The Artifact system switched on for real in game version 1.1.1008. The tables were partly in the files before, but this patch is the one that shipped the interface and filled them in — the resonance table alone went from 51 rows to 601. It unlocks at character level 45, so if you are sitting at the level-60 cap it is already open, and it is the single biggest block of stats available to you.
What an artifact actually is
An artifact is a permanent, class-locked power slot. It is not a weapon you equip and it does not take an equipment slot — it sits in its own screen and its bonuses apply on top of everything else you are wearing. Each class has exactly two, one for each of its playable specs, and you unlock one by using its activation item.
Once unlocked, an artifact grows along five separate tracks, and they cost completely different things: slots (flat stats, paid in Artifact Essence and Bound Gold), affixes (random rerolls, paid in the four artifact materials), cores (socketed stat items), talents (a small point tree), and resonance (an account-wide percentage multiplier). Resonance is the one that matters most in the long run and the one nobody notices first.
Which artifact is yours
Two per class, one per playable spec. The unlock item is what the game consumes to activate it. Every artifact also has a second skin, bought with its own separate item, and that skin is worth talent points rather than being purely cosmetic.
| Class | Spec | Artifact | Unlock item | Skin talent pts |
|---|---|---|---|---|
| Warrior | Arms (DPS) | Stormkar | Rend Core | +2 |
| Warrior | Protection (Tank) | Earthwarden | Stone Scale | +2 |
| Mage | Fire | Staff of Eternal Flame | Eternal Ember | +2 |
| Mage | Frost | Staff of Polar Frostcore | Glacier Core | +2 |
| Priest | Holy (Healer) | Staff of Beacon of Light | Lightshard | +2 |
| Priest | Shadow (DPS) | Blade of Void Shadow | Void Eye | +2 |
| Rogue | Combat (DPS) | Assassination Dagger | Venom Sack | +2 |
| Rogue | Assassination (DPS) | Gloom Devourer Fang | Shade Fang | +2 |
| Hunter | Beast Mastery | Windseeker Longbow | Windwhisper Sigil | +2 |
| Hunter | Survival | Claws of the Wild Gods | Wild Godfeather | +2 |
| Paladin | Holy (Healer) | Hammer of Silver Oath | Silver Radiance | +2 |
| Paladin | Protection (Tank) | Blade of Holy Wrath | Wrath Cinder | +2 |
| Shaman | Elemental | Fist of Thunder | Storm Core | +2 |
| Shaman | Enhancement | Doomhammer of the Storm | Thunderstone | +2 |
| Demon Hunter | Havoc (DPS) | Twin Blades of Deceptive Shade | Seal of Guile | +2 |
| Demon Hunter | Vengeance (Tank) | Vengeance Shadowblade | Vengeance Brand | +2 |
| Druid | Feral | Feral Fang | Moonfury Essence | +2 |
| Druid | Balance | Staff of Moonfury | Feral Fang | +2 |
Every class gets exactly one artifact per playable spec, which is why the table has eighteen rows and not twenty-seven. The Warrior is the only class with a third spec at all, Fury, and the game prices its talent tree at 999 points — its way of saying “not finished” — so it has no artifact either. Two quirks worth knowing before you go looking: the two Druid artifacts are crossed in the game's own files, so Feral Fang is unlocked by Moonfury Essence and Staff of Moonfury is unlocked by an item called Feral Fang; and several alternate-skin names in the config belong to the wrong class entirely. Go by the unlock item, not the name.
Track one: the artifact's own level
Before any of the other tracks matter, the artifact itself levels from 0 to 299. This is the track that gates everything else — slots open at artifact level 10, 20 and 30, talents unlock on artifact level, and the flat stats here dwarf what the slots give.
