Artifacts

From Granblue Fantasy Wiki
(Redirected from Quirk Artifact)
Jump to navigation Jump to search

Artifacts are a type of item that equip directly to individual characters. Each provides four different effects to its equipper, who must be of an element and weapon specialty matching that particular artifact's requirements.

Artifacts will drop at a set drop rate upon clearing raid battles, excluding event raid battles.

Be aware that any actions taken regarding artifacts, including leveling or skill changes, can't be rolled back.

How to Equip Artifacts

  • Different versions of the same character can have their own separate artifacts equipped.
  • The Main Character can't equip artifacts.

About Artifacts

Artifact Skills

  • The pool of standard artifact skills are divided into 3 different groups: I, II, and III. Of the four skill slots an artifact has, two are for I skills, one is for II skills, and the last is for III skills.
  • The exact skill in each slot is determined randomly when the artifact is obtained.
  • For skills that affect characters other than just the equipper, only the highest value will apply in cases where multiple of the same effect would be active.
  • (In certain special quests with, for example, restrictions on weapon skills, artifact skills will also not function except for the two flat ATK and HP skills.)
  • Skills with the maximum possible effect are shown as a different color.

Artifact Skill Lvl

Standard artifact skills have a skill level, which improves the value of its boost when raised. The particular value and how much it improves by vary depending on the skill.

Changing an Artifact Skill

A standard artifact can have one of its skills changed through the use of an Enigmatic Armilla or a Theorem Chisel.

  • If a skill is changed using either of these items, the new skill will be at level 1, regardless of what that skill slot's level was previously.
  • Once this action has been taken, the other three skill slots will be locked, but the initially selected slot can be changed multiple times if additional treasure is spent.

Enigmatic Armilla

This item can be used to change one of an artifact's four skills to a random skill appropriate for that slot.

  • When used, you will be given the option to choose between two newly rolled skills, or leave the skill unchanged.
  • It is possible for a reroll option to be the same as the current skill, but with a potentially different value.
  • Even if the skill is left unchanged, be aware that the enigmatic armilla will still be consumed.

Theorem Chisel

This item can be used to change one of an artifact's four skills to any other skill, appropriate for that slot, of your choosing.

  • If a skill with multiple possible effect rates is chosen, the highest rates will be used for the changed skill.

Artifact Requirements

In order to equip an artifact, a character must have the correct element and weapon specialty for that artifact. The weapon specialty requirement is generally based on the specific artifact, while the element is determined randomly when obtained.

  • Characters, such as Lyria (Event), whose element changes based on the main character's, can equip artifacts of any element.

Empowering Artifacts

The level an artifact itself can be raised using weapons or power-up items like Lazuline Vessel. The EXP gained is unaffected by boosts such as crew buffs, journey drops, or elemental upgrade skills, and it can't get a grand success.

  • For each level an artifact gains, a random one of its four skills will also have its level increased by one.
  • It is possible to reset the level of an artifact using Artifact Pith ×5, which will also reset its skills' levels.

Artifact EXP Table

Lvl EXP Needed EXP IncrementCompared to EXP needed for previous level Cumulative EXP Total
1→2 30,000 - 30,000
2→3 60,000 30,000 90,000
3→4 90,000 30,000 180,000
4→5 120,000 30,000 300,000

Skysent Beacon

Skysent Beacon boosts the drop rate to 30%-40% for the first 50 artifact drops each week.[1]

Note: All weekly drop rate bonuses are reset every Monday at 5 a.m. (JST).

Artifact Scores

An artifact's skill effects are split into three groups, ATK, DEF, and Special, with the total being the sum of each category's base value.

How big or small an effect's score is depends on each skill group's base value, and doesn't change regardless of the skill's details or level.

Filtering by Score

Score can be added as filter criteria on the Artifacts screen.

Artifact order can be rearranged based on each category's score or the total score.

About Quirk Artifacts

Quirk artifacts are extremely rare artifacts with special, oddball effects.

Quirk artifacts have the following quirks:

  • They come maxed out at level 1, and cannot be upgraded
  • All 4 skills are predetermined and can't be changed
  • The weapon specialty and element requirement are both random
  • Requirements can be rerolled by using treasure

Changing Quirk Artifact Requirements

  • Quirk artifact requirements can be rerolled by using Enigmatic Armilla. When rerolled, you will be given the option to choose between two sets of new requirements, or to leave the requirements unchanged.
  • Even if the requirements are left unchanged, be aware that the treasure will still be consumed.
  • Both elemental and weapon specialty requirements will be changed (these cannot be changed individually).

