The Dungeon Beneath

The Dungeon Beneath

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Hungry Oct 10, 2023 @ 10:57am
Artifacts Analysis
After updating my Hero Tier List, I thought it would be fitting to also update my Artifact Review. Much has changed since I last analyzed all of the Artifacts. I have placed each artifact in groups to better analyze their respective strengths. I am not comparing the strengths between groups (I will save that for a future Build Archetype Tier List or some other discussion thread). As such, the ordering of the groups is alphabetical. Artifacts will be listed under each group under which it fits.

Before ranking the Artifacts, we need to consider what is required to win. In my view, there are three things needed to Close the Portal:

Sustainability - Hearts, Healing, Armor, Shields, Summons, Anti-Status Effects (No Artifact currently provides this. It is currently item only)
Damage - Attack, Power, Ability Damage (Fixed damage not tied to Attack or Power such as Poison)
Economy - Gold


Artifacts Analysis

Game Version
1.4.0.1

Tier
S - The Best of the Best
A - A Step above the rest
B - Average Artifact
C - Sometimes useful
D - Only select if there is no better choice
F - Scam, do not select (Developer should consider balance changes to improve the Artifact)

Note: Tier ranking assumes you have the required party composition to optimize the Artifacts. Some Artifacts have very limited, but very powerful interactions.

Armor
Armor is one of the strongest Build Archetypes. One of the things that makes it such a great archetype is the Artifacts that support it.

The Smith's Hammer:
Grade: S
When an ally gains armor, they gain an extra +1 Armor
Note: The best artifact for Armor build archetypes (this assumes you have other sources of Armor).

Titanic Armor:
Grade: A
Battle Start: Give all allies +2 Armor
Note: Although this only affects the first round, it can make the difference between your party living long enough to kill enemies. Better than most health artifacts. One of the best starting Artifacts for Legend if sustainability is lacking.

Molten Mallet:
Grade: B
Round End: Give a random allied Fighter +1 Armor.
Note: Not a good first choice of an artifact, or even a second, but combined with the Smith's Hammer this is 2 extra armor on a fighter, which is where armor is needed most.

Thoric's Hammer:
Grade: C
Allies Keep up to one armor at the start of the round
Note: Good if you have excess armor after a round.


Attack
Extra damage is good, but only Ethereal Essence has a means of comboing off.

Ethereal Essence:
Grade: S
When an ally loses shield, give them +1 Attack.
Note: Previously added +3 Power. Great for summon builds with a Divine Protector. Awesome for Maeledox or the secret character (go look at screenshots if you do not want to find it on your own).

Lyra's Quiver:
Grade: B
Allied Archers gain +1 Attack
Note: Archers already have good Attack. Being able to kill an enemy before it attacks greatly increases survivability, and this makes that all the more likely.

Eric's Journal:
Grade: C
Allied Fighters gain +1 Attack and minus -1
Note: Strictly worse then Lyra's Quiver. Fighters need survivability so the reduced health hurts. However, the +1 Attack is a higher percentage gain for Fighters than it is for Archers.

Strange Brew:
Grade C
Battle Start: Give +1 Attack to an allied Lizardfolk, Gnome, and Elemental.
Note: If you happen to have one of each listed race in the party, not bad.


Battle Start
The first round of every dungeon fight outside of boss is almost always the worst round. The ability to kill a monster or bring it to within killing range before the battle starts should not be overlooked in the dungeon. That said, Battle Start Artifacts have very little use against the bosses.

The Arbiter's Blade:
Grade: A
Battle Start: Give your hero +3 Power and Shield.
Note: Now with the added protection of a Shield. The burst damage can kill an enemy a round earlier, thereby reducing damage taken. Combine with Royal Insignia for an extra +3 Power, as it does not count as a regular attack. Also protects your Hero from the Ring of Mortality and makes it worth taking. Also another way to add +1 Attack to your Hero when combined with Ethereal Essence.

Royal Insignia:
Grade: A
Your first refresh at each campfire and store is free. Battle Start: Your hero attacks.
Note: If you plan ahead, the damage is less random than the Artifacts below.