Levelling costs Artifact Energy and Bound Gold, and unlike the slots the price rises as you climb: it starts at 20 Artifact Energy and 1,200 Bound Gold per level and finishes thirty times higher.
| Artifact level | Artifact Energy spent | Bound Gold spent | Attack / Spell Power | Max HP |
|---|---|---|---|---|
| 10 | 200 | 12,000 | +93 | +52 |
| 20 | 580 | 34,800 | +182 | +101 |
| 30 | 1,160 | 69,600 | +280 | +175 |
| 50 | 2,920 | 175,200 | +538 | +299 |
| 100 | 10,820 | 649,200 | +1,298 | +721 |
| 150 | 23,720 | 1,423,200 | +2,145 | +1,223 |
| 200 | 41,620 | 2,497,200 | +3,158 | +1,754 |
| 299 | 91,820 | 5,509,200 | +5,400 | +3,000 |
Maxed, the level track alone is worth +5,400 Attack Power, +3,000 Max HP and +500 Strength, and it stacks milestone bonuses to Attack Power along the way (+2% at level 50, +4% at level 100, +6% at level 150, +8% at level 200, +10% at level 250). The full climb costs 91,820 Artifact Energy and 5,509,200 Bound Gold.
The three slots
Each artifact has three slots that unlock as the artifact itself levels. They are independent: leveling one does nothing for the others. The cost per level never changes and never scales, which makes the whole track easy to budget — and very long.
Slot X
+20 Attack Power or Spell Power per level
100 paid levels to reach the cap of +2,000.
Every level costs the same: 30 × Artifact Essence + 30,000 Bound Gold.
Full slot: 3,000 Artifact Essence and 3,000,000 Bound Gold.
Slot Y
+15 Max HP per level
100 paid levels to reach the cap of +1,500.
Every level costs the same: 30 × Artifact Essence + 30,000 Bound Gold.
Full slot: 3,000 Artifact Essence and 3,000,000 Bound Gold.
Slot Z
+15 Armor per level
100 paid levels to reach the cap of +1,500.
Every level costs the same: 30 × Artifact Essence + 30,000 Bound Gold.
Full slot: 3,000 Artifact Essence and 3,000,000 Bound Gold.
What maxing one artifact costs, end to end: 9,000 × Artifact Essence and 9,000,000 Bound Gold across all three slots. At the roughly 16,000 Bound Gold a day a five-character roster collects from the daily tap, the gold alone is about 562 days. Treat this as a year-long track, not a weekend one, and put everything into the offensive slot first.
Affixes, and why rerolling is a trap
Each slot carries four affix lines. Rerolling a line rolls a level from 1 to 20 and replaces what was there. The tiers unlock with the artifact: Basic at artifact level 0, Rare at artifact level 20, Epic at artifact level 40, Legend at artifact level 60, Mythic at artifact level 80.
The roll is weighted, and the weights are in the config, so the odds are exact rather than estimated. They sum to 100,000, which makes each weight a probability directly. The average roll is 6.51. The distribution peaks at level 5 and then falls off a cliff:
| Roll | Chance | 1 in… | Relative frequency |
|---|---|---|---|
| 1 | 4.419% | 23 | |
| 2 | 6.100% | 16 | |
| 3 | 8.200% | 12 | |
| 4 | 10.900% | 9 | |
| 5 | 14.500% | 7 | |
| 6 | 11.900% | 8 | |
| 7 | 9.800% | 10 | |
| 8 | 8.000% | 12 | |
| 9 | 6.600% | 15 | |
| 10 | 5.400% | 19 | |
| 11 | 4.400% | 23 | |
| 12 | 3.600% | 28 | |
| 13 | 3.000% | 33 | |
| 14 | 2.500% | 40 | |
| 15 | 0.500% | 200 | |
| 16 | 0.100% | 1,000 | |
| 17 | 0.050% | 2,000 | |
| 18 | 0.025% | 4,000 | |
| 19 | 0.005% | 20,000 | |
| 20 | 0.001% | 100,000 |
Read the bottom of that table carefully. A level-15 or better line takes about 147 rerolls on average. A perfect 20 takes about 100,000 — on one line, of four, on one slot, of three. There is no pity counter in the table: every roll is independent, so a long dry streak buys you nothing.
