Artifacts guide for All the Mods 10 0.52 to 4.5
Artifacts guide for All the Mods 10
Last verified for All the Mods 10 v4.5 on Oct 5, 2026 · text last changed Oct 5, 2026
A newer release (8.3) is out Guide for the current version
- Sections
- 7
- Recipes shown
- 3
- Items named
- 48
- Quests covered
- 49
Every recipe and number here was checked against All the Mods 10 4.5's own files.
What is Artifacts?
2 parts
Artifacts is all about making exploration worth it. It adds a big collection of powerful treasure items that you cannot craft. The only way to get them is to go out and find them.[1]
All the Mods 10 4.5 ships Artifacts 13.0.6, and the mod has been in the pack since version 2.25 or earlier.[2]
Where artifacts come from
- Chests in vanilla structures. Each artifact only shows up in a few chest types, so you'll need to visit lots of different places.[1]
- Archaeology, so it's worth bringing a brush on your trips.[1]
- Mobs, which on very rare occasions spawn wearing an artifact.[1]
- Underground campsites, a new structure the mod adds. Sometimes one of these has a Mimic instead of a chest. Mimics are dangerous and attack you if you get too close, but they always drop a random artifact when you kill them.[1]
Artifacts in the questbook
This pack has a dedicated Artifacts quest chapter that works like a collector's checklist. Each quest asks you to obtain one artifact, from the Cloud in a Bottle and Running Shoes to the Universal Attractor and Crystal Heart. Most of these quests don't depend on each other, so you can tick them off in whatever order your loot shows up. One exception: the a quest in "?" quest for the Eternal Steak comes after the a quest in "?" quest for the Everlasting Beef.[3]
The Digging Claws also show up outside that chapter, as quest a quest in "?" in the building tips chapter.[4]
If you like roaming the world, raiding structures and hunting loot, this mod is for you. Every chest you open could give you a new piece of gear.[1]
How do you get started with Artifacts?
4 parts
The first thing to know about Artifacts is that you don't craft your way through it. The mod is built to make exploration more rewarding: it adds powerful treasure items that cannot be crafted, so your early game here is about going out and finding stuff, not building a production line.[1]
Step 1: Know where artifacts come from
- Chests in vanilla structures are the main source. Each artifact only shows up in a few specific chests, so exploring lots of different structures pays off.[1]
- Archaeology can also turn up artifacts, so brushing suspicious sand or gravel is worth your time.[1][5]
- Skeletons, zombies and piglins can very rarely spawn wearing an artifact, so keep an eye on what mobs have equipped.[1][5]
- The mod adds a new underground campsite structure. These are great early targets because they're built around a chest.[1][5]
Step 2: Watch out for mimics
Sometimes a campsite has a mimic instead of a chest. Mimics are dangerous enemies that attack you if you get too close, so come in prepared. The upside is big: a mimic always drops a random artifact when you kill it.[1][5]
Unverified Artifacts has config options for how common artifacts are in chests, how often campsites generate and how often they hold a mimic. The sources don't show this pack's settings, so it's not confirmed whether the pack uses the mod's defaults or changes them.
Step 3: Use the quest chapter as your checklist
This pack has a quest chapter just for Artifacts, with one quest per artifact. Each quest simply asks you to get that item, for example a quest in "?" for Digging Claws or a quest in "?" for Cloud in a Bottle. Treat the chapter as a collection log: whenever you loot something new, it'll tick off.[3]
Digging Claws also appears in the pack's building tips chapter as a quest in "?", so the pack itself points to it as a useful find for building.[4]
Step 4: Cook your Everlasting Beef
There is one thing you do make yourself. If you find Everlasting Beef, you can cook it into Eternal Steak. The quest chain matches this: a quest in "?" for the Eternal Steak comes after a quest in "?" for the Everlasting Beef. You can cook it in a furnace, a smoker or on a campfire, whichever you have handy.[3][6]
Furnace
Smoker
Campfire
Unverified The sources don't confirm whether the effect tooltips are turned on in this pack, and they don't give a recommended order for which artifacts to hunt first.
How does Artifacts work?
