== Phitt's Artifacts Spoilers ==

You guessed it, the following text contains spoilers. If you don't want to spoil all the fun in finding and trying all the different artifacts don't read it.

So here is a list of all artifacts, a description of what they do and where they can be found:


= Ayleid Soul Sphere =

Will cast a weak heal spell every 5 seconds on anyone who comes close and is wounded. Will not cast the spell on undead.

Location: Ondo Canohaelia, in a corner of the outer, slightly cross shaped room.


= Board of Crossing =

When activated a small bridge made of magic energy will come out of the board allowing the player (and anyone else) to walk on it. The bridge will only stay for a few seconds until the board is activated again. Can be used to cross gaps you normally wouldn't be able to jump over.

Location: Niryastare Silaseli, in the room with the pillar in a corner


= Board of Deceleration =

If you land on the board you won't take any fall damage, no matter what height you jump from.

Location: Outlaw Endre's Hideout, in the room before the final room behind a crate


= Board of Elevation =

When activated solid magic energy rises vertically out of the board. The energy will only stay for a few seconds until the board is activated again. Can be used to reach high places you normally wouldn't be able to reach.

Location: Lipsand Tarn Lorsel, in the room with the broken pillar in a corner


= Brain of the Insane Genius =

When touched the brain will cast a spell with a duration of 60 seconds on the player. The spell will fortify intelligence by 50 points (and thus increase the amount of magicka as well) and it will restore 10 points of magicka per second. Unfortunately it will also make the player hallucinate and drain his fatigue. You better take it easy while the spell is active!

Location: Smoke Hole Boot Tomb, in a corridor behind a brazier


= cash Box of Luck =

You can insert either 25, 250 or 2500 pieces of gold into the box. Depending on the amount of gold you inserted and your base luck attribute the box will produce a random item (if you insert 2500 gold and have a luck value of 90 you are much more likely to get a great item than if you insert 25 gold with a luck value of 50). It can be anything ranging from a carrot to a Daedric cuirass. The chance to get a really good item is very slim though, even with a high luck value and 2500 gold inserted. Please note that the box can be exploited by constantly reloading until you get the best items. It is your decision whether you want to do that. I would prefer using the console in that case, doesn't take as long and you get what you exactly need. Oh, and you can use togglegodmode as well.

Location: Rickety Mine Bottom Section, in the large final room behind some rocks


= Chest of Endless Flesh =

The chest produces two random creature ingredients per day after first activation (no matter whether picked up or opened). That means when you first find it it will be empty and produce ingredients for the first time a day afterwards. It only produces ingredients from creatures that can be found in the vanilla game (no SI) and it doesn't produce any unique ingredients that can't be found on regular creatures.

Location: Fort Horunn Legate Assembly, in the large room with the bridge below the bridge next to the stairs


= Chest of Endless Glitter =

Same as Chest of Endless Flesh, with the only difference that it produces one random gem per day (including silver nuggets, gold nuggets and pearls). It is slightly more likely to produce cheap items like nuggets or pearls than expensive items like diamonds.

Location: Red Ruby Hollows, in a corner of the final room


= Chest of Endless Growth =

Same as Chest of Endless Flesh, with the only difference that it produces 10 random plant ingredients per day. It does not produce mushroom ingredients, neither does it produce ingredients that are unique or can't be found in Cyrodiil (no Nirnroots or other limited and quest related ingredients, nothing from Oblivion planes or SI).

Location: Fort Istirus Barracks, in the room with the drawbridge on a broken pillar


= Chest of Endless Spores =

Same as Chest of Endless Flesh, with the only difference that it produces 3 random mushroom ingredients per day. No unique ingredients or ingredients from the Shivering Isles will be produced, but it can produce the rare Green Stain Shelf Cup and Dryad Saddle Polypore Cap, albeit at a slightly lower chance then more common mushrooms.

Location: Fort Scinia, in the large room with the bridge next to the headless statue


= Chest of Endless Wealth =

Same as Chest of Endless Flesh, with the only difference that it randomly produces 1-100 pieces of gold per day.

Location: Bawn Latta, behind a sarcophagus in the center room


= Crystal of Aiming =

If you hit the moving red stone inside the crystal with an arrow the crystal will cast an area frost spell, the magnitude depends on how far away you are from the crystal when the arrow hits it. If you are very close (less than 550 units away) it won't cast any spell at all.

Location: Collapsed Mine - Breakthrough, in the room before the large final room behind a barrel


= Dwemer Gravity Mine =

After activation it takes 5 seconds before the mine is armed. Afterwards anyone who comes close will trigger it. Then it will release the small black hole inside the mine and pull anyone in a relatively large radius (1500 units) towards the mine. Can be found more than once.

Location: Fort Gold-Throat, in the room with the curved bridge below the headless statue
          Rock Bottom Caverns, in the large final room behind a crate next to a torch
          Grayrock Shambles, in the small room with hay next to a large Cairn Bolete
          Sercen, in the large room in the alcove behind a crate


= Dwemer Mine =

After activation it takes 5 seconds before the mine is armed. Afterwards anyone who comes close will cause the mine to explode (a powerful, large area fire spell). Can be found more than once.

