The Zone holds exactly eighty artifacts. Sixty nine drop from ordinary anomalies of four types, six sit inside arch anomalies at fixed spots, one comes off Strelok in the finale, and four arrived with the Cost of Hope expansion. Every one of them is listed below with its art, its effects, what a trader pays for it and where it comes from.
One thing about the phrase "where to find" before you scroll. Some artifacts have a real address, down to the corpse lying next to them. Most do not, and that is how the game works rather than a gap in this guide: they drop from anomalies at random. For those the useful answer is the anomaly type plus the regions where fields of that type are thickest, and that is what the tables give you.
How to read the tables, and one trap in the names

Effect values run from one to five, five being the cap. Selling prices are in coupons for Rookie and Stalker difficulty. On Veteran traders pay half of that.
Here is the trap people keep falling into: radio protection and radiation are two separate lines with opposite meaning. Radio protection shields you, radiation irradiates you, and one artifact can carry both. When a row says "radiation 4", that is a cost, not a benefit.
- There are four detectors, and pricier is not always better. The Hilka reaches a hundred metres and prints the distance as a number. The Bear reaches half that but draws a direction on its radar. The Veles marks the artifact itself and anomalies along with it. The starting Echo only blinks and beeps faster as you close in.
- The detector beeps at an anomaly and flashes at an artifact. Two different signals, worth learning early.
- Artifacts respawn after an undefined stretch of time, so a route through known spots pays better than wandering.
- Durability in the effect list means armour and weapons wear out slower. An underrated line: repairs in this game drain you.
What update 2.0 changed

The "Back to the Zone" update landed on 20 August and left the artifact system alone, but four of its fixes touch artifacts directly.
- Artifacts stack in the inventory. Identical ones used to take a slot each. For anyone farming to sell, this is the most useful line in the whole patch note.
- Unreachable artifacts fixed. In several places they spawned where the player could not physically get to them.
- Artifacts no longer twitch after pickup. A picked up item used to keep trying to strafe sideways.
- The anomaly detection sound can be switched off in the settings. After ten hours of searching you understand why that was added.
Eleven artifacts with a real address

These never drop from anomalies. Six sit in arch anomalies that stay put, one comes from the ending, four belong to the expansion. None of the six "weird" ones carries a single downside, which is why they are worth a dedicated trip.
| Art | Artifact | Effects | Sells for | Where to find |
|---|---|---|---|---|
| Weird Ball arch | Cuts bullet damage while you stand still. Every hit adds 0.2 kg to the ball, up to 5 kg | 4 140 | Bulba anomaly in the Lesser Zone, east of Zalissya. Middle of the swamp, in front of an abandoned ambulance | |
| Weird Flower arch | Sleep with it on your belt and its scent masks yours, so mutants notice you later. The effect fades over time | 4 140 | Poppy Field in the far north west of the Lesser Zone, north of the cabin in the middle of the field | |
| Weird Nut arch | Stops bleeding fast, but wounds take longer to close afterwards | 24 153 | Fire Whirl anomaly in the north east corner of the Cooling Towers, on top of the platform beside the vortex | |
| Weird Water arch | Radiation hits noticeably softer, movement smooths out, knees give way now and then | 24 153 | Wandering Lights anomalous area in north east Zaton. It shows up from about 11 PM, going there by day is pointless | |
| Weird Bolt arch | Maximum thermal, electrical and chemical protection, but only while the bolt holds a charge. Ordinary anomalies are too weak to recharge it | 24 153 | Tornado anomalous area near the settlement by Yaniv Station, west side of the map | |
| Weird Pot arch | Slows hunger a lot, occasionally hits you with damaging psi hallucinations | 24 153 | Inside the house within the Mist Anomaly in Duga. Some guides place it in the Burnt Forest, Game8 puts it in Duga | |
| Heart of Chornobyl unique | Unique, used in the Kaimanov ending | Drops from Strelok if you follow the Ward, Spark or Kaimanov path | ||
| Flare Light unique | Psi protection 4 | Side mission The Forgotten, loot Otter after the mission ends. Cost of Hope | ||
| Flickering Flare unique | Psi protection 2 | Iron Forest by the Flare Fragment; in the plant region on the bridge to the CNPP, by the Sentry Building and on the industrial site. Cost of Hope | ||
| Heart of a Shadow Chimera unique | Thermal 2, bleeding 2, electrical 2, chemical 2, physical 3, radiation 4 | 25 924 | Kill the Shadow Chimera during the story mission Shadows of the Past and skin the body. Cost of Hope | |
| Water Drop unique | Weight 3, endurance 3, radiation 3 | 15 122 | Freedom route in the mission Dangerous Way. Duty route puts it inside the DPP-2 building in the plant region. Cost of Hope |
Weird Water is the one to grab first and not put off. It removes the worst pain of the early game, and you have to go for it at night, which half the guides forget to mention.
Three of these places can be shown rather than described. The rest of the shots floating around are other sites branded banners with their own captions across them, and we do not take those.



