Artifacts now arrive unidentified and become a research tree: identify them, generate serums, unlock alien technologies, and craft new gear at a research workbench. Ruins are reworked into indestructible, artifact-guaranteed, more dangerous dungeons.
| Technology | Unlocked by | What it gives you |
|---|---|---|
| Artifact Containment | Containment Knowledge Serum (now any artifact) | Artifact Containment Unit — safely store/transport artifacts (suppresses effects) |
| Gene Cleansing | From a Cleansing Artifact | Cleanse permanent negative serum/genetic effects via a powered ruin alien device + activated Cleansing Artifact |
| Living Metal | From a Living Metal Artifact | Self-repair emitter that heals the sub (~15 HP/sec) while powered; glow + sound, drains energy, fixed range |
| Stasis | From a Stasis Artifact | Stasis Rifle (freezes/stuns targets) |
| Teleportation | From a Teleportation Artifact | Teleportation Anchor + Recall Teleport Device — teleport a crewmate back to the anchor via the health interface (rescue downed crew); recharged with an Alien Power Cell; misuse risks Teleportation Sickness |
| Power Cell (bonus) | From a Faraday Artifact | Power Cell Recharger |
| Regenerative Energy (bonus) | From an Addictive Healing Artifact | Health Blaster — NT-compatible ranged healing (won't fix organs) |
| Artifact | Effect | Danger |
|---|---|---|
| Thermal | Periodically generates fire (~30s); harmless underwater | Red |
| Faraday | EMP blast (~8m) every 15s; out of water it shocks (stun + burn) | Red |
| Nasonov | Attracts creatures (~100m) and disrupts sonar | Red |
| Psychosis | +0.5% psychosis/sec while held (hallucinations) | Red |
| Skyholder ("Sky") | Siphons oxygen (and water) from the hull extremely fast | Red |
Note: "Sufforin / Static / Pressure" artifact names from older guides don't match the current vanilla set (Thermal, Faraday, Nasonov, Psychosis, Skyholder) — they may be community shorthand or from other mods.
| Artifact | Effect | Notes |
|---|---|---|
| Living Metal | Repairs the sub (~15 HP/sec) while powered | Helpful; unlocks Living Metal tech |
| Stasis | Stasis (freeze/stun) in a range around it | Unlocks Stasis tech |
| Teleportation | Teleportation effect | Unlocks Teleportation tech |
| Infection | Alien infection in a range; can cause alien-infection coma | Cured by analarin |
| Muting | Damages vocal cords — "Muting Influence" (can't speak / give orders) | Cured by anarmu; outpost doctors can treat |
| Sacrificial | Harmful sacrificial affliction | Cured by ansain |
| Cleansing | When activated, powers the ruin alien device to cleanse negative effects | Helpful; unlocks Gene Cleansing |
| Addictive Healing | Heals you but is addictive | Unlocks Regenerative Energy → Health Blaster |
| Corrosion | Damages walls over time | Dangerous |
| Invulnerability | Temporary invulnerability, then internal damage | Mixed |
| Gill | Lets you breathe/dive in a ~10m range; pressure protection to ~6650m | Helpful (Abyss-suit depth) |
| Water-Draining | Rapidly drains water | Mixed |
| Devourer | Spawns/attracts a devourer threat | Currently disabled — broken by a game update; turns into a random artifact if present |
Antidotes have deliberately obscure names that all start with "an" — search an in the Medical Fabricator. Each is crafted from the matching artifact's researched serum. (A May 2026 update added readable descriptions, so item tooltips now tell you what each cures.)
| Antidote | Cures |
|---|---|
| analarin | Alien-infection coma (Infection Artifact) |
| anarmu | Muting / vocal-cord damage (Muting Artifact) — restores speech |
| ansain | Sacrificial artifact affliction |
Only these three names are confirmed; other harmful artifacts very likely have "an…" antidotes whose exact names aren't publicly catalogued. Unknown artifact afflictions can also be healed at outpost doctors for a hefty sum.