Artifact Drop Rate and Element Bias

  • The base drop rate of artifacts from raids is about 1%.[1][2]
    • Artifacts drop independently from a boss's normal loot table. Thus, artifact drops do not affect the odds of Reward Chests and their contents.
  • Skysent Beacon boosts the drop rate to 30%-40% for the first 50 artifact drops each week.[1]
  • An artifact's element requirement has a 50% chance to match the element of the boss that it drops from and a 10% chance for each other element.[1][2]
    • Non-elemental bosses drop artifacts with an equal chance for each element.[3]
  • Quirk Artifacts have an extremely low drop rate.[1]

Artifact Skill Groups

Skill Group I

Possible Group I Bonuses
Bonus Lvl 1 Values GrowthThe amount gained on level up
ATK 1,320 1,440 1,560 1,680 1,800 +300
C.A. DMG 13.2% 14.4% 15.6% 16.8% 18% +3%
Skill DMG 13.2% 14.4% 15.6% 16.8% 18% +3%
Elemental ATK 8.8% 9.6% 10.4% 11.2% 12% +2%
Critical Hit Rate 13.2% 14.4% 15.6% 16.8% 18% +3%
Double Attack Rate 6.6% 7.2% 7.8% 8.4% 9% +1.5%
Triple Attack Rate 4.4% 4.8% 5.2% 5.6% 6% +1%
HP 660 720 780 840 900 +150
DEF 8.8% 9.6% 10.4% 11.2% 12% +2%
Superior Element Reduction 4.4% 4.8% 5.2% 5.6% 6% +1%
Dodge Rate 4.4% 4.8% 5.2% 5.6% 6% +1%
Healing 13.2% 14.4% 15.6% 16.8% 18% +3%
Debuff Resistance 6.6% 7.2% 7.8% 8.4% 9% +1.5%
Debuff Success Rate 6.6% 7.2% 7.8% 8.4% 9% +1.5%

Skill Group II

Possible Group II Bonuses
Bonus Lvl 1 Values GrowthThe amount gained on level up
N.A. DMG Cap 2.2% 2.4% 2.6% 2.8% 3% +0.5%
Skill DMG Cap 8.8% 9.6% 10.4% 11.2% 12% +2%
C.A. DMG Cap 6.6% 7.2% 7.8% 8.4% 9% +1.5%
Special C.A. DMG Cap 4.4% 4.8% 5.2% 5.6% 6% +1%
Boost DMG cap for critical hits 2.2% 2.4% 2.6% 2.8% 3% +0.5%
N.A. DMG cap boost for an 80%/60% hit to skill/C.A. DMG cap 4.4% 4.8% 5.2% 5.6% 6% +1%
Skill DMG cap boost for a 20%/60% hit to N.A./C.A. DMG cap 17.6% 19.2% 20.8% 22.4% 24% +4%
C.A. DMG cap boost for a 20%/80% hit to N.A./skill DMG cap 13.2% 14.4% 15.6% 16.8% 18% +3%
Supplemental N.A. DMG 8,800 9,600 10,400 11,200 12,000 +2,000
Supplemental Skill DMG 11,000 12,000 13,000 14,000 15,000 +2,500
Supplemental C.A. DMG 110,000 120,000 130,000 140,000 150,000 +25,000
Chain DMG AmplifyAmplifies both Chain Burst damage and Fated Chain damage. 6.6% 7.2% 7.8% 8.4% 9% +1.5%
Boost triple attack rate when at or above 50% HP 6.6% 7.2% 7.8% 8.4% 9% +1.5%
Amplify DMG at 100% HP 2.2% 2.4% 2.6% 2.8% 3% +0.5%
Max HP boost for a 70% hit to DEF 8.8% 9.6% 10.4% 11.2% 12% +2%
DMG reduction when at or below 50% HP 8.8% 9.6% 10.4% 11.2% 12% +2%
Regeneration 440 480 520 560 600 +100
Turn-Based DMG Reduction 8.8% 9.6% 10.4% 11.2% 12% +2%
Chance to remove 1 debuff before attacking 20% +20%
Chance to cancel incoming dispels 20% +20%

