Artifacts

What it is

Artifacts are passive run modifiers picked up alongside weapons and ship upgrades. Each artifact has an active triggered effect (a buff, a hitbox, a summon, or a stat change) plus a flat passive ship-stat bonus that scales by tier. There are 34 artifacts in the pool.

Stats / tables

Rarity tiers

Each artifact has 5 runtime rarity tiers. Tier 0 (common) shares its triggered-effect values with tier 1 (uncommon); the difference between common and uncommon is only in the flat passive bonus. Tier scaling on the triggered effect ramps from tier 1 (uncommon) up through tier 4 (legendary). Meta-progression XP between runs raises the rarity tier; tier does not increase mid-run.

Tier idxNameColor
0common9d9d9d
1uncommon1eff00
2rare0070dd
3epica335ee
4legendaryff8000

Flat passive bonus by tier

Every artifact carries a thematic passive stat ramp independent of its active effect. The bonus value is identical across all artifacts at a given tier; the difference is which stat it boosts.

TierFlat bonus
common10
uncommon20
rare30
epic40
legendary50

The unit depends on the stat: weaponDamagePct, fireRatePct, magnetRange, and luck are flat additive points; maxSpeed and damageReduction are percent multipliers on the base stat.

Categories

CategoryMeaning
uniqueCustom triggered effect on a specific signal or timer
statModifies ship stats or triggers stat-buff bursts on signals
weaponAutonomous entity on a timer (drone, force field, missiles, supercharged shot)

Damage tags

A subset of artifacts carry a damage tag matching the weapon damage-type system. The tag drives the visual palette and lets the artifact’s damage interact with type-tagged passives. Three artifacts carry a tag: companion_droid (energy), crate_buster (bomb), killstreak_rain (bomb). The remaining 31 artifacts are tag-agnostic.

Trigger types

TriggerBehavior
run_startFires once at run start; applies a permanent effect for the rest of the run
timerFires repeatedly on a fixed interval
timer + resetFires when N seconds elapse without the reset signal (used for “stay clean” buffs); the reset signal cancels the buff
signalFires every time the named signal is emitted
signal + cooldownFires on the signal but with a minimum re-trigger gap in seconds
counterFires when the named signal has been emitted N times; counter resets to 0 after firing
auraFires on a fixed scan interval (1s) for continuous re-evaluation

Full artifact catalog

One row per artifact. Magnitude column lists the legendary (tier 4) values; lower tiers scale down. Where the effect fires on every proc, “max stacks” is the maxStacks cap on the buff (1 = refresh, N = stacks up to N).

