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Artifacts & Effects
Danforth’s Compass:
- 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.
Venus of Willendorf:
- Power: Increases maximum health;
- Malediction: Grants defect “Cycle of the Moon” (unknown effect)
Bertollini’s Prized Tuxedo:
- Power: Increases Agility by 1;
- Malediction: Unknown
Sabre of Colonel Grant:
- Power: Increased Critical Chance;
- Malediction: Unknown (seems to grant you psychopathy if you kill enemies with the sword)
Leprechaun’s Bounty:
- Power: Grants the wearer luck;
- Malediction: The character receives leprechaun’s curse upon removing trinket (effect known).
Knife of the Ripper
- Power: High damage bonus;
- Malediction: Unknown
Eyes of Aglaea
- Power: Increase Presence by 2
- Malediction: The character draws more enemy attention. Cannot be unequipped.
Sherman’s Gold medal
- Power: Increase Athletics by 1
- Malediction: Wearer of the medal becomes more likely to develop Paranoia condition for each time the artefact is worn.
Mwangi’s Beating heart
- Power: Increases Physique by 1
- Malediction: The character receives ANGST by killing enemies.
Conscious of Vedas
- Power: Increase Will by 2
- Malediction: The owner of this artefact cannot gain sanity from belief system related actions. Cannot be unequipped.
Crawfords Notes on the Occult
- Power: Increase Occult by 1
- Malediction: Decreases maximum Sanity
Wolverin’s Wrath
- Power: Increases melee damage dealth as the wearer’s health detiorates
- Malediction: Increases Mania possibility if kept in the inventory
Black Halberd of Blackwyn’s:
- Power: increase Occult by 1
- Melediction: Unknown (Fiery temper?)
Brand of Taru:
- Power: Increases Agility by 2
- Malediction: Grants the defect “Arrogance”. Cannot be unequiped.
Power Leech:
- Power: Increase spellcraft.
- Malediction: Decreased maximum health. If sanity drops below a certain point, both positive and negative effects will be amplified.
Crystalised Rose:
- Power: Unknown
- Malediction: Unknown
Note
The ones with unknown maledictions are the ones that cannot be researched during camping.

