Artifacts

 are game modifiers that may drastically alter some aspect of gameplay. Most Artifact codes can be found engraved on rectangular stone tablets scattered through the game (generally hidden), which must be inputted in a special event to unlock the corresponding Artifact. Once an Artifact is unlocked, the player can enable it at the start of a new run.

In multiplayer, the Artifacts unlocked by all players in the lobby are pooled; the team can enable or disable any Artifact that has been unlocked by any of the party members.

Unlocking
To unlock an Artifact, the player must input an Artifact Code in Sky Meadow using the Compound Generator below the map, then interact with the laptop. A portal to the trial for that Artifact in will spawn.

The Compound Generator's inputs will cycle in the order: square, circle, triangle, diamond (■ ● ▲ ♦).

In the Ambry, the Artifact whose trial is being attempted will be active (in addition to any other Artifacts that were enabled at the start of the run), and an will spawn on an elevated block in front of the. The player must pick up the Artifact Key and then interact with the Artifact Reliquary, which will cause monsters to start spawning. More Artifact Keys will randomly drop from killed monsters. Using an Artifact Key will remove them from all players' inventories, preventing players from hoarding keys.

Upon destroying the Artifact Reliquary, the Artifact can be taken and a portal to a First Stage will appear.

Artifacts
Toggle Codes

Chaos
Friendly fire is enabled for both survivors and monsters alike.
 * Players are susceptible to their own explosions caused by their items, such as, , , etc. If any of their attacks activate these items, it can damage and potentially kill them. Try to avoid these items with this Artifact active, especially for melee Survivors.
 * In addition, explosions cannot be blocked by.
 * Similarly, players will be hurt by their own skills that create explosions.

Command
''"Command" redirects here. For the playable survivor, see .''

Choose your items.
 * All items will drop as special "Command Essences." When interacted with, a menu will appear saying "What is your Command?", allowing the player to select a single available item. Items that are not yet unlocked cannot be selected (except when enabled during a Prismatic Trial).
 * A Command Essence can only become an item of the same rarity as itself (e.g., common for white essence, uncommon for green essence, etc.).
 * Red Command Essence does not include.
 * Yellow Command Essence dropped from a Teleporter Event does not include the, ,  or . These items have their own visually-indistinguishable Yellow Command Essences that only drop from the intended source (e.g. a Pearl Command Essence can only appear when using a Cleansing Pool, and a Halcyon Seed Command Essence only appears when defeating ).
 * Similarly, normal Orange Command Essence does not include Elite equipment. Each Elite equipment has its own Orange Command Essence that randomly drops when defeating an Elite monster of that type (e.g. a Elite can only ever drop an Orange Command Essence containing ).
 * Only one player can interact with a Command Essence at a time.
 * Players are still vulnerable to damage while selecting an item; however, some Survivors, like, are able to use their secondary ability while the menu is still open (albeit without the capacity to aim said attack).
 * Being pushed away from the item will automatically cancel interacting with it.
 * Multishop Terminals, 3D Printers, Cleansing Pools, and Scrappers do not spawn with this Artifact.
 * In the Simulacrum, certain items are blacklisted and thus cannot be selected from Command Essences, even if they are unlocked. These are, , , and.
 * When activating a Void Cradle with Command active, the player can only select from a single rarity of the corresponding non-corrupted item. For example, if the Cradle drops a Legendary item, the player can choose only from the and the.
 * A similar thing occurs with Void Potential orbs, which also restrict the choices to one rarity. However, unlike the Void Cradle, the rarity is not dependent on the generated loot, but the color of the orb, which has deterministic results every time. For example, a white orb from the Void Potential chest and a white orb from Simulacrum will only give common items, even though their underlying loot distributions are different. Similarly, the purple orb from Encrusted Cache with the  and the purple orb from Simulacrum will only give  common items.

Command Menus
Note that some items may be locked to a specific DLC.

Death
''"Death" redirects here. For the game mechanic, see Health.''

'When one player dies, everyone dies. Enable only if you want to truly put your teamwork and individual skill to the ultimate test.'
 * If the player who dies has an available or a, they will return to life and the team will not die.

Dissonance
Monsters can appear outside their usual environments.
 * 3 Basic Monsters, 3 Minibosses, 3 Champions, and all Special monsters will be chosen from the complete list of monster spawn cards, with a few differences:
 * are excluded
 * and are considered Minibosses
 * The Special category has a weight of 1, while Basic Monsters, Minibosses and Champions have a weight of 3. Within each category all spawn cards are equally probable.
 * No spawn cards have stage restrictions, which means the can spawn before looping.
 * This affects any Combat Directors which choose their spawns from the Environment's monster pool. As such, monsters may not appear on, and this also makes  and  Elites there possible, since Commencement is considered to be after looping.
 * Any Directors which do not rely on the Environment's monster pool will not have their spawn cards overridden, e.g., the Escape Director responsible for spawning, and the Voidling Director.
 * Any fixed spawns, such as the 6 initial spawns on the second phase of the fight are not affected. However, the remaining spawns for the phase are, since they are spawned by a Combat Director.
 * Normally one would never expect a Horde of Many during the first few stages since the Champions are cheap (600 credits for the majority of them), but this Artifact completely changes this.
 * At the beginning of each stage the game logs on the console which monsters have been selected for spawning.

