Caches and artifacts. Where to find artifacts in Stalker Call of Pripyat Where to find the flame artifact

What are artifacts for and where to look for them?

Artifacts in S.T.A.L.K.E.R.: Call of Pripyat are mysterious formations with unique properties that appear in places of anomalies after emissions. Anomalies found in abundance in the Zone pose a direct danger to life. Despite this, they have become the main source of enrichment for stalkers, as they generate various artifacts. Artifacts have a mixed effect on the human body - some of the effects they cause are beneficial, but the flip side of this in most cases is the danger of radiation exposure. You can select artifacts in such a way that the resulting negative effect is neutralized. The game features a whole scattering of artifacts in the amount of 25 pieces, all of them are unique. Most of them are mined in anomalies. Detectors are used to search for them.

Hazard Class:
High
Gives birth to artifacts:
Mom's beads
Crystal
Fire ball
Eye
Damage factor:
Heat

A type of "Rift" anomaly formed in a wetland. In cracks up to several meters deep and in deeper layers of moist soil, accumulated water is heated to high temperatures, periodically escaping under high pressure into streams of steam, which is why it got its name.
On cool days, the anomaly remains warm, which attracts not only mutants, but also stalkers.
Brave and seasoned stalkers manage to take healing hot “baths”.

Sosnodub

Hazard Class:
Average
Gives birth to artifacts:
Blood of Stone
Kolobok
Hunk of meat
Firefly
Damage factor:
Biochemical burn

A fairly new variety of symbiotic anomaly, formed as a result of the “fusion” of certain types of trees, usually oak and pine. It is clearly distinguishable from a distance by the unusual shape of the “dome” of tree trunks, which in themselves are harmless, in contrast to the accumulated dangerous chemicals underneath, which are often concentrated into the “Soda” anomaly.
Once under the dome of the anomaly, any organic matter “burns”, as if doused with organic acid. There is a suspicion that the anomaly, like a predator, dissolves organic matter and feeds itself.

Hazard Class:
Short
Gives birth to artifacts:
Flash
Dummy
Damage factor:
Psi radiation

Little studied, unique in form and impact, anomalous activity, the main damaging factor of which is strong psi-radiation.
In appearance it resembles a clear straight fault, up to 10 meters deep and more than 100 meters long. According to photographs from military satellites, the anomaly resembles a cut wound left by a gigantic knife. Hence the name.
For some, this “scar” resembles a trench from a fallen meteorite fireball, but the absence of an explosive crater, inherent in all landing sites of space rocks, casts doubt on this theory of origin.

Hazard Class:
Short
Gives birth to artifacts:
Mom's beads
Crystal
Gravity
Fire ball
Eye
Damage factor:
Heat, Gravity

Not far from the Jupiter plant, the road collapsed. This place was nicknamed “Bitumen” because the road surface melted there. The breach is full of anomalies - frying mixed with gravitational ones... And since there are two types of anomalies, then the artifacts must be different.

Hazard Class:
Average
Gives birth to artifacts:
Stone Flower
Jellyfish
Inversion
Damage factor:
Radiation

This anomaly is full of gravitational artifacts. It’s hard not to notice this place, the anomalies there have severely distorted the earth, part of the hill was simply demolished. And in the caves that opened in the hill, snorks immediately settled, but they rarely go outside.
The claw is a cluster of gravitational anomalies, under the influence of which the earth bent into a bizarre formation somewhat reminiscent of a claw. Under the “dome” of the anomaly there are quite a lot of Springboards and Funnels, there is a Carousel, as well as a fairly high level of radiation.

Hazard Class:
Average
Gives birth to artifacts:
Fire ball
Mom's beads
Flame
Damage factor:
Heat

“Circus” is an interesting anomaly located on Zaton. As a result of unknown processes, a certain depression was formed in the ground, in the center of which were “Zharki”. At an altitude of about 10 meters there is “Carousel”. Apparently it got its name because of its resemblance to a circus arena. Two moving fiery anomalies are circling inside, which can cause significant damage.
It is worth noting that some believe that moving fiery anomalies are somewhat similar to poltergeists. At least, when moving towards the anomaly, the stalker has a feeling of being “seen”, for example, as when approaching the “Iron Forest” anomaly (or rather, the poltergeist in this anomaly). This is explained by the fact that the poltergeist is in the center of the anomaly. However, no throwing of heavy objects occurs, because the poltergeist is fiery (it tries to fry you, forming something like mini-fries under you).

