Artifacts are base weapons that have special models, names, stats, and effects.
Arming Sword
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Physical Base Weapon Damage 40~41
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Up to 5 extra enchantments
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Forged from the flames of a mighty black dragon, this sword claws at the target's soul, inflicting lethal damage.
Falchion
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Physical Base Weapon Damage 46~47
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Up to 5 extra enchantments
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Seems the great black dragon has lost a tooth... No matter, it will continue its bloody purpose.
Longsword
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Physical Base Weapon Damage 51~52
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Up to 5 extra enchantments
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Long ago, a King was gifted this artifact by someone who valued his sense of dream, justice, love and kindness, hoping to help him carve these principles into the world.
Rapier
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Physical Base Weapon Damage 32~33
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Up to 5 extra enchantments
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The chill of winter flows in the wake of this icy blade. Gifted from the Winter Fae who wanted to prove there is nothing stronger than the cold bite of their domain.
Short Sword
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Physical Base Weapon Damage 31~32
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Up to 3 extra enchantments
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A dark ritual imbued this sword with the essence of a vampire's curse. This blade not only cuts flesh but siphons the spirit, feeding its master with each drop of blood spilled.
DropTable:Bloodsap Blade 5
Stiletto Dagger
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Physical Base Weapon Damage 30~31
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Up to 5 extra enchantments
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Successful weapon attacks cause a death flower debuff to build on the target, lasting 30 seconds. At 3 stacks, the death blossom explodes dealing 30
Evil Magical Base Damage (0%
Scaling) to the target.
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Thou love me, thou love me not... Thou love me, thou love me not...
Rondel Dagger
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Physical Base Weapon Damage 25~26
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Up to 3 extra enchantments
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Successful weapon attacks cause drunken dizziness state for 3s.
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In a late-night escapade, a tipsy wizard and an equally sloshed blacksmith clumsily combined their crafts, spilling enchanted ale on a blade mid-forging. The result was this bewitched sword, leaving foes as befuddled and dazed as its creators on that fateful evening.
Drop Source Table at 0 Luck
NameSorted by Total Expected Value (TEV) in Descending Order TEV = Sum of all (Count * Probability) | Type | Count | Probability |
| Monster | 1 | 50.0% |
Morning Star
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Physical Base Weapon Damage 46~47
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Up to 5 extra enchantments
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Crushes the enemy's armor with each weapon hit, causing the target to suffer -25%
Physical Damage Reduction for 10 seconds, stacking up to 3 times and refreshing on each new stack.
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Gifted to a holy fighter long ago by a demi-god, proving faith is also a powerful weapon, crushing all non-believers.
Quarterstaff
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Physical Base Weapon Damage 46~47
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Up to 5 extra enchantments
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Successful weapon attacks have a 25% chance to emit a poisonous cloud which lasts 12s and causes 15
Neutral Magical Base Damage (0%
Scaling) per second. Up to 3 clouds can exist at once. Holding this stick makes you immune to poison clouds.
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Pee-eewh! This thing reeks....
Halberd
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Physical Base Weapon Damage 67~69
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Up to 5 extra enchantments
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It will be difficult to keep track of your kill count for they have all been reduced to a pile of ash.
Battle Axe
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Physical Base Weapon Damage 64~66
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Up to 5 extra enchantments
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An ancient axe imbued with the screams of fallen enemies, granting its wielder a deadly strength that comes from the echoes of the past.
Double Axe
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Physical Base Weapon Damage 67~69
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Up to 5 extra enchantments
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When receiving a lethal attack, HP is set to 1 and become invincible for 3 seconds. This effect can only be triggered once during an adventure for this specific Life after Death.
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Death comes for us all one day...
Is today that day?
Felling Axe
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Physical Base Weapon Damage 58~60
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Up to 5 extra enchantments
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Successful weapon attacks absorb the opponent's soul to gain 5
Strength for 8 seconds, stacking up to 3 times and refreshing on each new stack.
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Through a bond that transcended realms, a guardian of souls granted a mortal companion this enchanted axe.
Horseman's Axe
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Physical Base Weapon Damage 45~47
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Up to 5 extra enchantments
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Successful weapon attacks render the target unable to receive any
Healing effects for 20 seconds.
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This enchanted axe is crafted by infusing the blood and essence from the third of the legendary Four Horsemen.
Longbow
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Physical Base Weapon Damage 47~48
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Up to 5 extra enchantments
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Successful weapon attacks push the hit target forward.
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A bow crafted by a legendary tribe of warriors known as the Penobscots. So terrifyingly strong it knocks back their foes.
Recurve Bow
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Physical Base Weapon Damage 41~42
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Up to 5 extra enchantments
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Hitbox:
70.24x35.45x19.56
Capable of spreading poison that will have it's victims begging for death, this cursed bow once belonged to first of the legendary Four Horseman.