Quickdraw Quiver
Grade: A
Battle Start: Allied Archers attack twice.
Note: The more archers the better this is. Has the potential to be very strong.

Staff of the Flame:
Grade: C
Battle Start: Deal 5 damage to a random enemy.
Note: Only use with parties that struggle with killing monsters quickly, or in Battle Start builds where you want to deal as much damage as possible before the fight begins.

Staff of the Sky:
Grade: F
Battle Start: Deal 4 damage randomly split between all enemies.
Note: On Legend, damage split between targets is almost always worse than high damage to a single target. On top of that the total damage is less than Staff of the Flame. As there is no way to combo this I never select this Artifact.


Doom
Despite having some of the best units in the game (ex: Blood Leech, Void Summoner, and Sanguinist for infinite summons), Doom has weak Artifacts (when evaluated on Legend difficulty with the exception of Essence Blade) that have a limited initial impact on fights.

Essence Blade:
Grade: B
Your hero has "Doom: Gain +1 Power."
Note: Used to be S Tier before the Elder Gryx She Who Swims Alone combo was nerfed.

Staff of the Void:
Grade: D
Round End: Deal 1 damage to a random enemy.
Note: Triggers Doom if there is an enemy with 1 HP left, and it is the random enemy. Would be better if it targeted the weakest enemy.

Blood Hex:
Grade: D
After the first round, summon an enemy Blood Shade.
Note: An extra trigger for doom (if you can kill it) and damage to soften bosses. A little better than Staff of the Sky due to the potential to provide a Doom trigger. Can be blocked if monster side is full.

Essence Distiller:
Grade: D
After the first round, summon an enemy Lesser Void Wisp
Note: An extra trigger for doom and area damage to soften enemies. Great for destroying Bone Piles hiding behind Barrels, but that is about it. A little better than Staff of the Sky due to the potential to provide a Doom trigger. Can be blocked if monster side is full.


Gold
All Gold Artifacts are best if taken as the first Artifacts.

Royal Insignia:
Your first refresh at each campfire and store is free. Battle Start: Your hero attacks.
Grade: A
Note: Worth up to 16 gold if you stop at every available store and/or campfire, and re-roll once. Likely worth less. If you just want the re-rolls at campfires, Jack's Fiddle is the better choice, but the Royal Insignia has the added benefit of adding a battle start attack.

Jack's Fiddle:
Grade: A
Whenever you visit a campfire, gain 3 gold
Note: Now grants 3 gold rather than 2. Worth 27 gold if you stop at every campfire. I did not realize how good this was, as I had not used it since before it was buffed.

Bathin's Book:
Grade: A
Battle Start: Gain 1 gold. Your Hero has 2 less Health.
Note: Adds 23 Gold at the cost of 2 Hero Health. Worth it if you can protect your Hero.

Merchants Secret:
Grade: B
Items cost 1 less gold
Note: Assuming you buy an item for every slot, will save you roughly 15 to 18 gold.

Counterfeit Coins:
Grade: F
Characters at campfires count 2 less gold
Note: Worse than Jack's Fiddle unless you hire more than one unit at a campfire. Even than you will end up with less gold over the course of the game. Worth a max of 10 to 12 gold; likely worth less.


Healing
Healing is one of the better Build Archetypes. It currently is not as strong as Armor builds. While not bad, the limited number of healing artifacts is part of the reason.

Holy Distiller:
Grade: A
After the first round, summon a Holy Wisp
Note: Great for Hope build archetypes. Useful for most builds. It has the disadvantage that takes up a summon slot, but add a block in builds with room.

Troll Blood:
Grade: B
When your hero kills an enemy, they restore 2 health.
Note: Better with Inexhaustible Heroes that can target weakened monsters, or with Heroes with high damage output. One of the few ways in the game to heal your Hero.


Health
Increased health increases sustainability. I have lost boss fights that I could have won if I had 1 more HP on a unit or two. Note: Not every HP is equal. Against the first floor bosses and most monsters on the second floor, it is much better to have 3 HP than 2 HP, and 4 HP is not always an improvement over 3 HP. For example: if a monster does 2 damage, it will take the monster two turns to kill a unit, whether the unit has 3 HP or whether it has 4 HP.

