, apart from the scroll of Remove Curse, which will uncurse the Spellbook and make it functional, and while still cursed it will also be non-unequippable.