Artifacts
Last updated
Last updated
Artifacts come in two distinct categories: the first is the regular Artifact, commonly located within the Matrix. The second is the Class Artifact, which can be discovered through the Challenge of Deity.
This artifact can be equipped by all heroes, regardless of their class. Each artifact can be carried by up to 8 heroes and comes with its own unique buff effect. For a detailed list of artifacts, kindly prefer to the table below.
1
Zeus' Master Bolt Fragment
Once the battle begins, attack damage increases 1% every 3s.
Attack damage increases by 1.2% every 3 seconds.
Attack damage increases by 1.6% every 3 seconds.
2
Zeus' Drape Fragment
Health Recovery Rate +10%.
Health Recovery Rate Increased to +15%.
Health Recovery Rate increases the more the wearer's health falls. Health Recovery Rate may be increased up to +30%.
3
Zeus' Chalice Fragment
Increases the wearer's Attack Damage by 5% when there are no nearby enemies.
Attack Damage is increased by up to 7%.
Unleashes a shockwave every 15 seconds that knocks back any nearby enemies.
4
Zeus' Crown Fragment
Restores 1% health per second for the first 30 seconds of a battle.
Restores 1% health per second for the first 45 seconds of a battle.
Restores 1.5% health per second for the first 45 seconds of a battle.
5
Zeus' Talaria Fragment
Restores 1 additional mana per second.
Restores 2 additional mana per second.
When the wearer dies, the remaining mana is shared with the remaining heroes.
6
Zeus' Aegis Fragment
Activating the divine shield reduces up to 120% damage for 5 seconds after the ultimate ability of the champion is used.
Divine shield offsets up to 170% damage.
Divine shield offsets up to 220% damage and prevents any mind control effects for 3 seconds.
7
Zeus' Gauntlet Fragment
Increases attack speed by 15% for 3 seconds when a Critical Strike occurs
Attack speed is increased to 20%.
Attack Speed +25%, Critical Strike Damage +30%.
These are artifacts that can only be found in the Challenge of Deity mode. Unlike the previously mentioned artifacts, these can only be equipped by specific classes.
Each class has three unique artifacts, resulting in a total of 18 artifacts corresponding to six classes. Similar to the previous artifacts, a maximum of eight heroes can equip the same type of artifact, and each artifact also provides a distinct buff effect.
1
Assassin
Nightfall's Moon Blade
The first attack on a new target is increased by 30% damage.
The first attack on a new target is increased by 40% damage and guaranteed critical strike.
2
Assassin
Tempest Twin
Every 9 seconds, the next basic attack deals double damage.
Every 6 seconds, the next basic attack deals double damage.
3
Assassin
Darkness's Veil
At the start of the match and every 12 seconds thereafter, the equipped person is immune to the next crowd control effect they would receive.
At the start of the match and every 9 seconds thereafter, the equipped person is immune to the next crowd control effect they would receive.
4
Archer
Wind Ripper
At the start of the match, the wearer gains a 15% attack speed boost, and the effect stops after landing 7 attacks.
At the start of the match, the wearer gains a 20% attack speed boost, and the effect stops after landing 10 attacks.
5
Archer
The Decimator
After every 8 basic attacks, the next attack deals an additional 30% and inflicts true damage.
After every 6 basic attacks, the next attack deals an additional 40% damage and inflicts true damage.
6
Archer
Arrow's Grip
At the beginning of the match and after each Ultimate activation, the wearer is immune to the first instance of damage they would take if it exceeds 10% of their maximum health. This effect cannot occur consecutively within 4 seconds.
At the beginning of the match and after each Ultimate activation, the wearer is immune to the first two instances of damage they would take if it exceeds 10% of their maximum health. This effect cannot occur consecutively within 4 seconds.
7
Knight
Crest of the Privileged
Enemies have their defenses reduced by 15% while under crowd control inflicted by the equipped person.
Enemies have their defenses reduced by 25% while under crowd control inflicted by the equipped person.
8
Knight
Guardian's Embrace
For each enemy attacking, the equipped champion gains an 8% increase in defense, armor, and magic resistance.
For each enemy attacking, the equipped champion gains a 12% increase in defense, armor, and magic resistance.
9
Knight
The Sun's Vigilance
Critical strikes from ranged champions deal 20% reduced damage.
Critical strikes from ranged champions deal 30% reduced damage.
10
Warrior
Devastating Blow
After every 7 auto-attacks, the next auto-attack deals an additional 50% damage to enemies within a 1-tile radius of the target enemy.
After every 5 auto-attacks, the next auto-attack deals an additional 50% damage to enemies within a 1-tile radius of the target enemy.
11
Warrior
Pinnacle Slash
Attacks on enemies below 50% health deal an additional 10% damage.
Attacks on enemies below 50% health deal an additional 15% damage.
12
Warrior
Hands of the Titan
When below 50% health, reduce incoming damage from all sources by 10%.
When below 50% health, reduce incoming damage from all sources by 15%.
13
Mage
Vessel of the Siphoned
For the first two uses of the Ultimate, only 80% of the mana is required. However, after using the first two Ultimates, mana regeneration speed is reduced by 50% until the end of the third Ultimate.
For the first two uses of the Ultimate, only 70% of the mana is required. However, after using the first two Ultimates, mana regeneration speed is reduced by 40% until the end of the third Ultimate.
14
Mage
Ritual of Omen
The first time and every second Ultimate activation, increase attack damage by 20% until the next Ultimate is completed.
The first time and every alternate Ultimate activation, increase attack damage by 30% until the next Ultimate is completed.
15
Mage
Transcendence
When health is below 50%, the amount of mana gained when hit by attacks is increased by 30%.
When health is below 60%, the amount of mana gained when hit by attacks is increased by 50%.
16
Support
Deep Sea's Blessing
Increase the effectiveness of healing and shielding by 20%.
Increase the effectiveness of healing and shielding by 30%.
17
Support
Heaven's Lullaby
Every time the Ultimate is cast, it restores 15% of the team's maximum health to oneself.
Every time the Ultimate is cast or an enemy dies, it restores 15% of the team's maximum health to oneself.
18
Support
Virtue of the Forest
Whenever healing, shielding, or buffing effects are applied, grant a 30% crowd control resistance boost to buffed allies (excluding oneself), with a cooldown of 10 seconds between occurrences.
Whenever healing, shielding, or buffing effects are applied, grant a 40% crowd control resistance boost to buffed allies (excluding oneself), with a cooldown of 8 seconds between occurrences.