Jack's Remembrance:
Grade: A
Allied Beasts gain +1 Health and +2 Speed.
Note: Beast have two ways of increasing health. The added Speed bonus and synergies with Bloodcast abilities make this a good artifact.

Taurian Scripture:
Grade: B
Allied Beasts and Lizardfolk gain +1 Health
Note: Lizardfolk have the most racial synergies. Giving them more health strengthens an already strong race. Beast strength is in Bloodcast; having more health is a plus.

Book of the Law:
Grade: B
Allied Humans and Dwarves gain +1 Health
Note: There are more Humans than Dwarves ...

Hammer of the Old Earth:
Grade: A
Allied Dwarves and Gnomes gain +2 Health
Note: ... but Dwarves can gain more HP, and there are more Dwarves than before.


Hero
Hero Artifacts are some of the best available.

Edric's Boots:
Grade: S
Your hero attacks an additional time.
Note: One of the best starting artifacts as it adds 3 damage to the board for Heroes with 2 damage. Great for most (if not all) Hero damage builds.

Royal Insignia:
Grade: A
Your first refresh at each campfire and store is free. Battle Start: Your hero attacks.
Note: This adds damage, economy, and constancy to party builds.

The Arbiter's Blade:
Grade: A
Battle Start: Give your hero +3 Power and Shield.
Note: Now with the added protection of a Shield. The burst damage can kill an enemy a round earlier, thereby reducing damage taken. Combine with Royal Insignia for an extra +3 Power, as it does not count as a regular attack. Also protects your Hero from the Ring of Mortality and makes it worth taking. Also another way to add +1 Attack to your Hero when combined with Ethereal Essence.

The Lost Blade:
Grade: B
Your hero has +1 Attack and +2 Speed.
Note: The speed often allows your Hero to attack before a Monster. The can remove damage from the enemies board thereby granting sustain.

Troll Blood:
Grade: B
When your hero kills an enemy, they restore 2 health.
Note: Better with Inexhaustible Heroes that can target weakened monsters, or with Heroes with high damage output. One of the few ways in the game to heal your Hero.

Essence Blade:
Grade: B
Your hero has "Doom: Gain +1 Power."
Note: Used to be S Tier before the Elder Gryx She Who Swims Alone combo was nerfed.


Poison
Poison, along with Doom is currently a weak Archetype. Unlike Doom, the Poison Artifacts are useful, but still few.

Venin Distiller:
Grade: B
When a poisoned character dies, restore 1 health to a non-heroic damaged ally.
Note: In a good Poison build every enemy will be poisoned providing a good source of health. Unfortunately, boss fights lack monster deaths.

Venina's Hex:
Grade: B
Battle Start: Poison two random enemies.
Note: Good for any build. Best against 2/3 bosses as it does more damage the longer the fight lasts. Now affects two enemies rather than just one.

Pure Venin:
Grade: C
Enemies take +1 damage from poison
Note:


Power
Power is only lost on a standard attack. Best on heroes/units that have alternate means of attack and are not Inexhaustible (though most of the combos were removed or nerfed). Power Artifacts have many unit synergies.

Staff of the Amguan:
Grade: S
If an ally doesn't attack, give them +1 Power
Note: Great for a Lightning Adept.

Book of the Stars:
Grade: A
Give the lowest Health allied Mage +1 Power
Note: +1 Power every single round is great. Even better when you have some control over which mage gets the bonus.

Book of Power:
Grade: B
Give a random allied Human +1 Power
Note: +1 Power every single round is great. Limited to humans, but they have the most synergies with Power builds anyway. Randomness makes it less consistent ... unless you only have one human in the party.

The Arbiter's Blade:
Grade: B
Battle Start: Give your hero +3 Power and Shield.
Note: Now with the added protection of a Shield. The burst damage can kill an enemy a round earlier, thereby reducing damage taken.

Essence Blade:
Grade: B
Your hero has "Doom: Gain +1 Power."
Note: Used to be S Tier before the Elder Gryx She Who Swims Alone combo was nerfed.