Enigma
Spawn with a random equipment that changes every time it's activated.
 * The player's equipment will never transform into a,, or.
 * The equipment can transform into lunar equipment (barring the Effigy of Grief).
 * If a player loses their equipment somehow, such as by giving it to an or Cleansing Pool (in the case of lunar equipment), they will not receive new equipment afterward until they move to the next stage.
 * Any entity's equipment activation is affected, including the and the.
 * The new equipment will be put on the cooldown of the activated equipment.
 * is given a cooldown of 5s but does not give a new equipment itself when toggled; the 5s would only apply to equipment that is picked up after The Crowdfunder is used.
 * The will fire, but will not show the charge-up animation (unless it randomizes into another Preon Accumulator).
 * New equipment cannot be used while the Preon Accumulator is charging (with ).
 * The grants near-infinite flight for the entire stage when activated (do note, however, that said flight will automatically end upon a player either making ANY sort of feet-first contact with walkable level geometry, or by simply going outside in-game boundaries.)
 * is not affected by this Artifact.
 * The will heal the target but does not stay with them.
 * If the player purchases anything while holding the, it will count as being activated and be rerolled. Pressing the activate button with this item does nothing and will not reroll it.
 * Elite equipment is unaffected, even if the player attempts to "activate" it.
 * This artifact is incorrectly labeled as "Artifact of Dissonance" if it is rolled while in the Simulacrum

Evolution
Monsters gain items between stages.
 * Each stage, monsters obtain an item. The rarity of the items will be Common, Common, Uncommon, Uncommon, Legendary, repeating every loop.
 * The items monsters gain are cumulative; when advancing to the next stage, the monsters will keep all the items they already had in addition to the new item from the new stage.
 * Monsters cannot gain blacklisted items, on-kill items, sprint-related items, and equipment-related items. They also cannot gain any boss items or equipment.
 * Monsters will not normally gain lunar items, but can acquire them if the player has.
 * There is some inconsistency in what monsters gain items. In the data files most monsters are on team Monster. However, enemies, including the  and the, are on team Void. Items are only granted to entities which belong to team Monster and are spawned by their Spawn Card, whether it's the Director spawning them, or the game directly.
 * Each Combat Director has a defined team, which overrides the Spawn Card's default team. The Camp Director always spawns enemies on team Void, including Voidtouched enemies that would normally be on team Monster, so none of these will gain items. Every other Director spawns enemies on team Monster. This means that spawned during normaly gameplay and any Void enemies from a Void Invasion will gain items.
 * The and the  in  are not spawned by their Spawn Card, but from their game data directly and therefore they will not gain any items.
 * The Voidling and the Void Infestor are on team Void and are not spawned by any Director, so they will not gain any items.
 * Shopkeeper Newt is on team Neutral and is not spawned by any Director, so it will not gain any items.
 * If the monsters gain a, every monster that has spawned as the starting monsters when entering a stage will also have its own corresponding Crashed Multishop. The player can interact with these as normal, gaining many free items.
 * The game rolls for a new item at the beginning of a new stage, even with the Artifact disabled. This is probably so that the game properly accumulates the items in the case the player visits Bulwark's Ambry at a later time.
 * The game will roll for a new item only when the stage number increases. Since visiting most Hidden Realms does not change this counter, a new item will not be rolled. For example, visiting the Bazaar Between Time afer the first stage will roll for a new item since leaving the first stage increments the stage counts. But leaving the Bazaar Between Time does not change this and will therefore still have two items after advancing to the next Environment.

Frailty
Fall damage is doubled and lethal.
 * is unaffected by this Artifact due to her passive.
 * The will negate the fall damage from this Artifact.

Glass
''"Glass" redirects here. For the item, see .''

Allies deal 500% damage, but have 10% health.
 * One-shot protection is disabled while the Artifact of Glass is enabled.
 * health gain to kill ratio is changed from 1:1 to 1:10.

Honor
Enemies can only spawn as elites.
 * Enemies made Elite by this artifact do not drop increased gold.
 * The proves exceedingly helpful, as all enemies are Elite and vulnerable to execution.
 * are also helpful, as killing any enemy will trigger the frenzy and eliminate cooldowns on all skills.
 * Special Bosses and Lunar Chimeras can spawn as Tier 1 Elites with this Artifact enabled.
 * Tier 1 Elites will receive lower health and damage boosts than the normal Tier 1 Elites. This is summarised in the Elite Tiers table.

