Artifacts
Artifacts are items which you can upgrade, and are generally part of a set which gives extra bonuses when completed (these are extremely important). There are Artifact Equipments (weapons, necklaces, and belts) and Artifacts (items which generally have a power you can use, and are described on this page). You can equip one Artifact as Active and 3 Artifacts as Passive. You can use the power of your Active Artifact in combat. Passive Artifacts only give you their stats and set bonuses. Artifacts often form a set with a Necklace and a Belt, but there are a few of them that form a set with other Artifacts, which means you can benefit both from a set with a Necklace and a Belt and a set with only Artifacts.
- Active Artifact
- Set Bonuses
- Passive Artifacts for Stats
- Upgrading Artifacts
Active Artifacts
Artifacts give you stats, but the main thing is their power. At Mythic quality, their cooldow is 60s (120s at Legendary, 180s at uncommon), so it's important to upgrade your Active Artifact, not only to make it more powerful but also to be able to use it more often. Do not forget to use them. Some of them are pretty powerful !
The damage of your active Artifact scales on your Power percentage and is affected by your other stats for crit/deflect/combat advantage. And it scales on the quality of your Artifact, but not on your Damage stat... So a Mythic artifact deals much more damage than a common one (it's important to state the obvious, because we can't trust anything anymore...). But that also means that if you use an uncommon mount equip power that increases Power and you change it for a Mythic mount equip power that increases Awareness, your Active Artifact will deal less damage ! Because Craptic™, that's why ! So your Total Item Level and Damage make no difference, only your offensive stats matter.
Damage Boosts
The most important of them are debuff artifacts. It’s important for endgame content that people use different debuff artifacts, because they do not stack if they are the same (unless they are at different quality !), but they stack together if they are different. So make sure you have a few of them to be able to adapt depending on which ones people have in the group.
Debuff artifacts for group content
- Halaster’s Blast Scepter : single target, stun + damage, reduces target’s damage resistance by 15%. Loot from the Tower of the Mad Mage dungeon (ToMM).
- Wyvern-Venom Coated Knives : deals damage around you, poison for 10s, poisoned enemies take 12% more damage and deal 12% less damage. Can be bought in the Undermountain Campaign store (in the campaign menu).
- Frozen Storyteller’s Journal : deals damage in a 25' radius area. Also with all Tales : stuns enemies for 3s (plus Control Bonus percentage), summons 3 ice dwarves that fight for you for 20s, reduces incoming damage by 10%, increases you and your allies' damage by 10% for 15s. Can be bought in the Zen Market from time to time, originally from the Tales of Old event, requires Tales to unlock different effects, which can be bought in the Woundrous Bazaar when the Journal is available for sale in the Zen Market.
- Lantern of Revelation : deals damage to foes around you, increases the damage they take by 10% for 10s. Also lets you see hidden targets 10' further. Quest reward (lvl 21 at Protector’s Enclave) or random loot in dungeons.
- Charm of the Serpent : attacks enemies in a cone in front of you, increases damage against them by 10% (thank tooltip inconsistency, it's written 16% both Legendary and Mythic but it's really 8% at Legendary and 10% at Mythic). Loot from the Tomb of the Nine Gods dungeon (T9G).
- Heart of the Black Dragon : deals damage to up to 7 enemies in a line in front of you and inflicts a damage over time for 6 seconds. Enemies take 10% additional damage for the duration (though it's writen 6% at Mythic, it's writen 8% at legendary and 6% at Epic, and they don't know how to generate their tooltips automatically nor check their work at Craptic™ and that's the result...).
- Token of Chromatic Storm : summons 9 chromatic meteors that will strike near your target’s location after a brief delay. Each meteor deals damage to nearby enemies and has a special effect depending on its damage type. One of them increases damage taken by the target by 10% for 10s.
- Thirst : lunge forward, deals damage to enemies, enemies hit take 10% more damage for 10s (difficult to handle because of the movement, which can be cancelled to avoid being in front of the monster, not recommanded if you can use another one). Loot from the Castle Ravenloft dungeon.
- Sparkling Fey Emblem : creates a field that buffs nearby allies and debuffs nearby foes. Enemies take 5% more damage, while allies gain 5% Defense and 5% Critical Avoidance (actually a decent damage mitigation, around 5.2% total damage mitigation for damage dealers), for 15s. Obtained from the Vault of Stars dungeon.