Each of the four lines costs a different material, so a full slot reroll is four separate payments:
| Line | Material cost | Plus |
|---|---|---|
| Affix line 1 | 15 × Anima Essence | 30,000 Bound Gold |
| Affix line 2 | 10 × Astral shard | 30,000 Bound Gold |
| Affix line 3 | 10 × Firma Heart | 30,000 Bound Gold |
| Affix line 4 | 5 × Titan Orb | 30,000 Bound Gold |
The practical rule: reroll until each line on your offensive slot is somewhere in the 10–14 band — that is a 19.6% chance per roll, so a handful of attempts — then stop and spend everything else on slot levels and resonance. Chasing 15+ costs more material than finishing an entire slot level track, for a fraction of the stats.
Cores
Cores are stat items you socket into the artifact. There are 514 of them in four qualities, and each rolls its value inside a fixed range. The Attack Power column below is the like-for-like comparison — a core carrying HP or a percentage is on a different scale entirely.
| Quality | Variants | Attack Power roll | Stats it can carry |
|---|---|---|---|
| Rare (blue) | 70 | 180–450 | Agility, Agility %, Armor, Attack Power, Attack Power %, Crit… |
| Epic (purple) | 70 | 240–600 | Agility, Agility %, Armor, Attack Power, Attack Power %, Crit… |
| Legendary (orange) | 70 | 360–900 | Agility, Agility %, Armor, Attack Power, Attack Power %, Crit… |
| Mythic (red) | 304 | 480–1200 | Agility, Agility %, Armor, Attack Power, Attack Power %, Crit… |
Mythic cores are by far the largest group (304 of 514), because that tier is where the percentage and situational stats live rather than plain Attack Power. Match the core to what your spec actually scales with before you chase quality — a Rare core in your main stat beats a Mythic core in one you do not use.
| Quality | Breaks down into |
|---|---|
| Rare (blue) | 5 × Astral shard |
| Epic (purple) | 10 × Astral shard, 5 × Firma Heart |
| Legendary (orange) | 10 × Astral shard, 10 × Firma Heart |
| Mythic (red) | 10 × Astral shard, 5 × Firma Heart, 1 × Titan Orb |
Breaking down a core you cannot use returns resonance fuel, which makes duplicate cores a resource rather than clutter. Never leave an unusable core sitting in the bag.
Talents and skins
Every artifact has two skins. The base skin comes with activation. The alternate skin is what actually matters, because it carries talent points.
| Skin | Talent points | How you get it |
|---|---|---|
| Base | 0 | Comes with the artifact's activation item |
| Alternate | 2 | Requires its own separate item |
The alternate skin is worth 2 talent points and the base skin is worth none, so the skin is a power upgrade wearing a cosmetic's clothes. Everything else comes from artifact levels: one point every ten levels, at level 9, 19, 29 and so on up to 289.
Talent points are the scarcest thing in the entire system. Levelling an artifact all the way to 299 yields 29 points, and the alternate skin adds 2 more — 31 in total. Filling one artifact's tree costs 200 points. You will never come close: a fully maxed artifact can afford about 15% of its own tree. Every point is a real choice, so read the tree before you spend one.