Skill Group III

Possible Group III Bonuses
Bonus (Effects that only occur once) Lvl 1 Value GrowthThe amount gained on level up
Start battle with 20% of HP consumedStacks additively with Bloodshed weapon skills, for a combined maximum of 60% HP consumed. and Readying Skill (DMG Cap Up)DMG cap is boosted after 3 turns (Can't be removed / Can't be extended)
Duration: 3 turnsUnofficial status name
/ After 3 turns: Gain x% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: x%Duration: 1 turn
10% +10%
When switching to a main allyLike Evoker and similar support skills, this activates by knockout or Blowback effect only. (1 time): Gain x% All DMG AmplifiedDMG is amplified (Can't be extended)
Strength: x%Duration: 2 turns
3% +3%
Gain 20% Bonus DMG (1 time)Deals bonus DMG for normal attacks (1 time)
Strength: 20%Duration: IndefiniteStacking: Skill Side D
after being targeted by foes' attacks x time(s)[4]
7 -1
Gain Flurry (3-hit / 1 time)Normal attacks deal 3-hit DMG to random foes (1 time)
Duration: Indefinite
after hitting a foe x times
200 -25
At battle start: Gain DMG MitigationDMG taken is lowered by a fixed amount
Duration: 1 turn
with a value of x
1,000 +1,000
When a foe's HP is at 50% or lower at end of turn (1 time): Restore equipper's HP by x 2,000 +2,000
At battle start: Gain x random buff(s)50% ATK UpATK is boosted
Strength: 50%Duration: 1 turn

10% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 10%Duration: 1 turn

20% Debuff Success BoostedDebuff success rate is boosted
Strength: 20%Duration: 1 turn

80% Skill DMG UpSkill DMG is boosted
Strength: 80%Duration: 1 turn

20% C.A. DMG UpCharge attack DMG is boosted
Strength: 20%Duration: 1 turn

1 +1
When knocked out (1 time): All allies gain x random buff(s)RefreshHP is restored on every turn
Strength: (Healing cap: 1000)Duration: 3 turns

100% / 20% ArmoredChance of lowering DMG taken
Strength: 100% chance of taking 20% less damage.Duration: 3 turns

10% UpliftedCharge bar is boosted on every turn
Strength: 10%Duration: 3 turns

DMG Mitigation (3000)DMG taken is lowered by a fixed amount
Strength: 3000Duration: 2 turns

Veil (1 time)Debuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune."
1 +1
Bonus (Effects related to using skills) Lvl 1 Value GrowthThe amount gained on level up
Upon using a debuff skill: Amplify foe's DMG taken (2 hits) by x 4% +4%
Upon using a healing skill: Ally in the next position gains Bonus DMG (1 time)Deals bonus DMG for normal attacks (1 time)
Duration: IndefiniteStacking: Skill Side D
with a value of x[4]
4% +4%
Gain 1% DMG Cap Up (Stackable / Max: 5%)Maximum amount of DMG that can be dealt per hit is boosted (Stackable)
Strength: 1% (Max: 5%)Duration: Indefinite
after using skills x time(s)
5 -1
After using a skill with a cooldown of 10 or more turns: Gain x% All DMG AmplifiedDMG is amplified
Strength: x%Duration: 1 turn
2% +2%
Cut linked skill cooldowns by 1 turn after using a linked skill x times 8 -1
Upon casting first-slot skill: Cut first-slot skill's cooldown by 1 turnCurrently observed to not stack with effects such as Hekate (Summer)'s Stygian EmbraceDark allies' skill specs are boosted / Damage skill cooldowns are reduced by 1 turn (Can't be removed / Skill cooldown can't be lower than 1 turn)
and Yuni's Arbitrator's WishLight allies' ATK, DEF, multiattack rate, and DMG cap are boosted / Skill cooldowns are reduced by 1 turn (Can't be removed / Skill cooldown can't be lower than 1 turn)
.
and consume this percentage of current HPDoes not activate effects that interact with Consume/Sacrifice HP. (HP consumption lowers with higher lvls of this artifact skill)
30% -6%
Bonus (Effects gained at end of turn) Lvl 1 Value GrowthThe amount gained on level up
Gain Supplemental DMGDMG dealt is supplemented
Duration: 1 turn Stacking: Standard - Buff
at end of turn based on amount of charge bar spent that turn[4]
5,000 +5,000
At end of turn if equipper didn't attack: Gain x random buff(s)ATK Up (Stackable)ATK is boosted while active (Stackable)

DEF Up (Stackable)DEF is boosted while active (Stackable)