Shield
Shields block a single attack, no matter the damage. Better than Armor and Healing, but there are few ways of getting shields.

Ethereal Essence:
Grade: S
When an ally loses shield, give them +1 Attack.
Note: Previously added +3 Power. Great for summon builds with a Divine Protector. Awesome for Maeledox or the secret character (go look at screenshots if you do not want to find it on your own).

Token of the Alliance:
Grade C
Battle Start: Give Shield to an allied Human, Dwarf, and Elf.
Note: One of the few ways of granting shields. A good Artifact if you have the listed races and have Ethereal Essence.

Clypaen Blessing:
Grade: D
The first time an ally takes damage, give them Shield
Note: Surviving for one more round is more useful than one would think. Try to save the shield for a high damage enemy attack (or any attack that would kill them). I wish it was once per unit, but then Token of the Alliance would need to be buffed too.


Speed
Speed has some interesting interactions in the game. Attacking before enemies (such as werewolves), can greatly increase survivability. Besides affecting attack order, it also affects items and ability order.

Jack's Remembrance:
Grade: A
Allied Beasts gain +1 Health and +2 Speed.
Note: Beast have two ways of increasing health. The added Speed bonus and synergies with Bloodcast abilities make this a good artifact.

The Lost Blade:
Grade: B
Your hero has +1 Attack and +2 Speed.
Note:

The Arbiter's Cloak:
Grade: C
Allied Elves and Elementals gain +3 Speed
Note: Fun in Doom parties, since it is likely that the entire party are Elves.

Soulcast
Soulcast is a fun and powerful new ability.

Summoning Bell:
Grade: A
Battle Start: Summon two Spectral Hammers.
Note: Adds 2 damage minimum to the board. Tanks counter attacks. Better than it looks due to speed and both summoning and death interactions. Grants two Souls.

Soul Vessel
Grade: F
Max souls +6.
Note: Rarely do you need more max Souls. Really only good for Fallen Adept (in rare cases) or Juggernaut. Can be used as a Soul battery, but I would rather have Soul generation.


Summons
Summons provide parties with the best sustainability in the game (provided you can create them every turn). There are many Artifacts that buff summons. Some provide more health, some provide more damage. Almost all are good choices.

Essence Collector:
Grade: S
When a non-summoned ally dies, summon a Blood Wisp
Note: Greatly increases survivability. Great for She Who Swims Alone. Triggers Elemancer

Spirit Shackle:
Grade: A (S when combined with Summoning Bell in an Undead party)
The first time an ally dies, summon and Avenging Spirit
Note: Went from being one of the worst Artifact to one of the best Artifacts (given the right team composition).

Summoning Bell:
Grade: A
Battle Start: Summon two Spectral Hammers.
Note: Adds 2 damage minimum to the board. Tanks counter attacks. Better than it looks due to speed and both summoning and death interactions.

Erilari's Stone:
Grade: A
Allied summoned characters gain +1 Attack
Note: Better the more summons on the board.

Fey Sorcery:
Grade: A
When an ally is summoned, give them +2 Power.
Note: Better than Erilari's Stone if your allies are only living for one turn, otherwise worse. Good news, your allies can have both.

Everburrning Torch:
Grade: A
Battle Start: Summon an Everburring Flame
Note: Everburring Flame is immune to poison, adds a blocker to the board, and adds Power at Rounds End. A solid Artifact adding both damage and sustainability.

Elemental Essence:
Grade: B
Allied Elementals have +2 Health.
Note: Blood Wisps have 1 HP, Poisonous Slimes have 2 HP. With Elemental Essence they have 3 HP and 4 HP respectively. This is not enough to tank the third portal boss's multi attack. It if was, this would be S tier.

Cyril's Staff
Grade: C
Allied summoned characters can't be exhausted
Note: Not horrible, but must have a good summon build to benefit. Good if you already have Erilari's Stone and Fey Sorcery.

Holy Distiller:
Grade: D
After the first round, summon a Holy Wisp
Note: Great for Hope build archetypes. Useful for most builds. It has the disadvantage that takes up a summon slot, but add a block in builds with room (summon builds should not have room). Triggers Elemancer.