Gravitational: 17 of them

Anything to do with weight, endurance and stopping bullets grows here. There are twenty one farming spots of this type on the map, second only to thermal.
| Art | Artifact | Effects | Sells for | Where to find |
|---|---|---|---|---|
| Compass arch | Physical protection 5, radiation 5 | 24 153 | Gravitational anomalies. Fields of this type are thickest in the Lesser Zone, the Garbage and Zaton | |
| Magic Cube rare | Physical protection 4, radiation 5 | 24 153 | Gravitational anomalies. Fields of this type are thickest in the Lesser Zone, the Garbage and Zaton | |
| Night Star rare | Weight effect 4, radiation 4 | 12 422 | Gravitational anomalies. Fields of this type are thickest in the Lesser Zone, the Garbage and Zaton | |
| Broken Rock uncommon | Physical protection 3, radiation 4 | 12 422 | Gravitational anomalies. Fields of this type are thickest in the Lesser Zone, the Garbage and Zaton | |
| Flower Bud rare | Endurance 3, physical protection 3, radiation 4 | 12 422 | Explosion Funnel farming spot | |
| Flytrap uncommon | Radio protection 3, weight effect 3 | 6 901 | Gravitational anomalies. Fields of this type are thickest in the Lesser Zone, the Garbage and Zaton | |
| Spring uncommon | Weight effect 3, radiation 3 | 6 901 | Nuclear Waste Burial north of the Rookie Village | |
| Crown uncommon | Endurance 2, physical protection 2, radiation 3 | 6 901 | Gravitational anomalies. Fields of this type are thickest in the Lesser Zone, the Garbage and Zaton | |
| Goldfish uncommon | Weight effect 2, radiation 2 | 4 140 | Gravitational anomalies. Fields of this type are thickest in the Lesser Zone, the Garbage and Zaton | |
| Gravi common | Radio protection 2, weight effect 2 | 4 140 | Sold by the trader at the Yaniv Station base, no anomaly hunting needed | |
| Jellyfish common | Physical protection 2, radiation 2 | 4 140 | Next to a dead body in Zaton | |
| Stone Blood common | Weight effect 2, radiation 2 | 4 140 | Gravitational anomalies. Fields of this type are thickest in the Lesser Zone, the Garbage and Zaton | |
| Stone Heart common | Weight effect 2, radiation 2 | 4 140 | Gravitational anomalies. Fields of this type are thickest in the Lesser Zone, the Garbage and Zaton | |
| Whirlwind common | Radio protection 2, endurance 2, physical protection 1 | 4 140 | Eastern Checkpoint in the Lesser Zone, east of Zalissya. Beside a Svyat Miner corpse by the broken border wall south of the checkpoint, it glows at night | |
| Wrenched common | Physical protection 2 | 4 140 | Gravitational anomalies. Fields of this type are thickest in the Lesser Zone, the Garbage and Zaton | |
| Pebble common | Endurance 1, physical protection 1, radiation 2 | 4 140 | Gravitational anomalies. Fields of this type are thickest in the Lesser Zone, the Garbage and Zaton | |
| Rosin common | Weight effect 1, endurance 1 | 4 140 | Gravitational anomalies. Fields of this type are thickest in the Lesser Zone, the Garbage and Zaton |
Rosin is the only one here with no penalty at all. The numbers are laughable, but early on, when every artifact means a Geiger counter in your pocket, it turns out useful.
Electro: 17 of them

