A Compendium for the Artifacts within the game and their respective effects! If your character is not an expert of the occult, this should help you! Even if your character is an expert of the occult, this will also save your precious resting time from doing occult research!
Artifacts & Effects
Power: Increased World Map speed; Malediction: Lower Sanity gain from resting.
Blood of St. Mercurius:
Power: Makes wearer immune to bleeding; Malediction: Deals bleeding damage if anyone in the party doesn’t pray during rest
Abdul’s Severed Hand:
Power: Grants the wearer increased subterfuge; Malediction: Steals cigs from inventory once every few minutes.
Cilice of Eliphaz:
Power: Increased natural sanity regeneration rate; Malediction: The wearer receives a constant bleeding state, the state can only be removed by stop wearing the trinket.
Crystal Glasses of Xanthri:
Power: Increased occult research; Malediction: Accumulates ANGST every time the glasses is worn.
Eyes of Argus:
Power: Increased reaction and grants a bonus to the keep watch activity during camping; Malediction: Increased ANGST accumulation.
Lucky Pouch of Al-Khalid:
Power: Increased trading value; Malediction: Decreased stealth value and reaction.
Pendulum of Ms. Montford:
Power: Increase Psychology by 1; Malediction: Decreases max health.
Talisman of Pazuzu:
Power: Wearer receives less aggro and their unarmed attacks decrease the target’s physique for a short period; Malediction: Increases ANGST accumulation.
Papa Twilight’s Top Hat:
Power: Grants the wearer increased supernatural defense; Malediction: Decreases the wearer’s mental resistance.
Face of Rahu:
Power: Grants the wearer increased stealth and physical defense; Malediction: The wearer loses a small amount of sanity each time the mask is worn.
Bleeding Badge of the Marshall:
Power: Firearms +1; Malediction: More likely to receive the Bleeding status.
Sleepers’ Cave Dust:
Power: Better resting bonus; Malediction: Cannot select “Keep Watch” during camping.
Officer Feraud’s Lucky Pendant:
Power: Increases melee by 1; Malediction: More susceptible to getting knocked down.
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