NameidTier 4 magnitudeTriggerTagMax stacksCategory
Phase Splitterecho_generator+2 extra projectiles on every weaponrun_startpermanentstat
Combat Dronecompanion_droidOrbit drone: 1.20 dmg-pct shots @ 6.5/s, 850 range, dual beam, 1.5s slow at 60%, death explosionrun_startenergy1 droneweapon
Breacher Chargecrate_busterCrate break: triple pulse 1050 radius, 6.00 close / 1.80 far damage pct, 120 vortex pullsignal: crate_breakbombper-crateunique
Shock Lancetbone_shockwaveEvery 3 s: forward line at 1600 px/s, 48 px wide, 2.5 s lifetime, 1500 range, 3.00 close dmg-pcttimer 3 srefreshunique
Ramming Prowbattering_ramEvery 7 s for 5 s: +110% maxSpeed, +120 weaponDamagePct flattimer 7 s1 (refresh)stat
Bacta Tankevent_healerEvent complete: full heal, full shield, 18 s invuln, +100 weaponDamagePct flat for 30 s, spawn 8 cratessignal: event_complete1 (refresh)stat
Shield Emitterforce_fieldForce field: 288 radius, 9.5 s duration, 2 s cooldown, dual field, 1.50 explode dmg-pct at 700 radiusrun_start2 fieldsunique
Gravity Pulsepersonal_spaceHits knock enemies back at 250 force, stun 0.50 s, +40% vulnerability, bowling enabled @ 0.3 s cooldownrun_startpermanentstat
Reflex ArrayshieldburstPlayer damage (1.5 s cd): 40 sparks at 280 dmg, knock 150, +70% maxSpeed for 2 ssignal: player_damage1 (refresh)unique
Adaptive Platingreactive_platingPlayer damage: 130 flat AoE 140 radius, +10% DR + 18 weaponDamagePct per stack up to 15 stackssignal: player_damage15stat
Kinetic Barrierabsorption_barrier3 s clean: +90% maxSpeed, +100 luck flat (until hit), 165 dmg AoE 260 radius + 70 force knockback on activatetimer 3 s + reset on player_damage1unique
Combat Stimpatient_fury8 s clean: +300 weaponDamagePct flat (until hit), 230 dmg AoE 220 radius on activatetimer 8 s + reset on player_damage1stat
Orbital Strikekillstreak_rainKill streak ≥10: 50 explosions at 500 dmg over 6 ssignal: kill_streak_milestonebombper-milestoneunique
Adrenal SurgebloodlustKill streak ≥10: +180 luck for 20 s, ×3.0 spawn rate, 95 dmg AoE 200 radiussignal: kill_streak_milestone1 (refresh)stat
Last Standshieldless_furyEvery 7 s for 5 s: +120 weaponDamagePct flat, +300 magnetRange flattimer 7 s1 (refresh)stat
Failsafe Coreshield_break_novaPlayer damage (8 s cd): 600 dmg AoE 750 radius, 225 knockback, +85% maxSpeed for 4 ssignal: player_damage1 (refresh)unique
Afterburnerheat_racerEvery 8 s for 6 s: +120 fireRatePct flat, +70% maxSpeedtimer 8 s1 (refresh)stat
Ablative Platingheat_tankEvery 8 s for 6 s: +70% DR, +150 weaponDamagePct flattimer 8 s1 (refresh)stat
AutodocrefreshLevel up: full shield, +100% hull heal, heat reset to 0signal: level_upper-levelupstat
Nanite Swarmvitality_surgePlayer healed: +180 weaponDamagePct + 380 magnetRange flat for 25 s, 80 dmg AoE 180 radiussignal: player_healed1 (refresh)stat
Thermite Chargelingering_flamesEvery 2.5 s: drop burning patch, 120 DPS, 225 radius, 9 s durationtimer 2.5 sper-dropunique
Chain Reactorchain_reactionEnemy kill (4 s cd): +140% maxSpeed and 3 s invulnsignal: enemy_kill1 (refresh)unique
Stun Coilstatic_chargeEvery 2.5 s: 8 s stun, 600 radiustimer 2.5 sper-pulseunique
Sabot Roundsarmor_shredEvery 3 s: shredded status at 30% per stack up to 8 stacks, 600 radius, 8 s durationtimer 3 s8 stacks per enemystat
Capacitor Shieldbattery_shieldEvery 15 shots fired: full shield refillcounter: weapon_fireper-triggerstat
Rail Capacitorovercharge_roundEvery 3 s: random weapon next shot deals ×12.0 damagetimer 3 s1 shotweapon
Marksman AItrigger_happyEvery 150 shots fired: free random ship upgradecounter: weapon_fireper-triggerstat
Slipstream (Speed Demon)speed_demonEvery 6 s for 4 s: projectile immunity, +200 weaponDamagePct flattimer 6 s1 (refresh)stat
Ion Pulseenergy_kill_novaEnemy kill (2 s cd): 500 dmg AoE 600 radius, 6 s stun in same radiussignal: enemy_kill1 (refresh)unique
Datacoreevent_rewardEvent complete: 4 free upgrades, full heal, 15 s invuln, ×1.75 event spawn ratesignal: event_completeper-eventstat
Torpedo Bayhull_missilesPlayer damage (0.3 s cd): 6 homing missiles at 500 dmg, 240 px blast radius eachsignal: player_damageper-hitweapon
Reactor BreachmeltdownEvery 15 s: 5000 dmg full-screen blasttimer 15 sper-triggerunique
Omni-Toolversatility+90 weaponDamagePct flat per equipped damage type (re-evaluates every 1 s)aura 1 srecomputesstat
Sympathetic Resonancesympathetic_resonanceWeapon upgrade: every other equipped weapon also gains +3 levelsweapon-upgrade cascadeper-upgradeunique
Surge Coilsurge_coilEvery 8 s for 5 s: +65 fireRatePct flat, +200 magnetRange flattimer 8 s1 (refresh)stat
Killchain Coilkillchain_coilEvery 15 kills for 6 s: +140 weaponDamagePct flat, 90 dmg AoE 220 radiuscounter: enemy_kill1 (refresh)stat
QuartermasterquartermasterLevel up: +700 magnetRange flat for 10 ssignal: level_up1 (refresh)stat
HalohaloEvery 10 s for 4 s: +80% DR, +75% maxSpeedtimer 10 s1 (refresh)stat
CaretakercaretakerPlayer healed: +90 luck flat for 15 s, 65 dmg AoE 200 radiussignal: player_healed1 (refresh)stat
LodestonelodestoneCrate break: +130 luck flat for 18 ssignal: crate_break1 (refresh)stat
HeartstoneheartstoneEvery 3 hits taken for 8 s: +75% DR, 260 dmg AoE 290 radiuscounter: player_damage1 (refresh)stat
DevourerdevourerEvery 8 kills for 6 s: +90% maxSpeed, 50 dmg AoE 180 radiuscounter: enemy_kill1 (refresh)stat
WitnesswitnessEvent complete: +180 weaponDamagePct flat for 18 s, 160 dmg AoE 280 radius (linear falloff to 80 at edge)signal: event_complete1 (refresh)stat
EchoechoPlayer healed: +90 fireRatePct flat for 15 s, 85 dmg AoE 160 radiussignal: player_healed1 (refresh)stat
FrenzyfrenzyKill streak ≥10: +130 fireRatePct flat for 15 s, 130 dmg AoE 140 radiussignal: kill_streak_milestone1 (refresh)stat
AegisaegisKill streak ≥10: +70% DR for 15 s, 120 dmg AoE 160 radiussignal: kill_streak_milestone1 (refresh)stat
SalvagersalvagerKill streak ≥10: +160 magnetRange flat for 15 s, 110 dmg AoE 180 radiussignal: kill_streak_milestone1 (refresh)stat
OverdriveoverdriveEvery 18 shots fired for 6 s: +90 weaponDamagePct flat, 75 dmg AoE 200 radiuscounter: weapon_fire1 (refresh)stat
SlipstreamslipstreamEvery 15 shots fired for 5 s: +70% maxSpeed, 50 dmg AoE 140 radiuscounter: weapon_fire1 (refresh)stat
HunterhunterEvery 30 shots fired for 10 s: +160 luck flat, 130 dmg AoE 240 radius (linear falloff to 65 at edge)counter: weapon_fire1 (refresh)stat
Wayfinderwayfinder+30% maxSpeed for the whole runrun_startpermanentstat
Stockpilestockpile+90 magnetRange flat for the whole runrun_startpermanentstat
Adeptadept+40 weaponDamagePct flat for the whole runrun_startpermanentstat