Endurance, electrical protection and bleeding resistance. Twenty farming spots.
| Art | Artifact | Effects | Sells for | Where to find |
|---|---|---|---|---|
| Thunderberry arch | Endurance 5, radiation 5 | 24 153 | Electro anomalies. One farms reliably at the Reloading Point at the Cement Factory, the only known place where an arch artifact comes up predictably | |
| Crest rare | Endurance 4, radiation 4 | 12 422 | Reloading Point at the Cement Factory, the richest electro spot in the game | |
| Glare rare | Electrical protection 4, radiation 4 | 12 422 | Electro anomalies. Densest in Duga, Rostok and around the Cement Factory | |
| Starfish rare | Bleeding 3, endurance 3, radiation 4 | 12 422 | Reloading Point at the Cement Factory, the richest electro spot in the game | |
| Lantern uncommon | Radio protection 3, electrical protection 3 | 6 901 | Electro anomalies. Densest in Duga, Rostok and around the Cement Factory | |
| Moonlight uncommon | Electrical protection 3, radiation 3 | 6 901 | Electro anomalies. Densest in Duga, Rostok and around the Cement Factory | |
| Soul uncommon | Endurance 3, radiation 3 | 6 901 | Electro anomalies. Densest in Duga, Rostok and around the Cement Factory | |
| Harp uncommon | Bleeding 2, electrical protection 2, radiation 3 | 6 901 | Electro anomalies. Densest in Duga, Rostok and around the Cement Factory | |
| Shop Class uncommon | Bleeding 2, endurance 2, radiation 3 | 6 901 | Reloading Point at the Cement Factory, the richest electro spot in the game | |
| Battery common | Endurance 2, radiation 2 | 4 140 | Electro anomalies. Densest in Duga, Rostok and around the Cement Factory | |
| Chocolate Bar common | Electrical protection 2, radiation 2 | 4 140 | Electro anomalies. Densest in Duga, Rostok and around the Cement Factory | |
| Snowflake common | Endurance 2, radiation 2 | 4 140 | Electro anomalies. Densest in Duga, Rostok and around the Cement Factory | |
| Flash common | Electrical protection 2, radiation 2 | 4 140 | Sold by the trader at the Yaniv Station base | |
| Sparkler common | Radio protection 2, electrical protection 2 | 4 140 | Electro anomalies and the Garages location in Duga | |
| Shell common | Endurance 2 | 4 140 | Electro anomalies. Densest in Duga, Rostok and around the Cement Factory | |
| Sapphire common | Bleeding 1, endurance 1 | 4 140 | Electro anomalies. Densest in Duga, Rostok and around the Cement Factory | |
| Rat King common | Radio protection 1, bleeding 1, electrical protection 1 | 4 140 | Pick this artifact as your reward from the stranded stalker in the Electric Field |
Shell and Sapphire hand you endurance with no radiation attached. On a stealth run, where you do more walking than shooting, that beats half the rare artifacts.
Acid: 18 of them