- Vanguard's Banner : gives 5k Power and Critical avoidance to allies, and foes take 5% more damage (though it's written that they gain damage resistance...), for 30s in an area. Can be bought for 40k Glory (PVP currency), from Erik Sundershield, at the Trade of Blades in Protector's Enclave
- Flayed Storyteller’s Journal : deals damage in a 25' radius area. Also with all Tales : adds a stackable effect when you attack (after 15s, your next attack deals 5% additionnal damage and reduces your targets' Critical Strike by 400 times the number of stacks), stuns enemies for 3s (plus Control Bonus percentage), summons an intellect devourer that fights by your side for 20s, increases your Deflect by 10% for 20s, and increases you and your allies' Recovery Speed by 10% for 20s. Can be bought in the Zen Market from time to time, originally from the Tales of Old event, requires Tales to unlock different effects, which can be bought in the Woundrous Bazaar when the Journal is available for sale in the Zen Market.
Good for solo
- Soul Sight Crystal : target takes 25% more damage from your attack for 10s.
- Sigil of the Barbarian : deals damage to nearby enemies, and increases your damage and damage mitigation by 14% for up to 16s (depending on the number of foes you hit). Quest Reward (Vault of the Nine) at lvl 70 for the Barbarian Class (unlocks for all of your characters at the reclaim agent/Home->Claim Valuables)
- Envenomed Storyteller’s Journal : deals damage in a 25' radius area. Also with all Tales : adds a stackable effect when you attack (after 15s, your next attack deals 5% weapon damage times the number of stacks), stuns enemies for 3s (plus Control Bonus percentage), summons an orb that fights by your side for 20s, increases your damage by 5%, generates 20 AP every second for 15s (30% of your next daily). Can be bought in the Zen Market from time to time, originally from the Tales of Old event, requires Tales to unlock different effects, which can be bought in the Woundrous Bazaar when the Journal is available for sale in the Zen Market.
- Decanter of Atropal Essence : grants the Boon of the Atropal buff for 20s, that causes your attacks to deal additionnal damage. Each time you deal damage with it, the buff duration is increased by 1s and your damage is increased by 1%, stacks 10 times.
Damage Mitigation
Group damage mitigation (use them before a boss uses a big attack)
- Sigil of the Paladin : creates a small AoE at your feet which increases damage resistance by 15% for those who stand in it, and heals over time for 10s. Quest Reward (Vault of the Nine) at lvl 70 for the Paladin Class (unlocks for all of your characters at the reclaim agent/Home->Claim Valuables)
- Tiamat's Orb of Majesty : stuns monsters for 4s (2s for Players), and reduce their damage by 15% for 6s. Obtained in the Rise of Tiamat's trial.
- Wyvern-Venom Coated Knives : deals damage around you, poison for 10s, poisoned enemies take 12% more damage and deal 12% less damage. Can be bought in the Undermountain Campaign store (in the campaign menu).
- Defender's Banner : allies gain 5k Power and 5k Awareness, and foes deal 5% less damage for 30s (that's about 7% to 9.5% damage mitigation for those who do not have Awareness capped... for 30s !). 40k Glory, from Erik Sundershield, at the Trade of Blades (Protector’s Enclave).
- Erratic Drift Globe : allies gain 15k Deflection, while foes lose 15k Critical Strike and 15k Deflection, for 15s. For an average of about 8.6% damage mitigation (from the Deflection buff and Critical Strike debuff) and 4.5% damage (from the Deflection debuff). Can be bought in the Undermountain Campaign store (in the campaign menu).
- Refulgent Diamond Pin : deals damage to nearby enemies and decreases the damage they deal by 5% for 15s. Allies within 25' gain 7.5% Combat Advantage for 15s. Obtained from Shattered Diamonds (New Sharandar).
These are particularly good to have if you are a Healer. They will help you keep the group alive. No need to have them equipped everywhere (whenever you can use a debuff artifact, use one), but there are many fights where they make a difference.
Best for self damage mitigation (especially for Tanks)
- Sigil of the Fighter : blocks 90% of the next attack against you, up to 25% of your maximum HP, every second for 10s. Quest Reward (Vault of the Nine) at lvl 70 for the Fighter Class (unlocks for all of your characters at the reclaim agent/Home->Claim Valuables)
- Forgehammer of Gond : creates a tool usable in any profession (at Mythic, it gives a tool with better stats than anything else). You can put the Forgehammer of Gond in your Bank once you've made the tool, if you only need it for that purpose, as the tool will stay with you forever. Also reduces the damage you take by 20% for 10s. Can be obtained from various events such as the Winter Festival or the Wonders of Gond event.