Drop Source Table at 0 Luck
NameSorted by Total Expected Value (TEV) in Descending Order TEV = Sum of all (Count * Probability) | Type | Count | Probability |
| Loose Loot | 1 | 0.1429% |
| Monster | 1 | 0.0833% |
| Loose Loot | 1 | 0.0714% |
| Loose Loot | 1 | 0.0057% |
| Loose Loot | 1 | 0.0038% |
Survival Bow
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Physical Base Weapon Damage 30~31
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Up to 5 extra enchantments
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Gain 10%
Action Speed and shot arrows fly in a straight line without being affected by gravity.
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Hitbox:
61.51x35.45x17.26
A bow made by the elves by forging the branches of the tree of truth.
Drop Source Table at 0 Luck
NameSorted by Total Expected Value (TEV) in Descending Order TEV = Sum of all (Count * Probability) | Type | Count | Probability |
| Loose Loot | 1 | 0.1429% |
| Monster | 1 | 0.0833% |
| Loose Loot | 1 | 0.0714% |
| Loose Loot | 1 | 0.0057% |
| Loose Loot | 1 | 0.0038% |
Heater Shield
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Up to 5 extra enchantments
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Can deflect projectile spells while in defensive stance. After the reflection is triggered, you remain able to reflect for 3 seconds, and cannot reflect again for a 20 second cooldown in the form of a debuff after the activation period
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Hitbox:
39.37x31.34x10.33
Crafted by a powerful and mysterious being to aid in eliminating magic users. He saw wizards lust for magic, fearing they would grow too powerful.
Buckler
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Up to 5 extra enchantments
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When actively wielded, lose 10% Maximum Health, but regenerate 1 health per second (0%
Scaling).
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Created by a mad alchemist, using dragon's blood in some of his creations. Beware, its side effects can be just as potent as they are perilous.
Round Shield
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Up to 5 extra enchantments
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Blocking a melee attack deals 30% of the damage blocked to the opponent.
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Crafted using spirit wood by a powerful ancient Druid who received permission from the forest Dryads to imbue it with the power of nature.
DropTable:Dryad's Wrath 7
Buckler
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Up to 3 extra enchantments
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Forged in the heart of a cursed thicket where the blood of a fallen hero was spilled, this shield harbors his vengeful spirit, eager to right ancient wrongs with every calculated parry.
Drop Source Table at 0 Luck
NameSorted by Total Expected Value (TEV) in Descending Order TEV = Sum of all (Count * Probability) | Type | Count | Probability |
| Monster | 1 | 50.0% |
Spellbook
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Physical Base Weapon Damage 29~30
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Up to 5 extra enchantments
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Successful spell casts grant 5% Spell Casting Speed, up to 5 times. The effect lasts for 3 seconds and is reset on each new stack.
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A rare spellbook pulsing with arcane energy, whispering ancient secrets in an unknown language. Rumored to have been taken from a mysterious land only accessible through special portals.
Magic Staff
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Physical Base Weapon Damage 43~45
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Magical Penetration 15%
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Up to 5 extra enchantments
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Successful spell casts grant invisibility for 2 seconds and leaves the user's illusion in their place temporarily.
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Weapon Type:
MagicStuff, Staff
Rumored to be crafted by a powerful yet mischievous trickster from another realm, who delighted in confusing and outsmarting their enemies.
Magic Staff
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Physical Base Weapon Damage 37~39
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Magical Penetration 15%
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Up to 3 extra enchantments
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Weapon Type:
MagicStuff, Staff
The final project of a sorcerer who vanished under mysterious circumstances. Imbued with forbidden magic, it not only steals spells but also echoes with the anguish of those whose magic it has seized, a grim companion thirsting for arcane power.
Drop Source Table at 0 Luck
NameSorted by Total Expected Value (TEV) in Descending Order TEV = Sum of all (Count * Probability) | Type | Count | Probability |
| Monster | 1 | 50.0% |
Crystal Ball
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Physical Gear Weapon Damage 3
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Magical Penetration 10%
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Up to 5 extra enchantments
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Unable to defeat a hopelessly powerful demi-god, an ancient sorcerer sacrificed his life to seal one of the demi-god's eyes in a crystal ball.
Adventurer Boots
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Up to 3 extra enchantments
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Crafted from the hide of the mythical Earthwalker, these boots carry the creature's regenerative magic. They mend wounds with the stillness of ancient magic, restoring vitality with each rooted pause.
Drop Source Table at 0 Luck
NameSorted by Total Expected Value (TEV) in Descending Order TEV = Sum of all (Count * Probability) | Type | Count | Probability |
| Monster | 1 | 50.0% |
Heavy Leather Leggings
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Up to 3 extra enchantments
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Crafted by a renowned tailor, commissioned by beings of both shadow and light, these trousers rank among his most coveted creations. Highly prized by collectors and adventurers alike, they feature a unique thread pattern—his signature, marking the work of a tailor with unparalleled skill.