Iron forest

Hazard Class:
High
Gives birth to artifacts:
Battery
Moonlight
Sparkler
Flash
Damage factor:
Electric discharge

In the southwest of Zaton, there is an old electrical substation. At this location, electricity “came out” from the wires and transformers, forming a large “Electra” anomaly field. The dangerous substation apparently got its name because of the numerous metal power transmission line supports in the area. In some places of this arch-anomaly, an increased background radiation is observed, and telekinetic poltergeists have also been seen repeatedly in this area. “Iron Forest” is one of the places where one of the military helicopters crashed during the military operation “Fairway”. The Testing Workshop is located under the anomaly. It is known that there the technician Kardan was developing a certain “product number 62”, better known as the “Gauss gun”.

Ashes

Hazard Class:
High
Gives birth to artifacts:
Fire ball
Mom's beads
Eye
Flame
Damage factor:
Heat

Ashes - an old cemetery, near Kopachi. It’s very dangerous there, there’s a lot of heat, sometimes zombies come. Usually this place is avoided, but sometimes artifacts are found there.

Hazard Class:
Average
Gives birth to artifacts:
Blood of Stone
Hunk of Meat, Soul
Kolobok, Bubble
Firefly
Damage factor:
Biochemical burn

The bay behind the cement plant, this place is also called “Plavni”. At that point, the bay turned into a terrible, smelly swamp, with a lot of “soda” in the water. Although, whatever water there is, it’s almost completely acid. Artifacts have been found there, but they say that monsters really like this place.

Concrete bath

Hazard Class:
Average
Generates artifacts:
Blood of Stone
Hunk of Meat, Soul
Kolobok, Bubble
Firefly
Damage factor:
Biochemical burn

It is a cluster of soda anomalies located in a “concrete bath” - apparently, it served as the basis for the foundation of some kind of extension to the Jupiter plant, which was never built. On a hill in the center of the anomaly, artifacts of a chemical nature periodically appear, which can be picked up even without climbing into the toxic waters of a concrete bath: just look around and understand how to jump from the upper tier to a huge, semicircular ledge to the south of the arch-anomaly and then jump even lower to the platform leading to the artifact .

Hazard Class:
Average
Gives birth to artifacts:
Mom's beads
Crystal
Fire ball
Eye
Damage factor:
Heat

Outwardly, the anomaly is a little similar to “Circus”, but there is a significant difference. Firstly, instead of a pit there is a small “dent” in the ground, emitting “Comets”, and secondly, instead of poltergeists, jerboas and pseudo-dogs graze near the anomaly, hoping to get fried meat.

Hazard Class:
Average
Gives birth to artifacts:
Blood of Stone
Hunk of Meat, Soul
Kolobok
Bubble, Firefly
Damage factor:
Biochemical burn

“Vine” is a bizarre anomaly, reminiscent of a grapevine hanging between the houses in Pripyat. The anomaly is dangerous with “Soda” on the ground and in the hole (where, presumably, the roots of the vine themselves are located), and along the branches - with an “Acid (Chemical) Comet” flying from above. However, you can occasionally find some artifacts in the pit; You can also climb the branch itself and, showing miracles of balancing act, reach the balcony on the top floor, then you can grab, for example, the “Kolobok” artifact. A significant relief for a stalker who decides to conquer the “Vine” is that the “Acid Comet” is in constant motion and moves along the branches of the vine. As a result, you can track the frequency with which the comet passes this or that part of the path and “safely” walk to the balcony. At night, “Vine” makes an indelible impression on everyone watching. A large plant, most similar to an overgrown vine or vine. Under the plant on the ground there are soda pops in abundance. On the trunk itself a chemical Comet flies from wall to wall. This biological archanomaly generates artifacts both on the ground - among chemical anomalies, and in high-rise apartments