Special
The Dawn Crown:
Grade: S
Your party limit is increased by one
Note: Limited to Xandos. One of the best artifacts in the game.

Book of Haste:
Grade: A
Allied Mages can't be exhausted.
Notes: Inexhaustible allows you to move you units freely, thereby optimizing damage. A very nice Artifact ... unless you are running a Power Build with Staff of the Amguan.

Final Notes: This took longer to type up than I originally thought. Hopefully, I included every Artifact, and updated them all to their current version. Thanks Chrest for creating and maintaining for the Compendium; it made creating this so much easier.
Last edited by Hungry; Oct 13, 2023 @ 12:44pm
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Showing 1-10 of 10 comments
Chrest Oct 10, 2023 @ 5:27pm 
I'm copy pasting your post, and rearranging maybe a bit :p
The ranking is mostly the same. I don't see a difference between F and D, so I'll group them (there's not really any artifact that is mostly detrimental).

In my mind, I classify most things as either
- Good for Battle Start. Helps not having crucial units die first turn and have your hero take chip damage. A little bit is nice.
- Good for (Burst) Damage. Killing enemies faster, starting turn 1, reduces the amount of incoming damage. Similar to Battle Start, but shortens fights aswell. There are some sweet spots, so too much of it is counter productive (you will lack something else).
- Good for Sustain. Helps stabilize incoming damage in a very long and hard fight. Generally the cheaper and most reliable option.
- Good for Damage Scaling. Generally unnecessary but funny. Sometimes provides burst aswell. Enough of it will render everything else useless.
- Gold. Since you buy items with it, it's actually everything (you can adress Battle Start, Sustain and Damage with it). Obviously most gold artifacts are better taken as first artifact, or first boss.

We start with one relic, then get 3 later for each area end boss. More can be acquired through Andromalius. Typically in my successful runs, my starting relic is usually something good for Battle Start, and the second or third is a sustain relic (the +1 armor one). Other relics do not matter much, so I try to get a good damage one but I don't sweat over it.



Battle Start

^ -S- Titanic Armor. Up to +6 Health first round. Combines well with the S sustain relic, which is why it's all-around good.

-S- Essence Collector. Combines well with Aguatilis, which is already incredibly strong early game without. Can earn a lot of turns against solo big bosses.

-A- The Arbiter's Blade. The Shield allows to ignore one lane and focus fire the two other. Combines well with Royal Insigna, but that's perhaps too much Battle Start artifacts to have.

-A- Hammer of the Old Earth: Better than Titanic Armor on Dwarves, as they can rely on Hope more than Armor because of their racial Immortal belt. Good aswell for Gnomes early game, or even on Zed's mirror images.

^ -B- Token of the Alliance. Similar to Titanic Armor if you have a diverse cast (typically 2 out of 3). Pairs well with Ethereal Essence.

v -B- Royal Insignia: It is easy to forget to control Battle Start attacks and waste them. OK on 2 base damage champions, strong on Golden Xandos. Can be worth up to 16 gold if you visit every campfire and merchant, but realistically it's more like 6 or 7.

v -B- Quickdraw Quiver. It is easy to forget to control battle Start Damage. Archers that do naturally a lot of damage do not naturally go well together, so you'd want to stack damage items on top, which doesn't leave a lot for sustain in the end. Funny relic, but a bit similar to the Haruspex in the sense you will lose wind very fast. Pairs well with Lyra's Quiver, and Multiclass units. Bannerman probably does it better. Still, typically more damage than other Battle Start Damage artifacts.

v -B- Jack's Remembrance. Good for Beast comps, especially if paired with Hope and not Armor. Works ok with Birds too. Starting artifact of alt Mariana, which transform into Animara, so Beast-centric. Bare minimum Health bonus but with the Speed it's ok. Beast aren't low health in hard mode.

v -B- Everburrning Torch. 3 Health bonus. Or a Power buff per round if you can manage to keep it alive.