4 parts
Artifacts works differently from a tech mod. There are no machines, multiblocks, power, fluids or item pipes to learn. The whole mod is built around powerful treasure items that you cannot craft, so the core mechanic is getting out there and exploring to find them.[1]
Where artifacts come from
Artifacts reach you in a few different ways. Each one rewards a different kind of exploring, so it pays to try all of them.[1]
- Chest loot in vanilla structures is the main source. Each artifact can only appear in a few specific chests, so you'll need to visit lots of different structures. The mod has a rarity setting that controls how common artifacts are in chests.[1][5]
- Archaeology can give you artifacts too, since they can generate in suspicious sand or gravel.[1][5]
- Mobs very rarely spawn wearing an artifact. The mod's options name skeletons, zombies and piglins as the mobs that can have one equipped.[1][5]
- The mod adds an underground campsite structure. Campsites are worth checking when you're caving, because they usually have a chest.[1][5]
- Sometimes a campsite has a mimic instead of a chest. Mimics are dangerous enemies that attack players who get too close, but they always drop a random artifact when you kill one.[1][5]
Wearing artifacts
Artifacts are items you equip, and every one of them has its own unique model when you wear it, so your gear really shows. The mod can add tooltips that explain each artifact's effect, which is the quickest way to check what something does in-game.[1][5]
Cooldowns
Some artifacts go on cooldown after they activate. Examples include the Chorus Totem, the Cross Necklace and the Flame Pendant. The Helium Flamingo works a little differently: you can only fly with it for a limited time before it needs to recharge, and it goes on cooldown when you stop flying.[5]
To help you keep track, the mod can show artifacts that are on cooldown right next to your hotbar.[5]
Everlasting Beef and Eternal Steak
Everlasting Beef is a food artifact that can drop when you kill a cow or mooshroom. After you eat it, it goes on cooldown for a while before you can eat it again.[5]
In this pack you can cook Everlasting Beef into Eternal Steak, and you've got three ways to do it: a furnace, a smoker or a campfire. The Eternal Steak also goes on a cooldown after you eat it.[5][6]
Furnace
Smoker
Campfire
Unverified The exact numbers behind these mechanics couldn't be confirmed for this pack. That includes cooldown lengths, the Everlasting Beef drop chance, how rare artifacts are in chests, how often campsites and mimics spawn, and whether any artifact effects are switched off. The mod has options for all of these, but the pack's settings were not available.
Unverified No ways to automate artifact collection or use them with machines from other mods could be confirmed.
How do you progress through Artifacts?
3 parts
Artifacts doesn't have a tier ladder in this pack. There's no chain of upgrades where one artifact becomes a better one. The pack's Artifacts quest chapter works as a collection checklist: each artifact gets its own quest, and each quest only asks you to obtain that item, from the Rooted Boots to the Warp Drive and the Whoopee Cushion.[3]
Almost none of these quests have prerequisites, so you can complete them in any order. Whenever an artifact turns up, grab it and tick off its quest. Cloud in a Bottle, Power Glove, Universal Attractor or anything else counts as soon as it's in your inventory.[3]
The one upgrade: Everlasting Beef to Eternal Steak
The only real progression step in the chapter is food. The Eternal Steak quest, a quest in "?", unlocks after the Everlasting Beef quest, a quest in "?". Get the beef first, then turn it into the steak.[3]
In this pack, the only recipes that make Artifacts items are three cooking recipes for Eternal Steak: one for the furnace, one for the smoker and one for the campfire. Use whichever you have set up, because they all give the same result.[6]
Furnace version
Smoker version
Campfire version
Digging Claws outside the Artifacts chapter
Digging Claws also appear in the pack's building tips chapter, in quest a quest in "?". That quest sits behind another quest in that chapter. The same pair of claws also counts for the Digging Claws quest in the Artifacts chapter, a quest in "?".[3][4]
No crafting recipes for the artifacts themselves
Apart from Eternal Steak, the pack's recipe dump has no recipe that makes any artifact. You can't craft your way up to items like the Crystal Heart or the Chorus Totem. You have to find them.[6]
Unverified The sources don't say where artifacts come from in this pack, such as which structures, chests or mobs drop them, or whether some are rarer than others. Treat any loot rarity or 'tier' ordering you see elsewhere as unconfirmed for this pack.
How does Artifacts work with other mods?
1 part
Artifacts doesn't really plug into other mods through crafting. The whole point of the mod is that its items are powerful treasures that can't be crafted at all. You find them in chests in vanilla structures, through archaeology, or very rarely worn by mobs. That means you won't see artifacts used as ingredients in other mods' machines or recipes.[1]
The mod also adds its own underground campsite structure. Sometimes a Mimic spawns there instead of a chest, and it always drops a random artifact when you kill it. Exploring campsites is your main way to hunt for these items, whatever else you're playing with.[1]
Quests
The pack ties Artifacts into its questbook with a dedicated chapter. Each quest in that chapter asks you to get one artifact, for example the Power Glove in a quest in "?" or the Cloud in a Bottle in a quest in "?". All of these tasks use items from Artifacts itself, not from other mods. Treat the chapter as a checklist of everything worth hunting for.[3]
There's one chain inside the chapter: the quest for the Eternal Steak (a quest in "?") comes after the quest for the Everlasting Beef (a quest in "?").[3]
Artifacts also appears outside its own chapter. The pack's building tips chapter has a quest (a quest in "?") that asks for the Digging Claws. So the pack points you to them as a useful tool while you build.[4]
Unverified The sources available for this section don't show any recipes in this pack that combine Artifacts items with items from other mods. They also don't show whether other mods in the pack add extra slots, loot or effects that affect artifacts.
Which All the Mods 10 quests use Artifacts?