The tree for the first artifact, in the order it unlocks. Each node takes five levels at one point per level, so a single node fully maxed is a sixth of everything you will ever have:
| Talent | Unlocks at artifact level | Levels |
|---|---|---|
| Giant Strike | 1 | 5 |
| HP | 5 | 5 |
| Hit | 10 | 5 |
| STR | 15 | 5 |
| Armor Ignore | 20 | 5 |
| AP | 25 | 5 |
| Crit | 30 | 5 |
| Contempt | 35 | 5 |
| Mighty Attack | 40 | 5 |
| Crit EX | 45 | 5 |
| Phy DMG EX | 50 | 5 |
| AP EX | 55 | 5 |
| Shattered Armor | 60 | 5 |
| Deep Shattered | 65 | 5 |
| STR EX | 70 | 5 |
| Boost | 75 | 5 |
| Battle Will | 80 | 5 |
| War Ender | 85 | 5 |
| EX War Ender 1 | 90 | 5 |
| EX War Ender 2 | 95 | 5 |
| Endless | 100 | 5 |
| Lord of War | 105 | 5 |
| Lord of War-Trigger | 110 | 5 |
| Lord of War-Bonus | 115 | 5 |
| Lord of War-Duration | 120 | 5 |
Respeccing costs 100 Bound Diamonds, a flat fee per reset rather than per talent, so experimenting is cheap once you have the points — and given how few points there are, you should experiment.
Resonance — the one that actually wins
Resonance is a separate 600-level track fed by artifact points. Its bonuses are percentages on your core stats, which means it scales with everything else you own instead of adding to it.
| Resonance level | Core stats | PvP stats | Points required |
|---|---|---|---|
| 60 | +10% | +2% | 209,891 |
| 120 | +20% | +4% | 254,813 |
| 180 | +30% | +6% | 350,010 |
| 240 | +40% | +8% | 506,878 |
| 300 | +50% | +10% | 734,982 |
| 360 | +60% | +12% | 1,042,734 |
| 420 | +70% | +12% | 1,437,736 |
| 480 | +80% | +14% | 1,926,972 |
| 540 | +90% | +16% | 2,516,945 |
| 600 | +100% | +18% | 3,201,240 |
At the cap it grants +100% to Max HP %, Attack Power %, Spell Power %, Strength %, Agility % and Intellect %, plus up to +18% to the PvP stat block. Doubling your primary stats is more than any gear tier in the game gives you, which is why the correct long answer to “what should I spend artifact materials on” is almost always resonance.
Materials convert to artifact energy at fixed rates, so the cheapest path is always to feed the lowest-tier material you have a surplus of:
| Material | Energy each |
|---|---|
| Anima Essence | 200 |
| Astral shard | 500 |
| Firma Heart | 1,000 |
| Titan Orb | 5,000 |
Switching artifacts
If you commit to the wrong artifact for your spec, inheritance moves progress across rather than making you start over. It has five tiers and they are cheap:
| Tier | Cost |
|---|---|
| 1 | 1,000 Bound Gold |
| 2 | 2,000 Bound Gold |
| 3 | 4,000 Bound Gold |
| 4 | 8,000 Bound Gold |
| 5 | 16,000 Bound Gold |
At 16,000 Bound Gold for the top tier this is rounding error next to a single slot level. Do not let fear of picking wrong stop you from starting.
What to do first
Activate the artifact for the spec you actually play
Not the one for the spec you might play later. Inheritance is cheap enough to fix a mistake, and every day you wait is a day of resonance points you did not bank.
Level the artifact itself, and keep levelling it
This is the track that pays best per unit of material and it is the one that unlocks everything else. The first 30 levels cost 1,160 Artifact Energy and open all three slots. Nothing else should compete with this until the artifact is comfortably into three figures.
Then open Slot X
The offensive slot is the only one that pays you damage per level. Slots Y and Z give 15 points each, which is worth having eventually and worth nothing right now.
Put every Artifact Essence into Slot X
+20 per level, forever, at a fixed price. This is the most predictable power in the game and the only artifact track that cannot disappoint you.
Feed spare materials into resonance, starting with the cheapest
Resonance is account-wide and percentage-based, so it compounds with every piece of gear you will ever get. Spend Anima Essence freely and hold Titan Orb until you are pushing a milestone.
Reroll affixes only to clear the low band
Get each line on your offensive slot to 10 or better and walk away. The tail of that odds table is where materials go to die.
Then, and only then, open the defensive slots and chase cores
By this point you will know which stat your spec is starved of, which is the only way to pick cores sensibly.