Chemical protection, radio protection and gear durability. The stingiest branch for spots and the most generous for artifacts with no penalty.
| Art | Artifact | Effects | Sells for | Where to find |
|---|---|---|---|---|
| Liquid Rock arch | Radio protection 5, chemical 5, durability 5 | 24 153 | Acid anomalies and the Poisonous Hole at the Garbage | |
| Devil's Mushroom rare | Chemical 4, durability 4, radiation 4 | 12 422 | Acid anomalies. Only fourteen spots of this type, fewer than any other, which is why chemical protection takes longest to find | |
| Pellicle rare | Radio protection 4, chemical 4 | 12 422 | Acid anomalies. Only fourteen spots of this type, fewer than any other, which is why chemical protection takes longest to find | |
| Skipjack rare | Radio protection 4 | 12 422 | Acid anomalies. Only fourteen spots of this type, fewer than any other, which is why chemical protection takes longest to find | |
| Kolobok uncommon | Chemical 3, radiation 3 | 6 901 | Chemical anomalies and the Poisonous Hole at the Garbage | |
| Ciliate uncommon | Chemical 3, durability 3, radiation 3 | 6 901 | The tunnel on the way to the bandits during the side mission Just Business | |
| Tourist's Breakfast uncommon | Chemical 3, durability 3, radiation 3 | 6 901 | Acid anomalies. Only fourteen spots of this type, fewer than any other, which is why chemical protection takes longest to find | |
| Bubble common | Radio protection 3 | 6 901 | Acid anomalies. Only fourteen spots of this type, fewer than any other, which is why chemical protection takes longest to find | |
| Urchin uncommon | Radio protection 3 | 6 901 | Acid pool inside the cave near the Old Mill, opened during the side mission Piece of Cake | |
| Crust common | Chemical 2, durability 2, radiation 2 | 4 140 | Inside the Kupovate Collective Farm in Zaton | |
| Horn common | Chemical 2, durability 2, radiation 2 | 4 140 | Acid anomalies. Only fourteen spots of this type, fewer than any other, which is why chemical protection takes longest to find | |
| Meat Chunk common | Chemical 2, radiation 2 | 4 140 | On a dead body by a tree at the Chemical Plant | |
| Mold common | Chemical 2, radiation 2 | 4 140 | Radioactive part of the cave left of the Old Mill, opened during Piece of Cake | |
| Slime common | Radio protection 2, durability 2 | 4 140 | Acid anomalies. Only fourteen spots of this type, fewer than any other, which is why chemical protection takes longest to find | |
| Crystal Thorn common | Radio protection 2 | 4 140 | Acid anomalies. Only fourteen spots of this type, fewer than any other, which is why chemical protection takes longest to find | |
| Mica common | Radio protection 2 | 4 140 | Acid anomalies. Only fourteen spots of this type, fewer than any other, which is why chemical protection takes longest to find | |
| Thorn common | Radio protection 2 | 4 140 | Acid anomalies. Only fourteen spots of this type, fewer than any other, which is why chemical protection takes longest to find | |
| Slug common | Radio protection 2 | 4 140 | Handed to you during the story mission There and Back Again |
Skipjack, Pellicle, Bubble, Urchin, Slime, Mica, Thorn and Crystal Thorn carry no radiation at all. If you want a set you can put on and forget, build it here.
Thermal: 17 of them