- Sigil of the Barbarian : deals damage to nearby enemies, and increases your damage and damage mitigation by 14% for up to 16s (depending on the number of foes you hit). Quest Reward (Vault of the Nine) at lvl 70 for the Barbarian Class (unlocks for all of your characters at the reclaim agent/Home->Claim Valuables)
- Gond's Anvil of Creation : shields the user for 15% of their maximum HP. The shield regenerates every 3s for 15s and deals damage to nearby enemies. Can be obtained during the Wonders of Gond event.
There are a few places where Tanks will take lots of damage. It's best to have one of these to survive when you need them. No need to have them equipped everywhere (whenever you can use a debuff artifact, use one), but there are many fights where they make a difference.
Utility
Niche artifacts for combat
- Envenomed Storyteller’s Journal : deals damage in a 25' radius area. Also with all Tales : adds a stackable effect when you attack (after 15s, your next attack deals 5% weapon damage times the number of stacks), stuns enemies for 3s (plus Control Bonus percentage), summons an orb that fights by your side for 20s, increases your damage by 5%, generates 20 AP every second for 15s (30% of your next daily). Can be bought in the Zen Market from time to time, originally from the Tales of Old event, requires Tales to unlock different effects, which can be bought in the Woundrous Bazaar when the Journal is available for sale in the Zen Market.
- Sigil of the Cleric : fills 25% of total Action Points in 15s, and heals yourself a bit when you use encounter powers. Quest Reward (Vault of the Nine) at lvl 70 for the Cleric Class (unlocks for all of your characters at the reclaim agent/Home->Claim Valuables).
- Oghma's Token of Free Movement : removes control effects other than knocked or prone and makes you immune to those effects for 6s, also deals damage to nearby enemies.
- Sigil of the Warlock : deals damage to up to 5 targets and heals you depending on the number of targets hit. Quest Reward (Vault of the Nine) at lvl 70 for the Warlock Class (unlocks for all of your characters at the reclaim agent/Home->Claim Valuables)
- Waters of Elah'zad : heals you over 6s and removes Damage over Time effects you are afflicted with. Quest reward (lvl 21 at Protector’s Enclave) or random loot in dungeons.
- Eye of Lathander : resurects an ally or your companion from afar and restores 80% of their HP (range 80'). Obtained from Arcane Coffers in Dread Ring Lairs.
- Symbol of Air : 40' teleport ahead + 30% movement speed boost for 5s if you do not hit foes. A fun one.
Tanks and Healers may be inclined to use the Envenomed Storyteller’s Journal or Sigil of the Cleric to be able to use their Daily power more often. But there are also a few Artifacts with niche uses, which are good to know, even though they're not really best in slot anywhere.
Pure utility artifacts
- Aurora’s Whole Realms Catalogue : summons a vendor. Keep one in your inventory if you are not VIP 7. Quest reward (lvl 21 at Protector’s Enclave) or random loot in dungeons.
- Forgehammer of Gond : creates a tool usable in any profession (at Mythic, it gives a tool with better stats than anything else). You can put the Forgehammer of Gond in your Bank once you've made the tool, if you only need it for that purpose, as the tool will stay with you forever. Also reduces the damage you take by 20% for 10s. Can be obtained from various events such as the Winter Festival or the Wonders of Gond event.
Aurora’s Whole Realms Catalogue is a good little trick for those who are not VIP rank 7 (only use it when soloing, you can’t change it that easily because of the cooldown, no need to upgrade it unless you want to reduce its cooldown). The Forgehammer of Gond is a must have if you are going for Masterwork.
Artifact Sets
Sets with Necklace and Belt
Most of the Artifacts are a set with a Necklace and a Belt. When you have the 3 of them equipped, you get a powerful set bonus. Your Artifact, Necklace and Belt, give you the full set bonus even when they are at green quality (no need to upgrade them for that purpose).
Damage
- Apprentices' Spoils (Arcturia's Music Box artifact + Jhesiyra's Tattered Mantle necklace + Trobriand's Conduction Cable, obtained from Zok boxes which you can buy after doing expeditions with at least one rune in Undermountain) : when you use a Daily Power, you deal 15% more damage against monsters not facing you for 10s (that's the best time to use your mount combat power and all of your encounter powers, after everyone in the group has used their artifact for a huge burst of damage).