Space bubble

Hazard Class:
Very tall
Gives birth to artifacts:
Compass
Damage factor:
Absent

A clearly visible spherical translucent formation. Without going into the details of Einstein's theory of relativity, this anomaly can be called a “hole in space”; stalkers call it a space bubble, probably because of its appearance and action.
Any object or part of it, falling into the scope of the anomaly (entry point), instantly “falls out” from the reverse side (exit point), but no one knows where this reverse side will be. Perhaps you will jump feet first straight into the Meat Grinder. The exact mechanism of action of this Zone phenomenon has not been studied, which is due to the rare occurrence of this anomaly and its certain unpredictability in relation to experimenters. There are known cases of such anomalies sticking together into one; in the place where they appear en masse, once in such a twist of space, people can wander for a long time in the space limited by these anomalies, teleporting to its center over and over again. Sometimes in such anomalous spaces you can find a unique Compass artifact generated by them. Its name speaks for itself - it is able to find a loophole and show “paths” in space. With its help, you can find the entry or exit point of a spatial anomaly.

Meat grinder

Hazard Class:
high
Gives birth to artifacts:
gold fish
Stone Flower
Damage factor:
Gravity

This arch-anomaly is barely visible to the eye. Represents a sphere. It differs from other anomalous formations of gravitational nature primarily in its large size and power, and also in the fact that in the “Meat Grinder” there are multidirectional physical forces that can both tear and flatten any object that falls within the anomaly’s area of ​​influence.

Hazard Class:
High
Gives birth to artifacts:
Inversion
Gravity
Goldfish
Damage factor:
Gravity

An anomaly of presumably gravitational nature. At the moment of activation, with terrible force it draws into itself everything that is within a radius of 10-15 meters. If you get into the center of the “funnel,” there is no chance of survival: the body of both the animal and the person will be compressed into a dense lump, and then torn apart at the moment of the so-called discharge.
During the entire period of existence - on average about a week - the anomaly does not change the place of its manifestation; can be visually detected during the day by the characteristic movement of air above it, swirling foliage, fragments of dismembered corpses and a characteristic dark spot on the ground in the center. It is extremely dangerous at night because it can only be detected by detectors or by throwing metal objects.

Hazard Class:
High
Gives birth to artifacts:
Mom's beads
Crystal
Fire ball
Eye, Flame
Damage factor:
Heat

In an inactive state, it looks like a barely visible cloud of hot air, but when any object or living creature enters the action zone, it forms a compact zone heated to a temperature of about 1500K. At night it can only be detected by powerful detectors or by throwing metal objects.

Hazard Class:
Short
Gives birth to artifacts:
does not form
Damage factor:
Heat

One of the three flying anomalies of the Zone. It is a fireball of small diameter, followed by a tail of the same fire. The Comet moves exclusively along closed trajectories at a constant speed.
The heat from the anomaly is felt several meters away, and contact directly with the ball itself often ends in death. However, knowing the Comet's path makes it not so dangerous.
The Loza archianomaly also contains an acidic version of this anomaly. The only differences are the type of lesion and color.

Hazard Class:
Average
Gives birth to artifacts:
Does not form
Damage factor:
Electric discharge

"Tesla" is a moving anomaly of electrical nature. In fact, this is an electra that can fly quickly along a given trajectory. It is found mainly in confined spaces with high anomalous activity. It does not produce artifacts, by its nature it is a provocateur of electromagnetic pulses, due to which devices begin to malfunction or turn off altogether, but there is also a theory that anomalies evolve, and this is the evolution of “Electra”. It is quite possible that these anomalies are responsible for the frequent crashes of military helicopters in the Exclusion Zone.

The most avid players of computer games, namely Stalker, are interested in looking for artifacts. The game is quite interesting, it makes you think and puzzle over this issue. After all, for those who possess artifacts, new opportunities open up in the game. The game "Call of Pripyat" has many artifacts that need to be discovered while passing its levels. We will tell you where to find the Call of Pripyat artifacts.

Finding and types of artifacts

There are the most basic and important ones; you should find them first. What impact do they have, and where can you find artifacts in Stalker?

Kolobok

It is not easy to find; it is distinguished by its rarity. Helps to recover from any damage, adds health by 4 points. Weighs 0.5 kg. The Kolobok artifact is radioactive (+2). There is an opinion that this artifact affects the genetics of its owner. But this is not confirmed by scientists. You need to look for this artifact in the anomalies “Plavni” and “Sosnodub”. In the location "Zaton" - swampy area, west. Location "Jupiter" in the northern part. “Kolobok” appears in those areas where high levels of radiation and chemical pollution are recorded.