Kin
Monsters will be of only one type per stage.
 * In the, no additional monsters are added past the first cell event.
 * It is possible for no monster to be chosen in the Void Fields during the first cell event, resulting in no monsters spawning in the Void Fields at all.

Metamorphosis
Players always spawn as a random survivor.
 * Upon entering the trial for this Artifact in, each player becomes a random Survivor and will stay as that Survivor for the rest of the run (unless the trial is entered again in the same run).
 * Skill-unlocking challenges are reset when a new Survivor is chosen, even if they were in progress before the trial.
 * Obtaining all four items required to become the with this Artifact enabled will cause the player to spawn as a random Survivor with all four Heresy abilities at the start of each new stage. The player will transform into the Heretic mid-stage after obtaining or losing any item (including  if spawning as ), activating their equipment, or having their equipment come off cooldown.
 * Removing any of the four items required to become the at a Cleansing Pool will cause the player to regain the skills of the survivor they spawn as. This can be used to revert to a regular survivor after becoming the Heretic.

Sacrifice
Monsters drop items on death, but Chests no longer spawn.
 * Drones, Scrappers, 3D Printers, Void Cradles (only in Void Seeds), and Shrines, with the exception of the Shrine of Chance, will continue to spawn, as will the Rusty Lockbox generated by possessing a.
 * Using the Artifact of Honor to make all enemies Elite does not increase their drop rates.
 * Since gold tends to pile up with this artifact active, can be a powerful and enjoyable piece of equipment.
 * The does not drop items with this Artifact enabled.
 * Drop rates for item rarity are:
 * 63% Common
 * 27% Uncommon
 * 0.9% Legendary
 * 9% Equipment
 * Drop chance is not affected by the or.
 * Predetermined chests, such as the Legendary Chest on, the Chests on , and the Legendary Chests on , will still spawn with this Artifact active.

Drop Chance
The drop chance is equal to.
 * Or if Artifact of Swarms is enabled.
 * See: creditCost, (elite's credit multiplier) and rewardMultiplier for more details on these values.

Notes on drop rate
 * Drop rates are changed when monsters spawn under certain conditions:
 * Pre-spawned: lowered by up to 8%
 * Teleporter charging: lowered by up to 4.3% (Does not apply to TP Boss)
 * Teleporter Boss: lowered by up to 16.6%
 * Artifact of Swarms: lowered by up to 5%, in addition to any other change
 * The drop chance cannot be less than 5%.


 * ,, , [citation needed] and Umbrae from the Artifact of Vengeance have a drop chance of 0%.
 * Though not listed above, Lunar Chimeras may drop items as well, and do so with significantly high rates.
 * Drop chance is logged to the Console when a monster is killed.

Since drop chance cannot be lower than 5%, the Artifact of Swarms' drop chance reduction is less impactful against monsters that have low base drop chances. The following table shows some examples:


 * There is a known bug where sometimes Sacrifice may fail to enable before a run even when it is selected (encountered on PC on Steam, needs to be verified on other platforms). Closing and reopening Risk of Rain 2 will fix this bug.

Soul
Wisps emerge from defeated monsters.
 * The Wisps are bright blue and do not give gold or experience.
 * If Huntress's kills a monster, it will immediately ricochet to the Wisp spawned by the monster's death, consuming a bounce.
 * The Wisps do not drop items if the Artifact of Sacrifice is enabled.

Spite
Enemies drop multiple exploding bombs on death.
 * Only enemies on the Monster team will drop bombs. This also includes monsters spawned during a Family Event and excludes  monsters spawned by Void Seeds.
 * The number of bombs a monster spawns is in most cases correlated to its size. More specifically, it is the height of its kinematic hitbox, but some monsters have a much smaller one than the monster's model suggests.
 * There is a hard cap of 30 bombs that a monster can spawn, which is only achievable by the . The  comes second at 29.
 * For higher number of bombs the chance increases that some of them will not spawn due to their density.
 * The bombs will bounce twice, then detonate on the third bounce dealing 150% damage with a proc coefficient of 0.75 in a radius of 7m with no falloff.