- Dark Remnant (Book of Vile Darkness artifact + The engine Master's Mantle necklace + Whip of the Erinyes belt, obtained from the Infernal Citadel dungeon (IC)) : increases damage dealt against demons, devils, and fiends by 5%. Increases damage dealt against other types of monsters by 2.5%. Best in slot in IC and in Vallenhas/Avernus.
- Lostmauth's Hoard (Lostmauth's Horn of Blasting artifact + Lostmauth's Hoard Necklace + Golden Belt of Puissance, obtained in Lair of Lostmauth dungeon) : when you critically hit a foe, does an additionnal hit equal to your Damage stat (mitigated by the target's stats). Not all the powers trigger it because the game is fucked up (it's pretty bad for Clerics because neither Searing Javelin nor Forgemaster's Flame trigger it, and I won't test it on other classes because it's a bit too expensive).
- Star (Sparkling Fey Emblem artifact + Starshard Choker necklace + Twinkle of the Stars belt, obtained in the Vault of Stars dungeon) : gain up to 10% additionnal damage or healing based on the difference between your current hit point percentage and your target's (which means it's absolutely useless for healers in any situation where your target is not almost dead and you are fully healthy, which basically happens only on LoMM's first boss). That's an average of less than 5% damage (a lot less against targets you overkill, not great against bosses you can kill in less than a minutes because people generally use their mount combat power and artifact at the beginning of a fight and the cooldowns won't be back when you can really benefit from this set...).
- Demon Lords' Immortality (Shard of Orcus' Wand artifact + Baphomet's Infernal Talisman necklace + Demogorgon's Girdle of Might belt, obtained in the Castle Never dungeon) : gain up to 10% additionnal damage based on the difference between your current hit point percentage and your target's. Same effect than the Star set, without the healing part. Lower item level, but less expensive.
- Serpent (Charm of the Serpent artifact + Skin of the Serpent necklace + Wrap of the Serpent belt, obtained in the Tomb of the Nine Gods dungeon (T9G)) : when you are moving for 3s, your damage is increased by 1%, up to 5% after 15s. Effect is removed if you stand still for more than 5s. Hard to use, but it's possible to move a bit while casting many powers.
- Mad Dash (Halaster's Blast Scepter artifact + Necklace of the Mad Mage + Belt of the Mad Mage, obtained in the Tower of the Mad Mage trial) : gain 5% damage and movement speed when you stand still for 3s... Too bad this game requires people to move almost constantly...
The Apprentices' Spoils set (also called Music Box set) is clearly the best set to have in dungeons in order to deal damage, as it boosts a whole rotation of your powers, including your mount combat power, more than any other set, whenever you need it with your Daily power. You can trigger it when everyone uses their artifacts for maximum efficiency. The Dark Remnant set is the best to have in Vallenhas and Avernus. Also great to have in IC (though the Apprentices' Spoils set can potentially outperform it on bosses, but it's great against mobs). The Lostmauth's Hoard set is fantastic if you're using quick at-wills to deal damage, especially for solo content, if your Critical Strike percentage is high (though not all powers trigger it, because Craptic™). The Star and Demon Lords' Immortality are good in any situation, though not the best to have. The Serpent and Mad Dash sets are other options you can use if you have none of the above.
Damage Mitigation
- Valhalla's Rebuke (Horn of Valhalla artifact + Cloak of Valhalla necklace + Belt of Valhalla, obtained in the Assault on Svardborg trial) : when a foe hits you, they deal 1% less damage for 6s, stacks up to 5 times.
- Diamond (Refulgent Diamong Pin artifact + Iridescent Diamond Pendant necklace + Scintilliant Diamond Buckle, obtained in Shattered Diamond from New Sharandar) : when you stand still for 3s, you take 5% less damage and your Awareness is increased by 5%. You also generate 10% more threat. It would be good if this game did not require people to move almost constantly...
- Redeemed (Memories artifact obtained for 1000 Zen in the Zen Market + Divine Focus necklace and Celestial Sash belt, which could only be obtained during the Timegated Redeemed P2W Citadel super grindy and unfun event, so forget about them) : gives 3% Incoming Healing. Also gives 5% Power for 6s when you're healed by someone else.
- Armaments of Construct Demise (Trobriand's Ring artifact + Electric Collar necklace + Chained Restraints belt, obtained in the Lair of the Mad Mage dungeon (LoMM)) : when you use a Daily Power, you deal 5% more damage and take 5% less damage for 10s.