2 parts
Artifacts has its own quest chapter in this pack, and it plays like a big collection checklist. Every quest in the chapter asks you for a single artifact, so you tick each one off as soon as you get hold of that item.[3]
There's almost no forced order here. Only one quest has a prerequisite: a quest in "?", which asks for the Eternal Steak, unlocks after a quest in "?", which asks for the Everlasting Beef. Every other quest in the chapter stands on its own, so you can complete them in whatever order the artifacts turn up.[3]
The Artifacts chapter
- Food chain: a quest in "?" asks for the Everlasting Beef, and a quest in "?" then asks for the Eternal Steak.[3]
- Hats: a quest in "?" asks for the Angler's Hat, a quest in "?" for the Cowboy Hat, a quest in "?" for the Novelty Drinking Hat, a quest in "?" for the Plastic Drinking Hat, a quest in "?" for the Superstitious Hat and a quest in "?" for the Villager Hat.[3]
- Other headwear: a quest in "?" asks for the Night Vision Goggles and a quest in "?" for the Snorkel.[3]
- Necklaces and pendants: a quest in "?" asks for the Cross Necklace, a quest in "?" for the Panic Necklace, a quest in "?" for the Flame Pendant, a quest in "?" for the Shock Pendant and a quest in "?" for the Thorn Pendant.[3]
- Scarves: a quest in "?" asks for the Lucky Scarf and a quest in "?" for the Scarf of Invisibility.[3]
- Gloves and claws: a quest in "?" asks for the Digging Claws, a quest in "?" for the Feral Claws, a quest in "?" for the Fire Gauntlet, a quest in "?" for the Power Glove and a quest in "?" for the Vampiric Glove.[3]
- Hand gear: a quest in "?" asks for the Pocket Piston, a quest in "?" for the Golden Hook, a quest in "?" for the Onion Ring and a quest in "?" for the Withered Bracelet.[3]
- Footwear, part one: a quest in "?" asks for the Aqua-Dashers, a quest in "?" for the Bunny Hoppers, a quest in "?" for the Flippers, a quest in "?" for the Kitty Slippers and a quest in "?" for the Rooted Boots.[3]
- Footwear, part two: a quest in "?" asks for the Running Shoes, a quest in "?" for the Snowshoes, a quest in "?" for the Steadfast Spikes and a quest in "?" for the Strider Shoes.[3]
- Charms and belt items: a quest in "?" asks for the Charm of Shrinking, a quest in "?" for the Charm of Sinking, a quest in "?" for the Antidote Vessel, a quest in "?" for the Chorus Totem, a quest in "?" for the Cloud in a Bottle and a quest in "?" for the Crystal Heart.[3]
- Everything else: a quest in "?" asks for the Helium Flamingo, a quest in "?" for the Obsidian Skull, a quest in "?" for the Pickaxe Heater and a quest in "?" for the Umbrella.[3]
- More miscellany: a quest in "?" asks for the Universal Attractor, a quest in "?" for the Warp Drive and a quest in "?" for the Whoopee Cushion.[3]
Building Tips chapter
The mod also shows up once outside its own chapter. The Building Tips chapter has a quest in "?", which asks for the Digging Claws. Unlike almost everything in the Artifacts chapter, this quest has a prerequisite, so it won't be open until you've completed the quest before it.[4]
Unverified The sources don't say what rewards these quests give, whether the item tasks consume the artifact or only check that you have it, which quest unlocks the Building Tips quest, or where each artifact is found in this pack.
What changed in Artifacts between versions?
1 part
Artifacts has been in the pack since All the Mods 10 2.2 or earlier, and All the Mods 10 4.5 ships version 13.0.6. The pack changelogs only record version bumps, so here's the path the mod has taken through the pack's releases.[2]
Updates by pack release
- All the Mods 10 2.42: Artifacts updated from 12.0.5 to 12.1.2.[7]
- All the Mods 10 2.43: updated from 12.1.2 to 12.1.5.[8]
- All the Mods 10 2.47: updated from 12.1.5 to 13.0.2.[9]
- All the Mods 10 3.0: updated from 13.0.2 to 13.0.5.[10]
- All the Mods 10 3.2: updated from 13.0.5 to 13.0.6, the version you get in 4.5.[2][11]
Unverified The pack changelogs don't say what changed inside Artifacts in any of these updates, and no changelogs are stored for the jars the pack ships. New artifacts, balance changes and fixes between these versions are unconfirmed, so check the mod's own release notes before relying on any of them.
Sources
- Artifacts project page (modrinth) · official mod data
- All the Mods 10 4.5 mod list · pack file
- All the Mods 10 4.5 quests: "artifacts" · pack file
- All the Mods 10 4.5 quests: "building_tips" · pack file
- artifacts tooltips and descriptions (English lang file) · official mod data
- All the Mods 10 4.5 recipe dump: recipes making Artifacts items · pack recipe dump
- All the Mods 10 changelog (All the Mods 10 2.42) · changelog
- All the Mods 10 changelog (All the Mods 10 2.43) · changelog
- All the Mods 10 changelog (All the Mods 10 2.47) · changelog
- All the Mods 10 changelog (All the Mods 10 3.0) · changelog
- All the Mods 10 changelog (All the Mods 10 3.2) · changelog
Where this guide comes from
Written from what All the Mods 10 itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.
Guide last verified Oct 5, 2026.
Guides for other versions: 4.6 to 8.3 · 0.51 · 0.45 to 0.50 · 0.32 to 0.44