Skill Specs (Stackable)Skill DMG Up (Stackable)Skill DMG is boosted (Stackable)

Skill DMG Cap Up (Stackable)Maximum amount of skill DMG that can be dealt per hit is boosted (Stackable)

C.A. Specs (Stackable)C.A. DMG Up (Stackable)Charge attack DMG is boosted (Stackable)

C.A. DMG Cap Up (Stackable)Charge attack DMG cap is boosted (Stackable)

Multiattack Rate (Stackable)DA Up (Stackable)Double attack rate is boosted (Stackable)

TA Up (Stackable)Triple attack rate is boosted (Stackable)
1 +1
Chance to remove all buffs from a foe at end of turn 1% +1%
Chance of battle turn progressing by 5 at end of turn (Max 1 of this skill per party): 0.2% +0.2%
Bonus (Miscellaneous effects) Lvl 1 Value GrowthThe amount gained on level up
Chance to gain Flurry (6-hit / 1 time)Normal attacks deal 6-hit DMG to random foes (1 time)
Duration: Indefinite
before attacking
1% +1%
Plain DMG to a foe at end of turn based on how much HP the equipper lost that turnAccumulates any HP lost during that turn, such as HP consumed by skills and damage taken from foes. Healing does not affect accumulated damage. 10× modifier +10× modifier
Gain Supplemental Skill DMG (Stackable / Max: 50,000)Skill DMG dealt is supplemented (Stackable)
Strength: 10,000 (Max: 50,000)Duration: Indefinite
after dealing this amount of skill DMG
40,000,000 -5,000,000
Upon single attacks: Gain x random buff(s)10% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 10%Duration: 1 turn

10% DMG AmplifiedDMG for normal attacks and counterattacks is amplified
Strength: 10%Duration: 1 turn

Supplemental DMG (20000)DMG dealt is supplemented
Strength: 20000Duration: 1 turn

Flurry (2-hit)Normal attacks deal 2-hit DMG to random foes
Duration: 1 turn

20% Bonus DMGDeals bonus DMG for one-foe one-ally attacks
Strength: 20%Duration: 1 turn

1 +1
When a foe has 3 or fewer debuffs at turn start: Equipper gains ArmoredChance of lowering DMG taken
Duration: 0.5 turnsApplied during the attack phase.
On the next turn, it'll have 0 turns remaining.
with a strength of x
5% +5%
At battle start and every 5 turns: Gain ShieldNext ATK received will be ineffective for a fixed amount
with a value of x
1,000 +500
Upon using a green or blue potion (Max 1 of this skill per party): Boost Fated Chain bar by x 3% +3%
Bonus (Sub Ally only effects) Lvl 1 Value GrowthThe amount gained on level up
When a sub ally (Max 1 of this skill per party): 1 random debuffATK Down (Stackable)ATK is lowered (Stackable)
Duration: 180 seconds

DEF Down (Stackable)DEF is lowered (Stackable)
Duration: 180 seconds

Debuff Res. Down (Stackable)Debuff resistance is lowered (Stackable)
Duration: 180 seconds

Multiattack Rate Lowered (Stackable)DA Down (Stackable)Double attack rate is lowered (Stackable)
Duration: 180 seconds

TA Down (Stackable)Triple attack rate is lowered (Stackable)
Duration: 180 seconds
to all foes every x turns
7 -1
Bonus (Non-Combat effects) Lvl 1 Value GrowthThe amount gained on level up
Boost EXP earned (Even when a sub ally / Max 1 of this skill per party) by x 1% +1%
Boost item drop rate (Even when a sub ally / Max 1 of this skill per party) by x 0.5% +0.5%
May find a random pair of earrings at end of battle (Even when a sub ally or knocked out/ Max 1 of this skill per party / Chance increases with skill lvl) ? ?

