Artifact
Artifacts are permanent items that provide passive bonuses during the loop. About half of the artifacts are available during every loop, with the other half being restricted to specific characters or ships. Artifacts can only be lost through certain Events. You cannot be offered artifacts you already have, but you can be offered artifacts you have seen previously on this run that you didn't take. You can even be offered artifacts that you previously had but lost.
Each ship begins the loop with the Warp Prep artifact, and all ships also begin with one or more additional starting artifacts.
Boss artifacts can only be found as rewards after a boss battle (or traded for Warp Prep during the Boot Option start-of-loop event).
A select few artifacts require special circumstances, such as a specific Events choice, in order to be acquired.
Icon | Name | Requirements | Rarity | Description |
---|---|---|---|---|
Warp Prep | - | Starter | Gain 1 Shield and 1 Evade on the first turn. | |
Cargo Hold | Ship: Artemis | Starter | All artifact map nodes offer 1 more option. | |
Hunter Wings | Ship: Artemis | Boss | (Artemis-exclusive artifact!) If you end your turn with more than 0 Energy, your wings will retract and become Empty until your next turn starts. | |
Ares Cannon | Ship: Ares | Starter | Your inactive cannon is Armored. At the start of your turn, if you don't have a Toggle Cannon in your hand, gain one. | |
Control Rods | Ship: Ares | Starter | Draw 1 less card each turn. | |
Ares Cannon V2 | Artifact: Ares Cannon | Boss | Replaces Ares Cannon. Your inactive cannon is Armored. At the start of your turn, if you don't have a War Mode in your hand, gain one. | |
Jupiter Drone Hub | Ship: Jupiter | Starter | At the start of combat, gain a Jupiter's Moons. | |
Radar Subwoofer | Ship: Jupiter | Common | (Jupiter-exclusive artifact!) Jupiter drones do 1 more damage when directly in front of your Comms. | |
Jupiter Drone Hub Booster | Artifact: Jupiter Drone Hub | Boss | Gain 1 energy every time you launch a Jupiter Drone while there were no Jupiter Drones already in the midrow. | |
Gemini Core | Ship: Gemini | Starter | After you play a card, toggle both your active Cannon and Missile Bay. | |
Gemini Core Booster | Artifact: Gemini Core | Boss | Requires Gemini Core. Your left cannon does +1 damage. Your right cannon stuns, but does -1 damage. | |
Tide Runner | Ship: Tiderunner | Starter | Immediately after you play the leftmost/rightmost card in your hand, move left/right 1. | |
Mooring Line | Ship: Tiderunner | Starter | At the start of each combat, add an Anchor to your draw pile. | |
Mooring Line V2 | Artifact: Mooring Line | Boss | At the beginning of combat, add an Anchor A to your deck. | |
Hardmode | Hard difficulty | Starter | Varies based on difficulty chosen | |
Nanofiber Hull | - | Common | Heal 1 after each combat. | |
Overcharger | - | Common | Every 4th turn, gain 1 Overdrive. | |
Crosslink | - | Common | Every 5th time you attack, gain 1 Evade. | |
Shield Memory | - | Common | Your Shield lasts between combats. | |
Jumper Cables | - | Common | At the start of each combat, gain Temp Shield equal to your missing hull. | |
Hull Plating | - | Common | Permanently gain +3 max hull and heal 3 on pickup. | |
Armored Bay | - | Common | On pickup, your missile bay gains Armored. | |
Recalibrator | - | Common | Draw a card every time you miss a shot. | |
Grazer Beam | - | Common | Every time an attack misses the enemy by exactly 1 space, the enemy takes 1 damage. | |
Jet Thrusters | - | Common | Gain 2 Evade on the first turn. | |