Flat passive bonus stat assignment

The stat each artifact’s passive bonus modifies.

ArtifactStatMode
echo_generatorweaponDamagePctflat
companion_droidmagnetRangeflat
crate_busterluckflat
tbone_shockwavemaxSpeedpercent
battering_rammaxSpeedpercent
event_healerdamageReductionpercent
force_fielddamageReductionpercent
personal_spacedamageReductionpercent
shieldburstmaxSpeedpercent
reactive_platingdamageReductionpercent
absorption_barrierdamageReductionpercent
patient_furyweaponDamagePctflat
killstreak_rainluckflat
bloodlustluckflat
shieldless_furyweaponDamagePctflat
shield_break_novaweaponDamagePctflat
heat_racermaxSpeedpercent
heat_tankdamageReductionpercent
refreshluckflat
vitality_surgemagnetRangeflat
lingering_flamesweaponDamagePctflat
chain_reactionweaponDamagePctflat
static_chargeweaponDamagePctflat
armor_shredweaponDamagePctflat
battery_shielddamageReductionpercent
overcharge_roundweaponDamagePctflat
trigger_happyfireRatePctflat
speed_demonmaxSpeedpercent
energy_kill_novaweaponDamagePctflat
event_rewardluckflat
hull_missilesweaponDamagePctflat
meltdownweaponDamagePctflat
versatilityfireRatePctflat
sympathetic_resonanceweaponDamagePctflat
surge_coilfireRatePctflat
killchain_coilweaponDamagePctflat
quartermastermagnetRangeflat
halodamageReductionpercent
caretakerluckflat
lodestoneluckflat
heartstonedamageReductionpercent
devourermaxSpeedpercent
witnessweaponDamagePctflat
echofireRatePctflat
frenzyfireRatePctflat
aegisdamageReductionpercent
salvagermagnetRangeflat
overdriveweaponDamagePctflat
slipstreammaxSpeedpercent
hunterluckflat
wayfindermaxSpeedpercent
stockpilemagnetRangeflat
adeptweaponDamagePctflat