Crystal

It has heat-absorbing properties and protects against excess heat. Helps withstand high temperatures in “Frying” conditions. It doesn't heat up, doesn't get hot. Its thermal protection is +3. The artifact weighs 0.5 kg. Emits radiation (+1). You can find “Crystal” if you look in “Zaton”, on a burnt out farm.

Blood of Stone

An artifact that helps neutralize chemical effects. But if the defeat is big, it will not help. Its owner is protected from chemical exposure by 3 points. The radioactivity of “Blood of Stone” is +1. Weight – 0.5 kg. Can be found in anomalies, namely in Sosnodub. Also found in the southern caves of the burnt out farm in Zaton.

Hunk of meat

One of the most useful and important artifacts. The organic substance “Hunk of Meat” has a very high level of protection against chemicals. Protects the owner by absorbing contaminated air. The protection of this artifact from chemical exposure is +6. Emits radiation (+2). Weighs 0.5 kg. You can find it if you get into the Zaton caves, which are located under the burnt out farm.

Night star

A jumping, glowing artifact that has very useful properties. May reduce gravity. It will come in handy if the backpack is very heavy. “Night Star” reduces the weight of your burden, which helps you quickly get away from the enemy. The heaviest weight this artifact can carry is +4. He himself weighs 0.5 kg. Has a low radiation level (+1). You can find the Night Star artifact in the Backwater, namely in the Springboard anomaly behind the Dredger.

Flame

"Call of Pripyat": where to find the "Flame" artifact? This is a very rare, extremely useful artifact. It's hard to find, but the owner gets a big plus. This artifact emits infrared rays that affect wounds. By using the “Flame” artifact, you can very quickly get rid of severe skin damage. Despite its origin in places of high temperature, it is not hot. You can find the “Flame” artifact in some anomalies: “Bitumen”, “Frying”, “Cauldron”. But it is formed very rarely.

Firefly

A very useful artifact and very rare. Restores the seriously wounded, heals the most extensive damage. Adds health by 6 points. The radioactivity of this artifact is great. Finding "Firefly" is difficult. It is found where the level of chemical damage is high: in “Soda”, “Concrete Bath”, “Vine”, “Floats”.

Inversion

It will be very useful if you find yourself in a radioactive zone or “swallow” radiation. It absorbs harmful substances. You can find the “Twist” artifact in the “Backwater”, namely in the “Claw” anomaly or under a burnt out farm.

Stone Flower

Protects the wearer from the mental effects of mutants. The protection factor is +3. You need to look for this artifact in the “Backwater”, in the center of the “Claw” anomaly.

A popular game is "Call of Pripyat". I hope our article will help you find artifacts.


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It is known that artifacts in the game "Stalker" are mainly collected for sale, they are expensive, so the best way to save money for a good gun or armor is to collect artifacts. But you shouldn’t always sell artifacts; many of them have useful properties for our hero, making it easier to complete the game. We will try to identify the best artifact using the example of the game “Stalker - Call of Pripyat”.

Let's start right away with two unique artifacts in the game - the “Heart of the Oasis” and the “Compass”. We can find the first one at the Yanov location using the instructions. The second one is given to us by Noah on Beard’s quest. These two artifacts have a whole bunch of useful properties, as can be seen from the pictures. But there is a minus, “Heart of Oasis” and “Compass” are very radioactive (+4 to radiation) and their beneficial properties are not very strong, although there are many such properties. To compensate for the radiation of these artifacts, we will need at least two “Bubbles”, and they are not so easy to find. Therefore, we boldly turn in these two unique artifacts for quests, get money for them and don’t worry!

Another good and rare artifact: “Golden Fish”. It gives +12 kg to the carried weight with +3 units of radiation - not a bad option! “Golden Fish” can be found in gravitational anomalies, and can also be obtained for the quest to free the hostage on Yanov, if we ourselves wish to deal with the bandits alone.

Also a very good artifact in terms of useful properties is the “Snowflake”, it gives +6 stamina with +3 units of radiation. These artifacts live in electrical anomalies. If you put two such artifacts, then with a small backpack you can run without getting tired.