-B- Book of the Law: Bare minimum Health bonus, but humans might need it early game. Bad artifact for Dwarves, as the Hammer of the Old Earth is strictly better.

v -B- Summoning Bell. 2 Damage at Battle Start, if there's space, with likely a Death effect. Essence Collector is better for Aguatilis/Gryx though, so hard to pick this relic even if it's rated B.

v -C- Taurian Scripture. Bare minimum Health bonus. Beast and Lizard are not low health to begin with in hard mode.

-C- Staff of the Flame. Good damage, but random which is probably what you do not want for a Battle Start relic. OK with Doom units for most (not all) scenarios because you can often guarantee a Doom proc turn 1 you wouldn't otherwise have.

-C- Clypaen Blessing: I haven't tested this one, I don't know if it's one shield per unit, or per battle. I'm assuming per Battle so I value it below the Token of the Alliance.

-C- The Arbiter's Cloak: I don't care much for Speed on Elves and Elementals, but it helps here and there. Elves are naturally fast, but speed on the Channeler is nice. Elemancer can use the speed.

-D- Essence Distiller. Garanteed Doom proc if there's space, but on turn 2.

-D- Blood Hex. Garanteed Doom proc, but on turn 2. Pick over Essence Distiller only if you have Units that benefit from getting the Killing Bow (and even then, moving them to get the Blood Shade might not be feasible).

^ -D- Staff of the Sky: Rarely solves anything worthwhile, but might on turn 1.

non-scaling Damage

-A- Spirit Shackle. It's basically 3 damage in an Undead comp (with a necromancer, or a raven cloak for instance). You can easily lose it in other comps. Pairs well with summoning bells, but you might not want to spend 2 artifacts just for that.

-A- Fey Sorcery: Summon typically do not live long (and you don't want them to anyway, as a full health summon is better than a chipped down one). With one or two summons per turn, that's +2 or +4 Damage per round, if you let your summons attacks instead of moving them around to tank and die. Double if you have Aeron.

-B- The Lost Blade. Speed on the Hero is kinda good as you will have a free +1 Attack bonus later, which will amount to a total of 3 Atk and 3 Speed. With this the Hero can kill enemies before they attack. Pairs well with Eldric Boots.

-B- Essence Blade: Pre Gryx nerf, it was a scaling artifact. Now it's comparable to other damage relics in a Doom comp. Mediocre but OK in another kind of comp.

v -B- Erilari's Stone: Generally worse than Fey Sorcery, as summons do not tend to live long, or even attack to begin with. Can be +1 or +2 Atk best case scenario. Double with Aeron. Basically only take if you have Aeron and a summon comp just before the Old God.

^ -B- Cyril's Staff: Can be similar to Erilari's Stone if you move around your summons to tank. Same comments apply: Aeron, after Fey Sorcery.

-B- Lyra's Quiver: +1 Attack per Archer. It is difficult to make a party out of multiple archer, but you can find success with Multiclass potions (or Eldric). This generally happens in lategame when it's just superfluous. Plays nice with Lyra herself. Bannerman probably does it better.

^ -B- Eric's Journal: +1 Attack and -1 Health for Fighter. Most groups have more fighters than Archer, but losing Health can be a tough sell for lategame fights. pairs well with the S artifact "The Smith Hammer" which can settle Fighters' sustain. Pairs also well with Figthers than can attack multiple times or have natural sustain.

-C- Strange Brew: Lizard Elementals and Gnome do not particularly scale off of Attack. Lizard Elementals and Gnome actually pair well in Poison comps, but you really do not want the bonus to go to The Devourer. Bonus is nice, but likely worse than basic Eldric Boots for instance.

-C- Pure Venin: 1 Damage per turn for each poisoned enemy, if they attack. Generally 1 or more damage per turn, then. Similar to the Strange Brew.

v -C- Venina's Hex: Good in the first turn with Sharpshooter, Venomancer or perhaps the Venin Witch, but Poison comps do not lack Poison procs. Damage is quickly lost. Sometimes you just want to have it in a non-Poison comp just to slowly let the enemy killing itself without you doing anything, but that's painful for everyone.