Prepped Batteries | - | Common | Gain 1 extra Energy on the first turn. | |
Energy Refund | - | Common | Gain 1 Energy every time you spend 3+ energy playing a card. | |
Overclocked Generator | - | Common | Gain 1 Energy every third turn. | |
Cockpit Lock-On | - | Common | All enemy cockpits start with Weak. | |
Stun Calibrator | - | Common | After your first attack each turn, gain 1 Stun Charge. | |
Ion Converter | - | Common | If you end your turn with more than 0 Energy, gain 1 Shield. | |
Fracture Detection | - | Common | 1 random enemy part is made Brittle at the start of the fight. The part is not marked as Brittle until it is damaged. | |
Ricochet Paddle | - | Common | When you shoot an incoming missile, turn it around instead of destroying it. | |
Adaptive Plating | - | Common | Gain +1 max hull and heal 1 every time you defeat a boss or elite. | |
Piercer | - | Common | Your first attack each turn Pierces. | |
Heal Booster | - | Common | Every time you heal, heal 1 more. | |
Jettison Hatch | - | Common | You may remove 2 cards at repair yards. | |
Sharp Edges | - | Common | Every time your discard pile is shuffled back into your draw pile, the enemy loses 1 hull. Caps at 3 damage per turn. | |
Chaff Emitters | - | Common | Seeker missiles and other homing missiles can't see you if you're 2 or more spaces away from them. | |
Glass Cannon | - | Boss | Gain 1 extra Energy every turn. Your ship's cannons become Weak at the start of combat. | |
Simplicity | - | Boss | On pickup, remove 3 cards. | |
Dirty Engines | - | Boss | Gain 1 extra Energy every turn. Add a Trash to your draw pile every 2 turns. | |
Genesis | - | Boss | Gain 1 of 2 common artifacts, then gain 1 of 2 common artifacts, then gain 1 of 2 common artifacts. Add 3 Genesis Canisters to your deck. | |
Hi Freq Intercom | - | Boss | Draw +2 cards every turn. You are offered 1 less card in post-battle card rewards. You may no longer skip any card rewards. | |
Warp Mastery | Artifact: Warp Prep | Boss | Replaces Warp Prep. Gain 3 Shield and 3 Evade on the first turn. | |
Photon Condenser | Crew: Dizzy | Common | All of Dizzy's card attacks deal +1 damage. | |
Shield Reserves | Crew: Dizzy | Common | Permanently gain +2 max shield on pickup. | |
Rebound Reagent | Crew: Dizzy | Common | The first time you lose hull each combat, heal 1 hull. | |
Regenerator | Crew: Dizzy | Common | Every 3 Dizzy cards played, gain 1 Shield. | |
Shield Burst | Crew: Dizzy | Boss | Every time you gain any Shield, gain 1 Temp Shield. | |
Prototype 22 | Crew: Dizzy | Boss | Permanently gain +1 max shield on pickup. Gain 1 Shield at the start of every turn. If Shield was already full, take 2 hull damage. | |
Quickdraw | Crew: Riggs | Common | Draw 2 extra cards on the first turn. | |
Perpetual Motion Device | Crew: Riggs | Common | Whenever you have no cards, draw a card. | |
Caffeine Rush | Crew: Riggs | Common | Every time your discard pile is shuffled back into your draw pile, gain 1 Evade. Limit 2 per turn. | |
Demon Thrusters | Crew: Riggs | Boss | Gain 1 Evade every turn. You can no longer have more than 3 Evade at a time. | |
Flywheel | Crew: Riggs | Boss | Every 10th time you draw a card, gain 1 Energy. | |
Dakka Drum | Crew: Peri | Common | Every 5 Peri cards played, gain a Chip Shot. | |
Revenge Drive | Crew: Peri | Common | The first time you lose hull each turn, gain 1 Overdrive. | |
Premeditation | Crew: Peri | Common | At the start of combat, gain a Glissade. | |
Power Diversion | Crew: Peri | Boss | Gain 1 extra Energy every turn. All non-Peri card attacks deal 1 less damage. | |