Drop Source Table at 0 Luck
NameSorted by Total Expected Value (TEV) in Descending Order TEV = Sum of all (Count * Probability) | Type | Count | Probability |
| Monster | 1 | 50.0% |
WIP Lantern
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Reveals the footprints of enemy players within 2.5m.
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In a prosperous era, Toz, the loyal court wizard of the king, created these lanterns. Harnessing his growing powers, he equipped the elite guard with these beacons, aiming to protect against dangers that would otherwise remain unseen.
Drop Source Table at 0 Luck
NameSorted by Total Expected Value (TEV) in Descending Order TEV = Sum of all (Count * Probability) | Type | Count | Probability |
| Monster | 1 | 50.0% |
Methods of Obtaining Artifacts in High Roller
A few of these used to be ground loot but now have been moved into containers in their respective rooms, the drop chance remains.
All of this information is up to date for HF #53 but not Patch:6.7#Hotfix 74 and assumes 0 Luck. The concepts remain the same, but the numbers won't be adjusted every hotfix.
Hoard
Hoard Weapon/Armor/Accessories Drop Rate is 20.5% Uncommon, 68.65% Rare, 10% Epic, 0.75% Legendary
There is 0% chance to hit an Artifact
So overall the Hoard has a 0% chance to drop an Artifact per hit
Skull Key Room
Skull Key room weapon's Drop Rate is 32.5% Epic, 55% Legendary, 12.5% Unique
So overall the Skull room has a 5.8338% chance to drop an Artifact per hit
Note: Frozen Iron Key Room has the same odds as the Skull Key Room.(but don't have 12.5% Unique )
So overall the Frozen Iron Key Room has a 7.5% chance to drop an Artifact per hit
Golden Key Room
Golden Key room weapon's Drop Rate is 84.0% Epic, 14.0% Legendary, 2.0% Unique
So overall the Golden room has a 0.9324% chance to drop an Artifact per hit
Mystic Gem Room
Mystic Gem room weapon spawn's Drop Rate is 75% Epic, 25% Legendary
So overall the Mystic Gem has a 0% chance to drop an Artifact per hit
Dual Boss Treasure Room
Double Boss room ground loot's Drop Rate is 90.0% Epic, 10.0% Legendary. (for the weapon)
So overall the Dual Boss Treasure (weapon) room has a 0% chance to drop an Artifact per hit
Inferno Bosses (Lich)
Lich's Weapon/Armor/Accessories Drop Rate is 85.0% Epic, 12.0% Legendary, 3.0% Unique
Different bosses may have different amounts of artifacts to total items on the table. Currently each "Hell" boss has 5 Artifacts in their respective loot table
Technically 0.134% chance per loot roll for Artifacts
But the lich rolls this drop table 3 times
So overall the Lich has a 0.402% chance to drop an Artifact per kill
Abyss Bosses (Wyvern)
Lich's Weapon/Armor/Utilities Drop Rate is 72.0% Epic, 23.0% Legendary, 5.0% Unique
Different bosses may have different amounts of artifacts to total items on the table. Currently each "Hell" boss has 5 Artifacts in their respective loot table
Technically 0.8335% chance per loot roll for Artifacts
But the Frost Wyvern rolls this drop table 3 times
So overall the Frost Wyvern has a 2.5005% chance to drop an Artifact per kill
Math for "At Least One in N trials"
For the chance at an Artifact appearing after multiple trials is (1 - ((V)^N)) x 100 = C
V is chance of failure, N is number of trials - aka, how many times you "hit" or roll the event, and C is your answer in percentage format of getting 1 or more Artifacts
You can also write V as (1 - P), P being the probability of the event happening (1 - ((1-P)^N)) x 100 = C
What the formula is doing is taking your chance of not getting an artifact x times in a row and subtracting it from 100%, this formula does NOT calculate your chance of getting 1 artifact, it calculates your chance of getting 1 OR MORE artifacts
Example
(1 - ((1055/1075)^15)) x 100 = C
is the formula for 15 runs at the mystic gem room,
After 15 tries you chance of getting 1 or more Artifacts from the room would be 24.55%.
15 runs of skull key would be (1 - ((410/430)^15)) x 100 = C
51.052% of getting one or more Artifacts
15 runs of Lich would be (1 - ((10591/10600)^15)) x 100 = C
1.266% of getting one or more Artifacts
Math for "R in N trials"
(N! / R! (N-R)!) * (P^R) * ((1-P)^(N-R)) * 100
The probably of getting a SPECIFIC number of artifacts R (number of artifacts)
in N trials with
P as the probability
Example
Getting exactly 2 artifacts from the gem room in 18 trials would be
(18! / 2! (18-2)!) * ((20/1075) ^ 2) * ((1055/1075)^16) * 100 = 3.921%