^ -C- Staff of the Void: Has use against summoners, but it's 1 damage per turn. Its non-conditional nature makes it a nice baseline to compare other artifacts against.

Gold

-A- Bathin's Book Note: Adds up to 27 gold for a full run. But more importantly 18 or 19 before the Old God. (you'll probably have everything you need at this point, or die). Best picked as a starting relic, but it might make the early game unfeasible if you lack a good Battle Start relic. Especially good with Golden Xandos.

^ -A- Counterfeit Coins: You will probably hire 4 to 6 heroes total only, so 8 to 12 gold saved, but it pairs well with the Smuggler, and most importantly it is an excellent "Battle Start" relic for the first Area, if it allows you to have a full party of 3+ HP units immediately. Pairs very well with the 8 Gold Boon, which allows fishing for specific comps early game.

v -C- Merchants Secret: Items cannot cost 0, and you might have a few free items (Hero Sword, Giant Ring, Death Cape, Chests...). Buying an item for every slot is between 15 and 18 gold, but it can easily be less.

v -D- Jack's Fiddle: Typically you'd visit only one campfire per area, so 9 gold. You could visit up to 12, so 36 gold, but skipping half of those opportunities would net you as much gold anyway, or even more.

Sustain

-S- The Smith's Hammer: The best sustain artifact in the game provided you buy enough armor items. +1 sustain per armor ring, up to 2+ per doom helmet, 3 with the Royal Captain or 3+ with the Taurus Guard, and +1 for some other armor units. It is godly for ANY build other than Hope/Counter, and even for those it can be good. It allows mediocre comp to beat the game in Legend Mode. Not good to start with, but a great pick anytime after.

-A- Holy Distiller. Straightforward Hope relic that allows for some interesting plays (can eat poison, can be sacrified). Good alternative to the Ruby Ring if you gun for another ring even in a Hope comp (the Power Ring).

^ -A- Venin Distiller. Best poison relic as it is the only one that adress their lack of sustain. Can be as good or better than Holy distiller with some Poison comp.

^ -A- Soul Vessel: Good sustain for the Juggernaut. It's basically +3 sustain and +3 Damage per turn. Can easily be overkill. Interesting but generally useless for the Fallen Adept, in case he's paired with Maeledox and doesn't want to unload some turns on a 1 HP summon (even then, it's unwieldly to retain the curse). Basically only pick as last relic, if you got the Juggernaut with no big Soul spending (i.e. Juggernaut, Souldrinker, Soul Conduit or Summoner, damage dealer). A Multiclass Juggernaut requires the obsidian Ring, but can be nicely paired with the Fallen Bannerman as it gains Power passively.

-B- Elemental Essence. Is sustain mostly because of the Elementals you can summon. Can be detrimental if you want them to die fast for the Elemancer to scale faster.

-B- Molten Mallet. +1 Sustain per round. 2 with the Smith hammer.

-B- Troll Blood. +2 Sustain on the Hero per round when built around. Item alternative would cost 24-26 Gold (or half if not built around).

-C- Thoric's Hammer. If this works it means you have too much sustain. It can give a lot more armor than Molten Mallet for instance, but likely wasted.

Scaling Damage

-S- Edric's Boots: even without a Battle Thane, Aamon Blade and Potion Belt on the hero is a recipe for destruction. Even better on Thoric or on Golden Xandos.

-S- Staff of the Amguan. Empowers insanely Javelineer and Lyra. Empower greatly Maeledox, Battle Mage and Tinkerer. Empower nicely a lot of units that you exaust often, especially those with only 1 Atk.

-S- The Dawn Crown: Xandos starting artifact. Allows for one more unit with huge potential for synergy. Renders summons less powerful, and less necessary at the same time, when you want to try summon-less builds.

v -A- Ethereal Essence: Awesome for Maeledox and Asmodel. Less so for the Cleric of the Dark. Combines with Token of the Alliance or with the Divine Protector, but the extra damage is in the same ballpark as Eldric Boots in those case (Faster, but not scalable).

v -B- Book of the Stars: Similar to Staff of the Amguan for units like Tinkerer or Maeledox. Or a Multiclass Javelineer / Lyra, if they are the only mage. Mediocre otherwise.

