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.
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.
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]
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
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)
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.
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)
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)
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
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
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)