Per-tier triggered-effect scaling for selected artifacts

Cooldown-or-interval drops and effect magnitudes ramp from tier 1 to tier 4 (tier 0 common = tier 1 values).

Phase Splitter (echo_generator)

TierExtra projectiles
11
21
32
42

Combat Drone (companion_droid)

TierDmg pctElite dmg pctFire rateRangeOrbit distDual beamSlowDeath explosion
10.700.253.555065nono
20.850.354.060070nono
31.000.455.070075yesno
41.200.556.585080yes1.5 s at 60%yes

Breacher Charge (crate_buster)

TierClose dmg pctFar dmg pctPulse radiusPulse countVortex pull
12.500.7055010
23.500.9070020
34.501.10850280
46.001.8010503120

Shock Lance (tbone_shockwave)

TierIntervalClose dmg pctSpeedWidthLifetimeRange
16 s1.501100241.4 s900
25 s1.801200301.6 s1050
34 s2.201350361.9 s1200
43 s3.001600482.5 s1500

Ramming Prow (battering_ram)

TierIntervalDurationSpeed boostDmg bonus
110 s4 s+45%+30 flat
29 s4 s+65%+55 flat
38 s5 s+85%+80 flat
47 s5 s+110%+120 flat

Bacta Tank (event_healer)

TierHealInvulnDmg buffBuff durationRestore shieldSpawn crates
1100%5.0 s+25 flat15 sno0
2100%8.0 s+40 flat18 sno0
3100%12.0 s+65 flat22 syes0
4100%18.0 s+100 flat30 syes8

Shield Emitter (force_field)

TierField radiusField durationCooldownOrb speedDual fieldExplode dmg pctExplode radius
11565 s5 s400no
21926.25 s4 s440no0.40400
32287.5 s3 s480yes0.90550
42889.5 s2 s600yes1.50700

Gravity Pulse (personal_space)

TierKnock forceStunVulnerabilityBowlingBowling cooldown
11000.20 sno
21400.30 s+15%no
31800.40 s+25%no
42500.50 s+40%yes0.3 s

Reflex Array (shieldburst)

TierSpark countDamageKnock forceSpeed boost
1187055+25%
22412080+35%
330190110+50%
440280150+70%

Adaptive Plating (reactive_plating)

TierDR per stackDmg per stackMax stacksAoE dmg
1+2%+4 flat1530
2+4%+8 flat1555
3+6%+12 flat1585
4+10%+18 flat15130

Kinetic Barrier (absorption_barrier)

TierTimerSpeed bonusLuck bonusAbsorb hitsAoE dmgAoE radius
16 s+40%+35 flat140180
25 s+50%+50 flat170200
34 s+65%+70 flat2110230
43 s+90%+100 flat3165260

Combat Stim (patient_fury)

Timer fixed at 8 s across all tiers.