Swarms
Monster spawns are doubled, but monster maximum health is halved.
 * Each monster also gives half of the usual gold and experience.
 * Also doubles boss spawns, including and the.
 * When traveling to with this Artifact active, the two Twisted Scavengers spawned are not necessarily the same one.
 * Also doubles the number of that spawn from  and  from.
 * Since the Quiet and Delighted Probes spawned by the Empathy Cores scale in power based on the number of allies on the players' team, they become even more powerful.
 * Aquiring a second stack of or   will not result in 4 allies. Gaining this second stack will instead give the player two full health followers.
 * It does not, however, double any of the following:
 * The in  secret area
 * The that spawns during the Teleporter to help the players
 * Ghosts created by the
 * Ghosts created by the
 * Ghosts created by the

Vengeance
Your relentless doppelganger will invade every 10 minutes.
 * A player's Umbra spawns with the same items and equipment as the player it copies, including hidden items such as DrizzlePlayerHelper. They all are named `Umbra of X`, where X is the name of a Survivor they're copying.
 * For the Trial of Vengeance in Bulwark's Ambry, an Umbra for each player is spawned every time the is interacted with, except the last interaction.
 * They will also be spawned in the same way during trials for any other Artifact, if the Artifact of Vengeance is active.
 * Umbrae are considered bosses. Their health is displayed at the top of the screen, and they are susceptible to extra damage from.
 * The screen has a deep purple tint while at least one Umbra is alive.
 * Upon death, the Umbra drops one random item from its inventory, be it copied from a player or received from Artifact of Evolution. The Umbra will go through its invertory and assign a specific tier weight for every eligible item. The result will be suspectible to the drop chance bias, as it is likely the Common items to overwhelm the other tiers. The tier weights are:
 * Common: 36.04%
 * Uncommon: 9.01%
 * Legendary: 0.45%
 * Boss: 4.5%
 * Lunar: 4.5%
 * Void Common: 36.04%
 * Void Uncommon: 9.01%
 * Void Legendary: 0.45%
 * If the Artifact of Swarms is also enabled, two Umbrae spawn with half the max health each.
 * Each Umbra will drop an item.
 * Umbrae are given a special item which reduces the damage they deal but increases their maximum health. This item is also responsible for their appearance, the accompanying particle effects, the purple screen filter, and dropping an item on death.
 * Since turrets inherit all his items, they will also get this special item. As such, each killed turret will drop an item and can be used as a rather ineffective way of farming items. This also means that if a turret is still alive after the Engineer has been killed, the purple screen filter will persit until all entities holding the special item have been eliminated.
 * Due to their increased maximum health, any percentage-based healing is very potent on Umbrae. In particular, turrets with  can become incredibly durable.
 * Extreme care should be taken when the player has, as the item's damage is equal to 25% of the holder's maximum health. A turret with sufficient Fungus and N'kuhana's Opinion can easily wipe an entire team of players.
 * spawned by an Umbra's do not receive this item, meaning they will deal full damage and can easily kill the player. (For reference, Beetle Guards spawned by Queen's Gland deal 4 times the damage of a normal Beetle Guard.)
 * Umbrae are considered allied with the monsters. Therefore, items like are capable of healing any monsters that enter its radius.
 * Any that are yet to land will be cancelled when the doppelganger spawns.
 * Killing the Umbra will not drop the, even if they're his only item.

Version History

 * Survivors of the Void
 * (Undocumented) properly works in Bulwark's Ambry
 * (Undocumented) properly works in Bulwark's Ambry
 * (Undocumented) and  can now spawn while  is enabled


 * PC Patch v1.1.1.4
 * Bug Fixes
 * Fixed breaking monster spawns and other systems


 * Anniversary Update
 * Quality of Life
 * Allow for scripted combat encounters, like or, to spawn as elites if  is enabled
 * Bug Fixes
 * Fixed enemy not appearing with


 * PC Patch v1.0.1.1 (Build ID No.5440050)
 * Bug Fixes
 * Fix umbra only spawning one  with


 * PC Early Access Patch (Build ID No.4892828)
 * Gameplay Changes
 * Change the way works with initial spawns
 * Remove from being selected in Prismatic Trials
 * Perform artifact max health reduction after all other max health calculations (elite monsters will have less health than before)
 * Bug Fixes
 * Fix working on allies
 * Fix the being able to target herself with  on
 * Fix the drops not using the same collision behavior as pickups and getting stuck in walls/ceilings


 * Early Access Artifacts Content Update
 * Major Content
 * Added System: Artifacts
 * The hunt is on! Be the first to explore the planet and find the secret to unlock 16 powerful and mysterious Artifacts that will dramatically change the way you play. We expect Artifacts to be the biggest feature to date in terms of replayability to all players.
 * Added 16 Artifacts
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:
 * New Artifact:

Trivia

 * In the credits, there is a whiteboard design of an Artifact. It has no use but possibly could in the future.
 * The Artifact of Frailty is known internally as the Artifact of "Weak Ass Knees".
 * Each shape of the artifact code is heavily implied to refer to each element mentioned in Bulwark's Ambry's logbook.
 * The mass is the sphere, design is the cube, blood is the tetrahedron, and soul is the octahedron. Noticeably, the colors of the bright red tetrahedron and transparent octahedron correspond to the pillars of blood and soul found in the final stage of the game.