But still, in our opinion: the best artifact in the game is the “Bubble”, it removes radiation and gives -4 units to radiation. There are other anti-radiation artifacts in the game, such as “Medusa” and “Twist”, respectively, they give -2 and -3 units to radiation. The “bubble” can simply be worn by itself, then you can forget about any radioactive contamination, the radiation disappears instantly! If you really want, then in addition to the “Bubble” you can add some kind of artifact to increase your carrying weight or endurance.

All other artifacts in the game are of little use; they are farmed in anomalies simply for subsequent sale. Do not forget that it is more profitable to sell rare artifacts to Beard under a contract to search for artifacts, then for each such artifact you can get up to 24 thousand rubles, instead of 3-5 thousand.

And to top it all off, there’s a video about how and where to look for “Bubble” artifacts:

Pistols

PhotoNameCaliberAccuracyConvenienceDamageSpeedPatr.WeightPrice
- Pmm9x1823 37 15 7 8 0,53 700
- PB-1s9x1829 38 14 6 8 0,73 730
- Fora-129x1826 37 16 7 12 0,88
- Volker-P9m9x1931 39 17 8 16 0,77 1280
- Martha9x1924 35 17 7 15 1,07 1500
- KhPSS-1m9x1922 35 18 6 15 1,07 1600
- Cora-919.45 ACP22 35 21 6 7 1,14 1600
- SIP-tM200.45 ACP27 36 21 7 12 0,73 3500
- UDP Compact.45 ACP29 34 20 7 12 0,79 3400
- Black Hawk.45 ACP30 32 24 6 8 1,75 3400

Shotguns

PhotoNameCaliberAccuracyConvenienceDamageSpeedPatr.WeightPrice
- Sawed-off shotgun12x764 30 24 37 2 1,99
- Shotgun12x7628 18 25 37 2 3,19
- Chaser 1312x7618 21 25 3 7 3,32 3000
- SPSA 1412x7618 19 25 5 8 4,76 10000
- Bumper12x7624 17 25 6 12 3,54 9000

Slot machines

PhotoNameCaliberAccuracyConvenienceDamageSpeedPatr.WeightPrice
- Viper 59x1916 31 17 23 30 2,64 6000
- AKM-74/2U5.45x3913 26 14 22 30 2,86 4000
- AKM-74/25.45x3915 24 15 21 30 3,44 4000
- AS-96/25.45x3919 21 15 21 30 4,16 15000
- IL 865.56x4518 23 15 23 30 4,16
- TRs-3015.56x4523 27 14 26 30 2,87
- SGI-5k5.56x4525 19 16 22 30 4,66 8000
- Grom-S149x3921 21 19 22 20 3,67 20000
- GP-375.56x4524 25 15 24 30 3,76 20000
- SA "Avalanche"9x3928 26 20 22 20 2,50 9500
- FT-200M5.56x4528 23 15 25 30 4,76 18400

Sniper rifles

PhotoNameCaliberAccuracyConvenienceDamageSpeedPatr.WeightPrice
- Vintar-VS9x3931 24 21 22 10 3,43 18000
- SVDm-27.62x5438 12 38 2 10 5,13 20000
- SVUMk-27.62x5433 24 25 3 10 4,63 15000
- Gauss gunACC43 28 43 1 10 6,00 30000

Grenade launchers, machine guns


PhotoNameTerm.EmailChem.Glad.Psi.HitArmorWeightPrice
- Mask0 0 11 2 9 0 0 4,00
- Steel helmet0 0 0 0 17 0 13 4,00
- Tactical helmet0 0 5 2 17 0 26 4,00
- "Sphere M12"0 0 5 2 22 0 28 4,00
- Helmet "Barrier"0 0 11 4 26 0 7 4,00