TierDmg bonusAoE dmgAoE radius
1+80 flat60140
2+130 flat100165
3+200 flat155190
4+300 flat230220

Orbital Strike (killstreak_rain)

TierExplosion countDamage eachDuration
1181204 s
2252005 s
3353205 s
4505006 s

Adrenal Surge (bloodlust)

TierLuck bonusSpawn multDurationAoE dmg
1+60 flat×1.515 s30
2+90 flat×1.815 s45
3+130 flat×2.218 s65
4+180 flat×3.020 s95

Last Stand (shieldless_fury)

TierIntervalDurationDmg bonusMagnet bonus
110 s4 s+30 flat+80 flat
29 s4 s+50 flat+130 flat
38 s5 s+80 flat+200 flat
47 s5 s+120 flat+300 flat

Failsafe Core (shield_break_nova)

Cooldown 8 s between procs.

TierDamageRadiusKnock forceSpeed boost
115037590+35%
2250480120+50%
3400600150+65%
4600750225+85%

Afterburner (heat_racer)

TierIntervalDurationRate boostSpeed boost
112 s5 s+40 flat+25%
211 s5 s+60 flat+35%
310 s6 s+85 flat+50%
48 s6 s+120 flat+70%

Ablative Plating (heat_tank)

TierIntervalDurationArmorDmg bonus
112 s5 s+25%+35 flat
211 s5 s+40%+60 flat
310 s6 s+55%+95 flat
48 s6 s+70%+150 flat

Autodoc (refresh)

TierHull restore
140%
255%
370%
4100%

Shield always fully refills; heat always resets to 0.

Nanite Swarm (vitality_surge)

TierDmg bonusMagnet bonusDurationAoE dmg
1+50 flat+110 flat10 s22
2+80 flat+170 flat13 s35
3+120 flat+250 flat18 s55
4+180 flat+380 flat25 s80

Thermite Charge (lingering_flames)

TierIntervalDPSRadiusDuration
14 s301205 s
23.5 s551506 s
33 s851907 s
42.5 s1202259 s

Chain Reactor (chain_reaction)

Cooldown 4 s between procs.

TierSpeed boostDuration
1+60%1.5 s
2+80%2.0 s
3+105%2.5 s
4+140%3.0 s

Invuln duration equals speed-boost duration.

Stun Coil (static_charge)

TierIntervalRadiusStun
14 s3504 s
23.5 s4255 s
33 s5006 s
42.5 s6008 s

Sabot Rounds (armor_shred)

TierIntervalRadiusShred per stackMax stacksStatus duration
14 s35014%56 s
24 s42518%66 s
33 s50022%77 s
43 s60030%88 s

Capacitor Shield (battery_shield)

TierShots required
135
228
322
415

Rail Capacitor (overcharge_round)

TierDamage multInterval
1×5.08 s
2×6.06 s
3×8.05 s
4×12.03 s

Marksman AI (trigger_happy)

TierShots required
1400
2300
3220
4150

Slipstream (speed_demon)

TierIntervalDurationDmg boost
110 s3 s+50 flat
29 s3 s+90 flat
38 s4 s+140 flat
46 s4 s+200 flat

Projectile immunity lasts the full buff duration each tier.

Ion Pulse (energy_kill_nova)

Cooldown 2 s between procs.

TierDamageStunRadius
11203 s300
22003.5 s390
33204.5 s500
45006 s600

Datacore (event_reward)

TierFree upgradesHealInvulnEvent spawn mult
120%0 s×1.00
2275%5 s×1.20
33100%8 s×1.40
44100%15 s×1.75

Torpedo Bay (hull_missiles)

TierMissile countDamage eachBlast radiusCooldown
121601201.0 s
222401500.8 s
343601950.5 s
465002400.3 s

Reactor Breach (meltdown)

TierIntervalDamage
130 s1000
225 s1800
320 s3000
415 s5000

Radius is full-screen (9999).

Omni-Tool (versatility)

TierDmg per equipped damage type
1+20 flat
2+35 flat
3+55 flat
4+90 flat

Re-evaluated every 1 s.

Sympathetic Resonance (sympathetic_resonance)

TierBonus levels cascaded to each other weapon
11
22
32
43

Surge Coil (surge_coil)

TierIntervalDurationFire rateMagnet
112 s4 s+20 flat+60 flat
211 s4 s+30 flat+90 flat
310 s5 s+45 flat+140 flat
48 s5 s+65 flat+200 flat

Killchain Coil (killchain_coil)

TierThresholdDmg bonusDurationAoE dmg
130 kills+40 flat5 s30
225 kills+60 flat5 s45
320 kills+90 flat6 s65
415 kills+140 flat6 s90

AoE radius 220 fixed.