Location: Shattered Scales Long Run, in an alcove in a small room near the final room
          Fingerbowl Cave - Noble Crypt, in the room with the two tombs on a ledge
          Fort Chalman, in the final room next to the stairs on a ledge
          Kemen Varlasel, in the room with the guillotine traps on a sarcophagus


= Dwemer Paralyze Mine =

Like the regular mine, only that it casts an area effect paralyze spell when triggered. Can also be found more than once.

Location: Nisin Cave, in the medium sized room with the stalactites before the last room on a ledge
          Fort Wariel, in the dead end near the final room
          Horn Cave Still Pools, in the final room in a corner behind a barrel


= Dwemer Music Box =

When activated it looks nice and plays a tune. It has no other effect. Some may think the tune played is not lore correct, but who says Dwemer didn't like rainbows as well? 

Location: Fort Doublecross Battlemage Muster, next to stairs in the final room


= Dwemer Turret =

When activated the turret's target beam will search for targets. If it catches a target it will fire 3 weak shock spells in a row on the target, then it will start searching again.

Location: Veyond Bangrara, below the bridge in a corner directly before the exit to Veyond Gandrasel


= Eye of Clumsiness =

Anyone who comes into the line of sight of the eye will tumble, including the player. The eye has the unfortunate habit of looking at the owner when dropped from inventory. That means you will always fall down first before you can position it to make others tumble.

Location: Kingscrest Cavern Chert Galleries, in the large room with a pit inside the pit in one of the corners


= Heart of Darkness =

If put next to a dead NPC (does not work with creatures) the heart will resurrect that NPC...kind of. The NPC will fall into a trance and be a victim of the heart's dark magic. After a short while the NPC will explode in a burst of fire, damaging anyone standing nearby. The heart will only have enough energy to perform its magic once per day.

Location: Fort Alessia Assembly Hall, in the large room with the bridge near the bridge in the lower level


= Horn of the Apocalypse =

When blown outdoors the horn will vanish and fire will start to rain from sky. The fire will most likely kill everthing within a large radius (about 3500 units) around the user, so be careful. The user does not take any damage from the fire. You can't blow the horn in interiors. After it vanishes the horn can be found again in a random location in Cyrodiil.

Location: The horn can possibly be found in four locations, it will be inside a special looking chest:

          Crypt of Rielle, in the room with the pillar on a small wall
          Arrowshaft Cavern Subtarrane, at the end of the final room
          Fort Variela Staff Quarters, in the room with the tombs next to the stairs
          Wind Cave Black Rat Ramble, in the room with the gap and the stone bridge in a corner
          

= Mini Mortar =

You can put any item into the mortar that fits (about the size of an apple is the maximum). If you fire the mortar the item will go flying. Completely useless artifact.

Location: Serpent Hollow Chillers, in the final room in a corner


= Spellbook of Chance =

Once per day the spellbook can cast a random spell on the player if read. There are ten different spells the book can cast, ranging from very bad (drain all attributes, weakness to magic and weapons, amount depends on type of spell) to very good (fortify all attributes, resist magic, resist weapons and other positive effects, amount depends on the type of spell). All spell effects will last for 90 seconds and have an equal chance to be cast.

Location: Fort Rayles Hall of Winter, on a ledge that is part of the outer wall of the main room


= Sphere of Hate =

When shattered the sphere will explode and create a force field with a radius of 300 units. Any actor that is not undead or a Daedra will be pushed away from the sphere, including the player. If the player is a vampire he will not be affected by the sphere. The sphere will stay for 30 seconds, then it is gone (including the item, which will be removed directly after activation). Note that actors don't take any damage when they are pushed away. Can be found more than once.

Location: Crumbling Mine, in the room with a bedroll and hay next to it near a wooden construction
          Toadstool Hollow Tunnels, in the small room with a brazier and a coffin in an alcove inside the coffin
          Trumbe, in the large room with the altar in a corner
          Fort Entius Sepulcher, in the room with the small stairs next to the stairs


= Sphere of Life =

Same as Sphere of Hate, but will protect from undead (including vampires). Summoned creatures are not affected. If the player is a vampire he will be pushed away by the sphere as well. Can also be found more than once.

Location: Haynote Winding Sump, in the room with the water filled gap in a corner
          Fort Magia Garrison Blocks, in the final room next to one of the stone coffins on the upper level
          Felgageldt Wishbone Vault, in the final room behind a crate in the storage place with lots of crates, barrels etc
          Elenglynn, in the small room with the evil stone traps in a corner


= Sphere of Nature =

Same as Sphere of Hate, but will protect from Daedra. Summoned creatures are not affected. This sphere is safe to use for the player under all circumstances. Can also be found more than once.

Location: Shattered Mine New Galleries, in the very small room in a broken crate
          Wenyandawik Edesel, in the church like room behind the altar in a corner
          Bloodrun Cave, in the final room with the pit on the stone platforms
          Fort Empire Barracks Block, in the large room with the stairs on a ledge that is part of the outer wall


= Welkynd Protector =

If you insert a Welkynd Stone you can activate the protector. It will generate an energy ball that floats above the player for 20 seconds. Anyone who approaches the player and is attacking him will be hit by a weak shock spell and be pushed away. For unkown reasons the energy ball ceases to work if you switch cells while the ball is active. The ball will still be there, but it won't have any effect (unless you go back to the exterior).

Location: Halls of Nonungalo, in the large room with the spikes trap in a corner