PhotoNameTerm.EmailChem.Glad.Psi.HitArmorWeightPrice
- Leather coat6 0 3 0 0 9 2 4,00 500
- Jumpsuit "Zarya"14 11 7 5 0 13 3 5,00 5000
- Jumpsuit "Wind of Freedom"15 14 8 5 0 19 3 4,00 6500
- PS5-M "Universal protection"11 11 7 4 0 22 5 7,00 6500
- Armored suit "Beryl-5M"11 6 6 2 0 26 9 9,00 12500
- Jumpsuit "Guardian of Freedom"18 19 13 9 0 26 9 8,00 18500
- PS3-9d "Armor of Debt"11 11 7 3 0 33 18 15,00 25000
- Armored suit "Bulat"16 11 7 5 0 30 18 12,00 25000
- Armored suit "Bulat"19 22 24 12 26 19 5 10,00 25000
- Body armor ChN-3a17 16 9 7 0 27 9 40000
- Exoskeleton16 16 16 6 22 34 19 60000

Artifacts

Artifact Hunt

Artifacts are the most valuable items in the game's economy. It is for the sake of obtaining artifacts that hundreds of stalkers wander through the zone of radioactive contamination and climb into the most dangerous anomalies.

Single instances of artifacts can be found in secret caches, but most of the artifacts are found in anomalies. Moreover, if you extracted all the artifacts from one specific anomaly, then soon new artifacts will appear in this anomaly. Thus, anomalies are a renewable source of artifacts.

Artifacts are invisible to the human eye at a great distance; they appear only at a distance of one or two steps. Therefore, to search for artifacts it is necessary to use special detectors. You can remove or hide the detector by pressing the “O” key.


Detector Response
The simplest detector that signals the approach to an artifact using a light bulb and a sound signal. If we get closer to the artifact, the signal sounds more often; if we move further away, the signal fades out. Cost: 500 rubles.
Detector Bear
A circular detector showing which side the artifact is located on. By sound you can determine the distance to the artifact. Cost: 1,000 rubles.
Detector Veles
A full-fledged detector that allows you to see the location of the artifact on a two-dimensional screen. With such a detector, it is possible to find rarer artifacts that previous detectors do not notice. Cost: 2,000 rubles.
Detector Svarog
Shows the location of both artifacts and dangerous areas of the anomaly. With such a detector, you can safely walk through the most dangerous anomalies, avoiding all traps. The only negative is that it is difficult to see artifacts on the screen; it is better to look for them with Veles. Cost: 12,500 rubles.

Found artifacts can be sold to other stalkers or to the buyer Borod (a merchant at the Skladovsk base). If you complete all of Beard's tasks, his reward for the artifacts will be much higher than the market value of the artifacts.

Artifacts can be used to strengthen your hero. Some types of armor have slots into which artifacts can be inserted. You can also improve the armor of technicians to make more connectors in them.

Inserted artifacts provide a wide variety of bonuses, but most of them are radioactive. In order to use artifacts normally, and not constantly use vodka or antidotes to remove radiation, you must first insert special anti-radiation artifacts, and then, on top of them, insert all other artifacts.

Artifact classification
S.T.A.L.K.E.R.: Call of Pripyat. Artifacts

PhotoNameIn what anomalyPropertyGlad.Price
Claw (Zaton)-2 radiation-2 4000
In the caves under the Burnt Farm (Zaton)-3 radiation-3 6000
Soda, Sosnodub, Plavni-4 radiation-4 12000
Cauldron, Frying, Ashes, Bitumen+2 healing+1 6000
Frying+4 healing+2 12000
Frying, Cauldron, Circus, Bitumen+6 healing+3 18000
Soda, Plavni+4 health+2 12000
Concrete bath, Slough, Vine, Soda, Pine oak+6 health+3 18000
Sosnodub, Soda, Plavni+2 recovery strength+2 6000
Iron Forest, Electra+2 recovery strength+1 6000
Scar+4 recovery strength+2 12000
Tripe, Electra+6 recovery strength+3 18000
Springboard behind the Dredger (Zaton)+4 kg max. weight+1 6000
Bitumen+8 kg max. weight+2 12000
Springboard, Funnel+12 kg max. weight+3 18000
Sosnodub, Funnel, Soda+3 chemical protection+1 2000
Soda+6 chemical protection+2 4000
Iron Forest, Tripe, Electra+3 el. protection+1 2000
Iron Forest, Tripe, Electra+6 el. protection+2 4000
Frying, Cauldron+3 thermal protection+1 2000
Circus+6 thermal protection+2 4000
Funnel, Carousel, Springboard, Claw+3 psi defense+1 3000
Iron Forest, Electra+6 psi defense+2 6000
Jupiter, Dredger
(exercise

I’ll write down everything about artifacts, which are vital and which are not so much. And so, having only one cell in the suit, you will not be able to install anything other than (jellyfish -2, twist -3, bubble -4) - artifacts from radiation, otherwise you will be irradiated if you install something else, keep in mind in anomalies “ radiation” the suit will not deteriorate. Having two or more cells, you can already use other artifacts together with those that neutralize radiation.