Quartermaster (quartermaster)

TierMagnetDuration
1+250 flat6 s
2+350 flat7 s
3+500 flat8 s
4+700 flat10 s

Halo (halo)

TierIntervalDurationDRSpeed
116 s3 s+30%+25%
214 s3 s+45%+35%
312 s4 s+60%+50%
410 s4 s+80%+75%

Caretaker (caretaker)

TierLuckDurationAoE dmg
1+30 flat8 s18
2+45 flat10 s30
3+65 flat12 s45
4+90 flat15 s65

AoE radius 200 fixed.

Lodestone (lodestone)

TierLuckDuration
1+40 flat10 s
2+60 flat12 s
3+90 flat15 s
4+130 flat18 s

Heartstone (heartstone)

TierThresholdDRDurationAoE dmgAoE radius
15 hits+30%5 s75200
24 hits+40%6 s120225
33 hits+55%7 s180255
43 hits+75%8 s260290

Devourer (devourer)

TierThresholdSpeedDurationAoE dmg
115 kills+30%5 s15
212 kills+45%5 s25
310 kills+65%6 s35
48 kills+90%6 s50

AoE radius 180 fixed.

Witness (witness)

TierDmg bonusDurationAoE dmg (center)AoE dmg (edge)
1+50 flat10 s5025
2+80 flat12 s8040
3+120 flat15 s11555
4+180 flat18 s16080

AoE radius 280 fixed, linear falloff from center to edge.

Echo (echo)

TierFire rateDurationAoE dmg
1+25 flat8 s25
2+40 flat10 s40
3+60 flat12 s60
4+90 flat15 s85

AoE radius 160 fixed.

Frenzy (frenzy)

Streak threshold ≥10.

TierFire rateDurationAoE dmg
1+40 flat8 s45
2+60 flat10 s65
3+90 flat12 s90
4+130 flat15 s130

AoE radius 140 fixed.

Aegis (aegis)

Streak threshold ≥10.

TierDRDurationAoE dmg
1+25%8 s40
2+35%10 s60
3+50%12 s85
4+70%15 s120

AoE radius 160 fixed.

Salvager (salvager)

Streak threshold ≥10.

TierMagnetDurationAoE dmg
1+50 flat8 s35
2+75 flat10 s50
3+110 flat12 s75
4+160 flat15 s110

AoE radius 180 fixed.

Overdrive (overdrive)

TierThresholdDmgDurationAoE dmg
130 shots+30 flat5 s25
225 shots+45 flat5 s40
322 shots+65 flat6 s55
418 shots+90 flat6 s75

AoE radius 200 fixed.

Slipstream (slipstream)

TierThresholdSpeedDurationAoE dmg
125 shots+25%4 s15
222 shots+35%4 s25
318 shots+50%5 s35
415 shots+70%5 s50

AoE radius 140 fixed.

Hunter (hunter)

TierThresholdLuckDurationAoE dmg (center)AoE dmg (edge)
150 shots+50 flat6 s4522
242 shots+75 flat7 s7035
335 shots+110 flat8 s10050
430 shots+160 flat10 s13065

AoE radius 240 fixed, linear falloff from center to edge.

Wayfinder (wayfinder)

TierSpeed
1+10%
2+15%
3+22%
4+30%

Stockpile (stockpile)

TierMagnet
1+25 flat
2+40 flat
3+60 flat
4+90 flat

Adept (adept)

TierDmg
1+10 flat
2+18 flat
3+28 flat
4+40 flat

How it works

A pickup grants the player an artifact at the artifact’s current persisted rarity tier (carried over from previous runs via meta-progression XP). At run start, the artifact’s triggered effect is registered with the engine and its flat passive bonus is added to the matching ship stat. Triggered effects fire according to their trigger type and run for the rest of the run. The flat passive bonus stays on as long as the artifact is equipped.