-B- Book of Power: Similar to Staff of the Amguan if Javelineer is the only human, good otherwise if you have a lone human that scale well off Power. Mediocre otherwise.
Last edited by Chrest; Oct 10, 2023 @ 6:16pm
Hungry Oct 11, 2023 @ 9:50am 
Thanks for adding your list, Chrest. I think our biggest disagreement is Counterfeit Coins. In past versions, it was my Artifact of choice. However, despite my many runs with it, I found I never actually won when I selected it as my starting Artifact. So it went from my most picked, to my tied with my least picked (as in never). Maybe I should try it again now that there are different units. It might be useful if one selects Soul of the Keeper or Death's Song as your boon, as you would be able to have a full party early desite the lack of starting gold.
PuzzleBoxGames  [developer] Oct 11, 2023 @ 10:21am 
(Don't mind me, just taking some notes...)
Chrest Oct 11, 2023 @ 10:41am 
Not minding, not minding :D
(I'm not advocating anything as I compare mostly for Legend :p).

I agree with you that Counterfeit Coins can feel bad. It's good for picking a strong early comp that you already know works, but if you want to experiment it's very weak. In fact, its utility is mostly for me not to have to abandon runs again and again at the first campfire. But since I do use it for that, it's hard to lower it to C. For what it does, it's unique and good. But it does make you relatively weaker in return.
It's rare to keep all units recruited in the first area up to the end, and it wouldn't make sense not to recruit lvl 2 or lvl 3 units, so it's really to snipe 2 or maybe 3 specific units at the first campfire (not all 4 of them :p).
Last edited by Chrest; Oct 11, 2023 @ 11:30am
Chrest Oct 13, 2023 @ 12:31pm 
Forgot the book of haste BTW. It's quite good.
Hungry Oct 13, 2023 @ 12:45pm 
Originally posted by Chrest:
Forgot the book of haste BTW. It's quite good.

It does not really fall into the groups I created, so I missed it. Added.
Chrest Oct 13, 2023 @ 1:52pm 
OK :D
Note that even if you want to exhaust units, it works as long as the units can't attack from both columns (but you need defense on your mages then :p).
Hungry Oct 13, 2023 @ 2:53pm 
Originally posted by Chrest:
OK :D
Note that even if you want to exhaust units, it works as long as the units can't attack from both columns (but you need defense on your mages then :p).

Yes, but I like to keep my mages (with a few exceptions) safely behind my front line.
Chrest Jan 23, 2024 @ 3:43pm 
Adding this comment to leave two suggestions about balancing, which involve two S tier relic.

1°) Nerfing the Smith relic. Perhaps this relic should give one additional +1 Armor proc the first time during a turn. (I thought about giving +1 armor only if no armor, but it doesn't jive well with the Immortal). This would still be a strong relic as it could give potentially +1 sustain for each character, but it would curb Armor stacking. It could even be merged with the Armor relic that leaves 1 Armor at the end of a turn.

2°) Nerfing Power stacking for units that have Attack proc (like Javelineer). I think that Attack proc should trigger the loss of Power at the end of a turn. I believe that was the intent behind the nerf of Gryx, but with this change Gryx could again be exhaustible instead of inexhaustible. The interaction between Power and Attacks proc would still remain strong, but not crazy strong. Part of what makes the Amguan relic strong is that it's the simplest way to abuse Power stacking on those units, as exhausting is already part of the strategy.


(I'll probably be posting a guide soon Hungry, would you like to be an editor on it? It's basically Gohon's guide updated with your tier lists -less spoilery however-, without bothering to describe everything as it's already detailed in the compendium).
Last edited by Chrest; Jan 23, 2024 @ 3:46pm
Hungry Jan 23, 2024 @ 5:46pm 
Originally posted by Chrest:
(I'll probably be posting a guide soon Hungry, would you like to be an editor on it? It's basically Gohon's guide updated with your tier lists -less spoilery however-, without bothering to describe everything as it's already detailed in the compendium).

Sure. I do not mind reviewing it.
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