The whole manual, open to read before you start — every stat, curve, drop rate and rule the game runs on. Nothing here is hidden from new players.
Artifacts are the only thing that multiplies a primary stat instead of adding to it. Six types, each tied to specific primaries.
| Artifact | Boosts |
|---|---|
| Golden Pot | Stamina |
| Golden Rapier | Strength and Intelligence |
| Golden Shield | Defense |
| Golden Hairpin | Haste |
| Golden Magnifying Glass | Intuition |
| Golden Bow | Malice |
Each artifact rolls its percentage when summoned, and that roll is frozen forever. You equip five at once, from your Character page.
Rarity decides how large the roll can be.
| Rarity | Summon chance | Roll |
|---|---|---|
| Uncommon | 25% | 0 – 1.0% |
| Rare | 45% | 1.1 – 2.0% |
| Epic | 25% | 2.1 – 3.0% |
| Legendary | 4.5% | 3.1 – 5.0% |
| Mythical | 0.4% | 8 – 10% |
| Exotic | 0.1% | 15 – 30% |
Exotic’s floor is 1.5× Mythical’s ceiling. Exotic, and the Eternal evolved from it, are the only rarities the G-Host statue accepts as an offering.
Fill all five slots and two set bonuses apply on top, each adding flat percentage points to every primary.
| Combination | Bonus |
|---|---|
| Five different types | +20% |
| One pair | +16% |
| Two pairs | +12% |
| Three of a kind | +8% |
| Four of a kind | +4% |
| Five of a kind | — |
Five DIFFERENT artifacts is the best set; five identical is the worst.
| Weakest artifact equipped | Bonus |
|---|---|
| Uncommon | +4% |
| Rare | +8% |
| Epic | +12% |
| Legendary | +16% |
| Mythical | +20% |
| Exotic | +30% |
| Eternal | +60% |
Your worst artifact sets this one, so a single Uncommon holds back an otherwise Legendary set.
White Exotic-tier enchantment stars multiply BOTH set bonuses. Every 9 white stars across your worn and G-Host artifacts add ×1 — ×2 at 9 stars, up to ×6 at the full 45 (15 artifacts × 3 enchantment lines). A Straight of all-Exotic artifacts at 45 white stars pays +120% and +180%.
Three ways to summon, on the Artifacts page.
| Route | Cost | Notes |
|---|---|---|
| Token Summon | 12 / 100 / 1,000 / 10,000 / 100,000 tokens for ×1 / ×10 / ×100 / ×1000 / ×10,000 | The full rate table — the only route that can reach Exotic by chance |
| Gold Summon | 120,000 / 1M / 10M / 100M / 1B gold for ×1 / ×10 / ×100 / ×1000 / ×10,000 | Weighted low: Mythical is possible at 0.2%, Exotic never |
| Lucky Draw | 1 ticket | 50% Mythical, 50% Exotic |
A ×1000 summon needs 1,000 free artifact slots (the base bag holds 300; expand it at the Shop). The ×10,000 runs as ten ×1000 pulls, so it needs 1,000 slots free at each step, not 10,000.
Donating an artifact recycles it into Achievement Tokens — 1, 3, 7, 10, 50 or 500 by rarity. Every 1,000 tokens earned this way also grants one Lucky Draw ticket, which is the only source of tickets.
The Lucky Draw is the pity path to the top rarities: it pays Mythical or Exotic, never Legendary. Think before donating an Exotic; Exotic and Eternal are the only rarities the G-Host statue accepts.
An EXOTIC artifact can be EVOLVED at the Evolution tab of the Blessing. The rite costs Gold Ore and Diamond Ore (150,000 of one and 300,000 of the other, by artifact type) plus 5 spare Exotic copies of the same artifact, which are destroyed — and it succeeds 10% of the time. A failed breakthrough still spends the ore and the copies; the artifact itself is untouched and can be tried again.
A successful breakthrough makes the artifact ETERNAL: its own stat is fixed at +50% (above the Exotic band), and it gains three [EE] lines drawn independently from one pool — 30% for +3% Final Damage, 30% for +3% Critical Damage, 40% for +15% All Stats. The same line can land more than once and they stack. The artifact keeps its enchantment, can still be enchanted, worn or offered to the G-Host, and cannot be donated.
An Eternal Artifact Reroll Stone redraws all three [EE] lines on one Eternal artifact, from the same pool at the same rates. Select the Eternal artifact on the Evolution tab and the reroll panel appears. The new lines REPLACE the old ones — they can come out worse — and the stone is spent on the draw either way.
Stones come from the Premium Shop’s Gear/Artifact tab and from the Ancient Ruins Event Shop. Nothing else rerolls an evolution line.
To ENCHANT an artifact is to add bonus lines to it. Only an EXOTIC artifact can be enchanted: take it to the altar — the Enchantment tab at the Blessing — and it is given three rolled bonus lines on top of its own stat. Each line is drawn independently from one table, so the same line can land twice or three times.
| Tier | Chance per line | What it can roll |
|---|---|---|
| Legendary [L] | 36% | +15% Strength & Intelligence, Stamina or Haste Bonus, or +9% All Stats |
| Mythical [M] | 38% | +30% to one of those or +18% All Stats; +2% Critical Hit Chance, +3% Critical Damage or +3% Final Damage |
| Exotic [E] | 26% | +60% to one of those or +36% All Stats; +4% Critical Hit Chance, +7% Critical Damage or +7% Final Damage |
Critical Hit Chance and Critical Damage rolled here add PAST their hard caps. Final Damage applies at the end, straight onto your Physical Attack and Spell Damage totals, so the two numbers on your Character page already include it. Everything built on them rises too: skill damage, lifesteal, and heals that pay a share of Spell Damage (Life of the Party). Heals based on max HP or Stamina (regen, potions, Opportunist) are not affected.
LOCK an artifact from its popover: a locked artifact cannot be donated or used as enchant fuel, so a good roll is safe from a misclick.