One word: Magic
Ok. So they aren’t magic, but they might as well be.
Every artifact has a few things. Name, Level, Activation and Ability.
Name is pretty straight forward. It’s just what it’s called. No need to go into detail here.
Level
Every artifact has a level range. For Artifacts, they are:
- 20 – 35
- 35 – 45
- 45 – 60
- 60 – 75
- 75 – 90
- 90 – 100
You can equip an artifact, and it will remain on your player even if you’re outside the level range, but you can’t equip a item outside of your level range. However, if you are wearing one, and you out level it, it will no longer activate.
Activation
Activation tells you about how a artifact is triggered. Unlike rings or amulets, artifacts don’t have benefits like +damage or crit. Activation happens on Artifacts due to events. Currently the activation events list are as follows:
- Once in a while
- When an enemy is resurrected *
- Once in a while when an enemy is resurrected
- When an ally is resurrected *
- Once in a while when an ally is resurrected
- When an enemy dies *
- Once in a while when an enemy dies
- When an ally dies *
- Once in a while when an ally dies
- Upon dying *
- Once in a while after an enemy minion is summoned
*Means that this will only trigger ONE time per battle.
These activation times are pretty straight forward in understanding. Just make sure that if you use one that is like “When an ally is resurrected”.. that you have either resurrection armor or resurrection mages, or else that artifact is useless.
Ability
Abyssal Summoning
Deals *magnitude* damage to and stuns all enemies for <duration> sec. Summons a minion next to the enemy (health *magnitude (range)*, damage *magnitude*).
Backstab
Teleports behind enemy units for *duration* seconds.
Blood Lust
Casts the blood lust on a fighter, decreasing their health by *magnitude*% and increasing damage caused by *magnitude*%.
Cleansing
Removes all effects from a random fighter on the battlefield.
Explosion Hazard
Deals *magnitude* damage to and stuns all fighters on the battlefield for *duration* sec.
Spell Caster
The damage the fighter does is reduced by *magnitude*%, but their ability cooldown is reduced by *magnitude*%. Lasts for <duration> sec.
Summon Healer
Summons a minion with a healing ability to the battlefield. Heals *magnitude* per second. Lasts for *duration* sec.
Summon Sniper
Summons a ranged unit to the battlefield that attacks the most distant targets. Deals *magnitude* damage per second. Lasts for <duration> sec.
Time Distortion
Slows the next ability cooldown in all enemies by *magnitude*%. Speeds up the next ability cooldown in all allies by *magnitude*%.
Unique or not unique
This is an important differentiation. It may seem basic, but it can be tricky. If an artifact is labeled as *Unique* you can only use 1 of those if they have the same ABILITY in the same battle. The below artifacts have the same ABILITY, and are labeled as unique. Only one of them can be used by the same squad in the same battle.

The below two, are both labeled as UNIQUE and have the same name, but have different ability activators. These can both be used in the same squad in the same battle.

Where can you get artifacts?
Right now, you can get artifacts in the Arena Store, Master Chests, or Events.
Here are 4 of the Event artifacts you could get:
I hope this guide was helpful 🙂