Berserker Drive | Crew: Peri | Boss | At the start of combat, gain 1 Powerdrive. On the second turn of combat, your enemy also gains 1 Powerdrive. | |
Wave Control | Crew: Isaac | Common | Gain 3 Droneshift on the first turn. | |
Bubbler | Crew: Isaac | Common | Every 4 Isaac cards played, gain a bubble. | |
Gravel Recycler | Crew: Isaac | Common | Gain 1 Temp Shield every time an asteroid is destroyed. | |
Drone Piercer | Crew: Isaac | Common | Drones that attack the enemy ship Pierce. | |
Radio Repeater | Crew: Isaac | Boss | Drones perform their actions an additional time. | |
Salvage Arm | Crew: Isaac | Boss | Gain 1 Energy every time you destroy a midrow object. | |
Pressure Fuse | Crew: Drake | Common | While your hull is under half its max, all of Drake's card attacks deal +1 damage. | |
Subzero Heatsinks | Crew: Drake | Common | Heat can be reduced to -3. | |
Ignition Coil | Crew: Drake | Common | While at 3+ Heat all your attacks deal +1 damage. | |
Heat Distiller | Crew: Drake | Common | Gain 1 Serenity every third turn. | |
Next Gen Insulation | Crew: Drake | Common | Your ship overheats at 4 instead of 3. | |
Thermo Reactor | Crew: Drake | Boss | Gain 1 extra Energy every turn. Gain 1 Heat each turn. | |
Safety Lock | Crew: Max | Common | Choose a card with Exhaust in your deck. It no longer exhausts. | |
Sticky Note | Crew: Max | Common | Choose a card that does not Retain in your deck. It gains Retain. | |
Right Click | Crew: Max | Common | Your rightmost card does +1 damage. Your leftmost card does -1 damage. | |
Strong Start | Crew: Max | Common | Gain 1 Boost at the start of your first turn of combat. | |
Flow State | Crew: Max | Boss | Draw 1 less card per turn. The first three times you play a card each turn, draw a card. | |
Tridimensional Cockpit | Crew: Max | Boss | Permanently replace your Cockpit with Empty scaffolding. Lose half your max hull on pickup. | |
Lightspeed Boot Disk | Crew: Max | Boss | On the first turn of battle, draw 1 extra card and gain 1 extra Energy. On pickup, choose a card that is not Buoyant in your deck. It gains Buoyant. | |
Grimoire | Crew: Books | Common | Gain a Crystal Shard on the first turn of each combat. | |
Resonance Fork | Crew: Books | Common | Fill your Shard to max at the start of combat. | |
Shard Enchanter | Crew: Books | Common | The first time you play a Crystal Shard each turn, gain 1 Temp Shield. | |
Shard Collector | Crew: Books | Common | You may hold 1 more Shard. | |
Rock Collection | Crew: Books | Common | Two Geodes will always be near your ship at the start of combat. | |
Zero Doubler | Crew: Books | Boss | Each turn, the first time you play a 0-cost card, do its actions twice. | |
Standby Mode | Crew: CAT | Common | At the start of your turn, gain 1 Energy if you ended your last turn with more than 0 Energy. | |
Initial Booster | Crew: CAT | Common | Basic Shot cards do 1 more damage. | |
Multi Threading | Crew: CAT | Common | The first time you get a Temporary card each combat, gain 1 Energy. | |
Summon Control | Crew: CAT | Boss | After every battle, you may choose a Temporary card in your deck to become permanent. | |
Scrap Armor | Event: Garbage Girl Repairs | Common | A single-use repair kit! The 10th time you're hit while you have Scrap Armor, gain 2 max hull and heal to full. This only works once. | |
Broken Glasses | Defeat Cleo | Common | Gain 1 extra Energy every turn. Repair yards are empty. Why did you do that? | |
The Cobalt Core | The Finale | ??? | Careful, it's fragile. Don't lose it again. |