Artifacts Data
Artifact equipment data. Artifacts provide passive stat bonuses and belong to families that grant set bonuses when multiple pieces are equipped.
Table Structure
Source
artifacts.json
Struct
GeneralItemTable (filtered by eType = Artifact(10)). No dedicated GeneralArtifactTable struct exists in the IL2CPP dump.
Records
35 artifacts organized into families
Unlocks
Guide step #1089
Each artifact belongs to a family (e.g., Aegis, Radiant, Shadow). Equipping multiple artifacts from the same family activates set bonuses. Artifacts are upgraded using artifact-specific materials.
Key Fields
| Field | Type | Notes |
|---|---|---|
ID | int | Primary key (0x0) |
iReferenceID | int | Reference/family grouping (0x4). iFamilyID does not exist on GeneralItemTable. |
eGradeType | GradeType | Rarity tier (0x10) |
eEquipEffectType | PropertyType | Primary stat bonus type (0x28). Note: actual field name is eEquipEffectType, not ePropertyType. |
fEquipEffectValue | float | Primary stat bonus value (0x2C). Note: actual field name is fEquipEffectValue, not fPropertyValue. |
fEquipEffectPerLevelValue | float | Per-level scaling for primary effect (0x30) |
sIconName | string | Sprite reference, e.g., artifact1_01 (0x20) |
eSubEquipEffectType | PropertyType | Secondary stat bonus type (0x34) |
fSubEquipEffectValue | float | Secondary stat bonus value (0x38) |
eHoldEffectType | PropertyType | Passive hold effect type (0x58) |
fHoldEffectValue | float | Passive hold effect value (0x5C) |