Specifically about useful artifacts, so as not to carry around unnecessary and unnecessary ones, the most useful ones are (crystal +3, fireball +6) - which have thermal protection, namely, the usefulness lies in the fact that, even without stepping into the “frying” anomaly, you you still end up in the “heat” anomaly, while your health quickly decreases and your suit deteriorates greatly, two fireballs almost completely neutralize the effects of temperature and you can climb in this anomaly as much as you like without even ruining your suit. No less important are artifacts (blood of stone +3, hunk of meat +6) - they have chemical protection, like the “heat” anomaly in an anomaly with a chemical hazard, even if you don’t step into the “jelly”, you are still in the “acid cloud” all the time and you constantly get poisoned and ruin your suit, so using two slices of meat will also almost completely neutralize the effects of evaporation. And finally (stone flower +3 and moonlight +6) - artifacts with psi protection are also very important in anomalies with psi influence, since without any protection life in such an anomaly will be taken away very quickly, in principle, one will be enough moonlight, if the suit has at least some protection from psionic influence, in this anomaly the suit is not destroyed, therefore, there is no need to protect one hundred percent from this. Now about useless artifacts, namely (sparkler +3, flash +6) artifacts that have electrical protection, there is no such thing as an electric field in the game, you will receive damage from electricity only if you step into the electra, so if you carefully bypass the electra using bolts or Svarog, then there is no point in using these artifacts, it also does not make sense to upgrade the suit towards electrical protection, these anomalies have a strong radioactive background, so protection from radiation is important here, and not from electricity.
Specific and contradictory artifacts (soul, bun and firefly) that restore life, of course, who wouldn’t want life to be restored faster, but the recovery rate is very low, for example, in a hot shootout, if more than half of your life has been blown away, you don’t think that using even two The firefly's life will be restored in a couple of seconds, these artifacts are more likely to be needed when it's all over, when you've dealt with the monster or crawled out slightly dented from the anomaly, and don't rush anywhere, you can wait until your life is restored so as not to waste the first aid kit. Useless artifacts (mother's beads +2, eye +4, flame +6) artifacts that heal wounds and stop bleeding seems like a good description, but in practice everything is not as cool as in the description, bleeding is not so dangerous, and if it is not severe, then it will stop on its own soon, and if you have at least one weakest artifact that restores health, or your suit is upgraded to restore health, then you have nothing to worry about, the bleeding in this case will stop on its own. And the latter (battery +2, dummy +4, snowflake +6 and night star +4, gravels +8, goldfish +12) the first have restoration of strength, the second increase the carried weight, in fact, in some situations they are interchangeable, the effect of them the same thing for example - you are in an exoskeleton and can carry 90 kg, you now have 70 kg, you can put two gravs and increase the load capacity and due to this the recovery of strength will be faster, or you can put two snowflakes which will increase the recovery of strength and fatigue, which in in the first situation, that in the second it will be the same, I would recommend wearing both and using them depending on the situation, but artifacts that increase the carried weight are naturally more important since this is the key to getting rich, namely selling what you managed to collect, don’t ever think whether to take the artifact or not, even the night star, with its weight of half a kilo, will give +4 kg if used, which means that you will be able to lift a couple of extra trunks, not to mention stronger artifacts that increase the carrying capacity.

And most importantly, do not forget to actively change and use all available artifacts, at the moment when you are exploring the area, use it to restore strength so that you can always escape in a difficult situation, if you understand that you cannot cope, if you are slightly crumpled, restore your health with the help of the appropriate artifact, if you want to get into the anomaly, first select the necessary artifacts against these anomalies, having collected good things means you increase the carrying capacity with the help of artifacts that increase the carried weight. (Information for those who have never played

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