List of Artifacts

Quirk Artifacts

Icon Name Effects

Fantosmik Creste Gain a random Crest upon taking DMG / At end of turn when granted 5 of each Crest (1 time): Gain Sovereyn CresteIgnores fire, water, earth, wind, light, and dark elemental resistances / Deals superior elemental DMG regardless of foe element / 6-hit all-elemental DMG to a foe at end of turn / After 5 turns: Lose control of Creste / Deal plain DMG to all foes / Remove all buffs / Equipper is knocked out (Can't be revived / Can't be removed / Can't be extended)
While Sovereyn CresteIgnores fire, water, earth, wind, light, and dark elemental resistances / Deals superior elemental DMG regardless of foe element / 6-hit all-elemental DMG to a foe at end of turn / After 5 turns: Lose control of Creste / Deal plain DMG to all foes / Remove all buffs / Equipper is knocked out (Can't be revived / Can't be removed / Can't be extended)
is in effect:
6-hit elemental DMG to a foe at end of turn (DMG specs are boosted with each activation [Max: 5 times])
While Sovereyn CresteIgnores fire, water, earth, wind, light, and dark elemental resistances / Deals superior elemental DMG regardless of foe element / 6-hit all-elemental DMG to a foe at end of turn / After 5 turns: Lose control of Creste / Deal plain DMG to all foes / Remove all buffs / Equipper is knocked out (Can't be revived / Can't be removed / Can't be extended)
is in effect:
Ignore fire, water, earth, wind, light, and dark elemental resistances / Deal superior elemental DMG regardless of foe element
5 turns after gaining Sovereyn CresteIgnores fire, water, earth, wind, light, and dark elemental resistances / Deals superior elemental DMG regardless of foe element / 6-hit all-elemental DMG to a foe at end of turn / After 5 turns: Lose control of Creste / Deal plain DMG to all foes / Remove all buffs / Equipper is knocked out (Can't be revived / Can't be removed / Can't be extended)
:
Plain DMG to all foes / Remove all buffs / Equipper is knocked out (Can't be revived)

Fantosmik Fengtooth Boost charge bar by 20% after normal attacks
Upon using charge attack: Gain TA UpTriple attack rate is boosted
Duration: 1 turn
and 50% Bonus DMGDeals bonus DMG for one-foe one-ally attacks
Strength: 50%Duration: 1 turn
/ Consume 30% of max HP (Knocked out if this reduces HP to 0)
When a foe uses a special attack: Restore 10% of equipper's HP (Healing cap: 2500) / Remove 1 debuff / Gain C.A. DMG Cap Up (Stackable)Charge attack DMG cap is boosted (Stackable / Can't be removed)
Duration: Indefinite
and C.A. DMG Up (Stackable)Charge attack DMG is boosted (Stackable / Can't be removed)
Duration: Indefinite
Can't use skills / Uses charge attack even when charge attacks are set to Hold

Fantosmik Gemme Start battle with 20% of HP consumed / Shield (10000)Next ATK received will be ineffective for a fixed amount
Strength: 10000Duration: Indefinite
At battle start: Gain GutsCan withstand lethal DMG (Leaves 1 HP / Can't be removed)
Duration: IndefiniteAlso called "Lethal Attack Dodged"
When below 25% HP at end of turn (1 time): Gain Shield (10000)Next ATK received will be ineffective for a fixed amount
Strength: 10000Duration: Indefinite
When above 25% HP: Incoming DMG ignores Shield effects

Fantosmik Lanterne Subject to all specialty weapon-related weapon skills
Subject to all style-related weapon skills
Subject to all raceOffically called "Type" in-game.-related weapon skills
-50% weapon skill enhancement of the equipper's element / At battle start: Inflict ATK DownATK is lowered (Can't be removed / Duration can't be cut)
Duration: 5 turns
, DEF DownDEF is lowered (Can't be removed / Duration can't be cut)
Duration: 5 turns
, and Supplemental DMGDMG taken is supplemented (Can't be removed / Duration can't be cut)
Duration: 5 turns
on all allies. (Even when a sub ally / Max 1 of this skill per party)

Fantosmik Maylet ATK changes randomly at battle start
DEF changes randomly at battle start
Multiattack rate changes randomly at battle start
Upon using first-slot skill: Consumes all of charge bar / Activate a random effect

Standard Artifacts

Icon Name Weapon Req.

Ominous Amulet

Couronne Sainte

Jinyao Yushi

Ominous Ring

Jaseron Saint

Jinyao Mianju

Ominous Goblet

Casque Saint

Jinyao Qizhi

Ominous Horn

Armure Sainte

Jinyao Yaodai

Ominous Totem

Robe Sainte

Jinyao Mingjing

Ominous Pendant

Lunettes Saintes

Jinyao Wangjing

Ominous Bangle

Bottes Saintes

Jinyao Mianzhao

Ominous Pheon

Chapeau Saint

Jinyao Xiongjia

Ominous Whistle

Boite a Musique Sainte

Jinyao Tongluo

Ominous Stone

Capuchon Saint

Jinyao Xianglu

References