Triggers fire on engine signals or on a timer. Signal triggers include player_damage, player_healed, enemy_kill, kill_streak_milestone, event_complete, crate_break, level_up, weapon_fire, and run_start. Timer triggers fire repeatedly on a fixed interval; some have a reset signal that delays the trigger when the signal fires. Counter triggers fire when their watched signal has been emitted N times since the last trigger.

Stat-buff actions on triggered effects use a stacking field that is usually ‘refresh’ with maxStacks 1 — re-procs reset the duration but do not stack. A few artifacts stack: reactive_plating stacks up to 15 stacks of DR and damage; armor_shred applies the shredded status on enemies up to 8 stacks per enemy.

Damage-AoE actions on procs are either centered on the ship or centered on the signal source. Centered on ship means the hitbox spawns at the ship’s current position; centered on signal means the hitbox spawns where the triggering event happened (for example, energy_kill_nova at the killed enemy’s position).

Interactions

  • Sympathetic Resonance fires when any weapon is upgraded and adds bonus levels to every other equipped weapon. At legendary that is +3 levels per other weapon per upgrade pick.
  • Phase Splitter (echo_generator) increases the projectile count of every weapon at run start. Stacks with the more_projectiles upgrade.
  • Versatility (Omni-Tool) re-evaluates the equipped damage-type set once per second and applies +90 weaponDamagePct flat per distinct damage type at legendary (max 4 types = +360 weaponDamagePct).
  • Personal Space writes the private _knockbackForce and _knockbackStun stats so every hit (from any weapon) applies knockback and stun.
  • Lodestone and Breacher Charge both trigger on crate_break: every crate becomes an instant luck buff plus a damaging shockwave.
  • Event Healer, Datacore, and Witness all trigger on event_complete: every event finish stacks heal + invuln + free upgrades + damage burst + AoE ring.
  • Vitality Surge, Caretaker, and Echo all trigger on player_healed: every heal stacks damage + magnet + luck + fire rate buffs plus three concentric kill rings.
  • Frenzy, Aegis, Salvager, Bloodlust, and Killstreak Rain all trigger on kill_streak_milestone (every ×10/×25/×50/×100/×200 streak): five stat buffs and ring/orbital damage burst together.
  • Overdrive, Slipstream, and Hunter all use counter on weapon_fire with different thresholds: shot-spamming weapons trigger this triple frequently.
  • Battery Shield and Trigger Happy also use counter on weapon_fire but with much higher thresholds (15 / 150 shots).
  • Killchain Coil and Devourer both use counter on enemy_kill with different stat outputs (damage vs speed) and thresholds (15-30 vs 8-15 kills).
  • Heartstone uses counter on player_damage with a 3-5 hit threshold and grants brief DR plus a damage AoE.
  • Combat Stim and Kinetic Barrier both use the timer-plus-reset pattern with player_damage as the reset signal: avoid damage for the timer and a sustained buff activates until the next hit.
  • Wayfinder, Stockpile, Adept, Phase Splitter, Combat Drone, Shield Emitter, and Gravity Pulse all fire at run_start and last the whole run.

What it does NOT do

  • Artifact rarity tiers do not change mid-run. Tier-ups happen between runs from accumulated artifact XP.
  • The Reactor Breach (meltdown) full-screen blast and the Stun Coil global stun pulse do not trigger any signal that other artifacts subscribe to (no chain-trigger).
  • Damage-tag pills on the reward card are cosmetic identity only; only three artifacts carry a damage tag (companion_droid: energy, crate_buster: bomb, killstreak_rain: bomb). The remaining 31 artifacts have no damage tag.
  • The bowling flag on Gravity Pulse (legendary tier only) is the only tier-gated boolean upgrade beyond standard scaling.
  • Common tier does not have its own triggered-effect values; it shares uncommon’s values and only differs in the flat passive bonus magnitude.
  • Triggered effects do not consume charges or resources. Cooldowns are per-effect and engine-driven; the player has no resource bar tied to artifact procs.
  • Sympathetic Resonance has no run_start, signal, or counter trigger in its data file; the level cascade is implemented in the leveling system, not the effect engine.