New in game version 1.1.1008

The Artifact System

Artifacts are the largest power system the game has added, and almost none of it is explained in-game. This is what every slot, affix, core and resonance level actually costs, taken straight out of the client's own configuration — including the reroll odds, which are worse than they look.

Unlocks at: character level 45 Artifacts: 18 (2 per class) Resonance cap: level 600

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.

+5,400Attack or Spell Power from the level track alone
9,000Artifact Essence to max all three slots on one artifact
0.68%chance a reroll lands 15 or better
+100%to core stats at maximum resonance

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.

ClassSpecArtifactUnlock itemSkin talent pts
WarriorArms (DPS)StormkarRend Core+2
WarriorProtection (Tank)EarthwardenStone Scale+2
MageFireStaff of Eternal FlameEternal Ember+2
MageFrostStaff of Polar FrostcoreGlacier Core+2
PriestHoly (Healer)Staff of Beacon of LightLightshard+2
PriestShadow (DPS)Blade of Void ShadowVoid Eye+2
RogueCombat (DPS)Assassination DaggerVenom Sack+2
RogueAssassination (DPS)Gloom Devourer FangShade Fang+2
HunterBeast MasteryWindseeker LongbowWindwhisper Sigil+2
HunterSurvivalClaws of the Wild GodsWild Godfeather+2
PaladinHoly (Healer)Hammer of Silver OathSilver Radiance+2
PaladinProtection (Tank)Blade of Holy WrathWrath Cinder+2
ShamanElementalFist of ThunderStorm Core+2
ShamanEnhancementDoomhammer of the StormThunderstone+2
Demon HunterHavoc (DPS)Twin Blades of Deceptive ShadeSeal of Guile+2
Demon HunterVengeance (Tank)Vengeance ShadowbladeVengeance Brand+2
DruidFeralFeral FangMoonfury Essence+2
DruidBalanceStaff of MoonfuryFeral 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 levelArtifact Energy spentBound Gold spent Attack / Spell PowerMax HP
1020012,000+93+52
2058034,800+182+101
301,16069,600+280+175
502,920175,200+538+299
10010,820649,200+1,298+721
15023,7201,423,200+2,145+1,223
20041,6202,497,200+3,158+1,754
29991,8205,509,200+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.

Unlocks at artifact level 10

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.

Unlocks at artifact level 20

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.

Unlocks at artifact level 30

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:

RollChance1 in…Relative frequency
14.419%23
26.100%16
38.200%12
410.900%9
514.500%7
611.900%8
79.800%10
88.000%12
96.600%15
105.400%19
114.400%23
123.600%28
133.000%33
142.500%40
150.500%200
160.100%1,000
170.050%2,000
180.025%4,000
190.005%20,000
200.001%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:

LineMaterial costPlus
Affix line 115 × Anima Essence30,000 Bound Gold
Affix line 210 × ‌Astral‌ shard30,000 Bound Gold
Affix line 310 × Firma Heart30,000 Bound Gold
Affix line 45 × Titan Orb30,000 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.

QualityVariantsAttack Power rollStats it can carry
Rare (blue)70180–450Agility, Agility %, Armor, Attack Power, Attack Power %, Crit…
Epic (purple)70240–600Agility, Agility %, Armor, Attack Power, Attack Power %, Crit…
Legendary (orange)70360–900Agility, Agility %, Armor, Attack Power, Attack Power %, Crit…
Mythic (red)304480–1200Agility, 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.

QualityBreaks 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.

SkinTalent pointsHow you get it
Base0Comes with the artifact's activation item
Alternate2Requires 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:

TalentUnlocks at artifact levelLevels
Giant Strike15
HP55
Hit105
STR155
Armor Ignore205
AP255
Crit305
Contempt355
Mighty Attack405
Crit EX455
Phy DMG EX505
AP EX555
Shattered Armor605
Deep Shattered655
STR EX705
Boost755
Battle Will805
War Ender855
EX War Ender 1905
EX War Ender 2955
Endless1005
Lord of War1055
Lord of War-Trigger1105
Lord of War-Bonus1155
Lord of War-Duration1205

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 levelCore statsPvP statsPoints 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:

MaterialEnergy each
Anima Essence200
‌Astral‌ shard500
Firma Heart1,000
Titan Orb5,000

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:

TierCost
11,000 Bound Gold
22,000 Bound Gold
34,000 Bound Gold
48,000 Bound Gold
516,000 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

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.