Thermal protection and bleeding resistance.
| Art | Artifact | Effects | Sells for | Where to find |
|---|---|---|---|---|
| Hypercube arch | Thermal 5, bleeding 5, radiation 5 | 24 153 | Thermal anomalies. Twenty one spots, most of them in the Burnt Forest and around the Cooling Towers | |
| Meat Lighter rare | Thermal 4, radiation 4 | 12 422 | Thermal anomalies. Twenty one spots, most of them in the Burnt Forest and around the Cooling Towers | |
| Petal rare | Bleeding 4, radiation 4 | 12 422 | Thermal anomalies. One farms reliably at the Helicopter Base in the Burnt Forest | |
| Torch rare | Thermal 3, weight effect 3, radiation 4 | 12 422 | Magnetic Cave in the Lesser Zone, reachable early in the game | |
| Dead Sponge uncommon | Bleeding 3, radiation 3 | 6 901 | Magnetic Cave in the Lesser Zone, reachable early in the game | |
| Mama's Beads uncommon | Bleeding 3, radiation 3 | 12 422 | Thermal anomalies. Twenty one spots, most of them in the Burnt Forest and around the Cooling Towers | |
| Plasma uncommon | Thermal 3, radio protection 3 | 6 901 | Thermal anomalies. Twenty one spots, most of them in the Burnt Forest and around the Cooling Towers | |
| Magma uncommon | Thermal 2, weight effect 2, radiation 3 | 6 901 | Thermal anomalies. Twenty one spots, most of them in the Burnt Forest and around the Cooling Towers | |
| Flaw uncommon | Bleeding 2, weight effect 2, radiation 3 | 6 901 | Magnetic Cave in the Lesser Zone, reachable early in the game | |
| Crystal common | Thermal 2, radiation 2 | 4 140 | Thermal anomalies. Twenty one spots, most of them in the Burnt Forest and around the Cooling Towers | |
| Droplets common | Thermal 2, radiation 2 | 4 140 | Thermal anomalies. Twenty one spots, most of them in the Burnt Forest and around the Cooling Towers | |
| Steak common | Bleeding 2, radiation 2 | 4 140 | Thermal anomalies. Twenty one spots, most of them in the Burnt Forest and around the Cooling Towers | |
| Cavity common | Bleeding 1, weight effect 1, radiation 2 | 4 140 | Magnetic Cave in the Lesser Zone, reachable early in the game | |
| Fireball common | Thermal 2, radio protection 2 | 4 140 | Thermal anomalies. Twenty one spots, most of them in the Burnt Forest and around the Cooling Towers | |
| Spinner common | Radio protection 2, bleeding 2 | 4 140 | Thermal anomalies. Twenty one spots, most of them in the Burnt Forest and around the Cooling Towers | |
| Eye common | Thermal 2 | 4 140 | Thermal anomalies. Twenty one spots, most of them in the Burnt Forest and around the Cooling Towers | |
| Lyre common | Bleeding 1, weight effect 1 | 4 140 | Magnetic Cave in the Lesser Zone, reachable early in the game |
Four spots worth coming back to

Of all the places where artifacts show up predictably, four actually pay. They respawn, and a loop through them feeds you better than wandering.
- Reloading Point, Cement Factory. An electro anomaly that hands out Thunderberry, Starfish, Crest and Shop Class. The only known place where an arch artifact can be farmed with any sense.
- Magnetic Cave, Lesser Zone. Thermal, gives Torch, Dead Sponge, Flaw, Cavity and Lyre. Works from early in the game.
- Poisonous Hole, the Garbage. Acid, this is where Liquid Rock and Kolobok come from.
- Helicopter Base, Burnt Forest. Thermal, the reliable source of Petal.
The map carries fourteen acid farming spots, twenty electro, twenty one gravitational and twenty one thermal, plus seven mixed ones. The ratio is worth keeping in mind: there are half again as many gravitational and thermal places as acid ones, so chemical protection is always the slowest thing to find.
What you actually end up wearing

People collect all eighty for the achievement. In practice four items cover the game, and none of them needs hours of farming.
Weird Water for carry weight, because what you can haul changes the game more than any protection percentage. Skipjack or Pellicle against radiation, neither irradiates you back. Shell or Sapphire for endurance, also clean. The fourth slot goes to whatever your armour lacks: an exoskeleton usually wants psi, a light suit wants physical protection.
With Cost of Hope the order shifts. Flare Light and its psi 4 plug the most obvious hole in the base game, so The Forgotten is worth running early.
Compass, Hypercube and the other arch artifacts out of ordinary anomalies I would leave alone. A five in protection comes bundled with a five in radiation, so you either eat anti rad by the handful or spend a second slot cancelling it out. Selling them for 24 thousand coupons beats wearing them.
Sources
Patch notes for update 2.0 "Back to the Zone" dated 20 August 2026, official GSC Game World support. Full artifact list, numeric effect values, rarity, selling prices, acquisition and farming spot counts: Game8. Cost of Hope artifacts: Game8, ShowGamer. Arch anomaly locations: Deltia's Gaming, Patch Crazy, GameRant. Item art comes from the S.T.A.L.K.E.R. wiki and Game8; rights to the art itself belong to GSC Game World. Platforms checked against the Steam store page and the PlayStation 5 release announcement.