Sets for Tanks are quite underwhelming. On paper the Diamond set is awesome, but in reality, it's not practical at all. The Valhalla's Rebuke set is probably still the best one to have, though it has a lower item level. It's also possible to use any Necklace and Belt to boost stats and forgetting about a set bonus. Otherwise, you can use a Support set to help your team.
Support
- Apocalypse (Apocalypse Dagger artifact, obtained from the Manycoins Bank Heist Skirmish [originally from the Day of the Dungeon Master event campaign] + Apocalypse Choker necklace and Apocalypse Bindings belt, which can be bought in the Ravenloft campaign store) : when you critically hit a foe, the target takes 1% more damage for 5s, stacks up to 5 times. Stacks do not renew themselves, but it's possible to maintain the stacks high with a high Critical Strike percentage.
- Vistani (Tarokka Deck artifact, obtained by collecting all of the Tarokka cards in Barovia, + Vistani Pendant necklace + Vistani Raiments belt, which can be bought in the Ravenloft campaign store) : when you cast a damaging aoe and it hits a single foe (doesn't work with single target powers that deal aoe damage, like the Cleric at-will Scattering Light, but works with aoe powers that are made single target in specific situations, like the Cleric encounter power Daunting Light with the Focused Light feat), the target takes 5% more damage for 5s.
- Enchanted Thumb (Staff of Flower artifact + Woven Vine necklace + Blooming Cord artifact, obtained from Zok boxes which you can buy after doing expeditions with at least one rune in Undermountain) : when you use a Daily Power, creates a rune of cooperation on the ground for 6s. You and your allies on the rune gain 5% Awareness and 5% Combat Advantage, and become immune to control effects. Does not stack with other runes of cooperation.
- Armaments of the Wyvern (Wyvern-Venom Coated Knives artifact + Wyvern's Eye Necklace + Wyvern-Skin Belt, which can be bought in the Undermountain Campaign store) : when you use a Daily Power, creates a rune of aggression on the ground for 6s. You and your allies on the rune gain 5% Power and 5% Critical Severity, and also deal 5% more damage. Does not stack with other runes of aggression.
- Reflective Armaments (Erratic Drift Globe artifact + Reflective Collar necklace + Mirror-Plated Belt, which can be bought in the Undermountain Campaign store) : when you use a Daily Power, creates a rune of fortification on the ground for 6s. You and your allies on the rune gain 5% Defense and 5% Deflection, and also take 5% less damage. Does not stack with other runes of fortification.
The Apocalypse and Vistani sets are fantastic to help your team deal more damage. Not every class can use the Vistani set fully though. It's best on Tanks (who have aoe at-wills), while Healers are much better with the Apocalypse set (because Critical Strike is a good stat to have for them). Other sets are good alternatives to help your team deal more damage, or take less damage.
Healing
- Tiamat (Tiamat's Orb of Majesty artifact + Amulet of Tiamat's Demise necklace + Tiamat Sash belt, obtained in the Rise of Tiamat trial) : increases Outgoing Healing and Incoming Healing by 5%.
- Star (Sparkling Fey Emblem artifact + Starshard Choker necklace + Twinkle of the Stars belt, obtained in the Vault of Stars dungeon) : gain up to 10% additionnal damage or healing based on the difference between your current hit point percentage and your target's (which means it's absolutely useless for healers in any situation where your target is not almost dead and you are fully healthy, which basically happens only on LoMM's first boss). That's an average of less than 5% damage (a lot less against targets you overkill, not great against bosses you can kill in less than a minutes because it won't boost your mount combat power nor be effective at the same time as your artifact...).
The Star set is a sad joke for Healers, because game designers have no idea about what they are doing... The Tiamat set is the only set that's worth it to improve healing. But Healers are also good with a Support set.
Utility
- Lathander (Eye of Lathander artifact, obtained from Arcane Coffers in Dread Ring Lairs, + Lathander's Cloak and Greater Lathander's Belt, obtained in Tiamat's Trial) : when you are returned from Near Death status (after being revived), you and nearby allies are healed for 50% of their maximum HP and gain 1% Awareness for 10s. You are also immune to injuries due to death (just like you would with VIP 7). Niche and definitely not best to use, but nice when using a Soulforged armor enchantment (which revives you automatically once every 75s).
This one is nice to mention, especially for newer players.
Sets with only Artifacts
- Hearts of the Dragons (3 of : Heart of the Black Dragon, Heart of the Blue Dragon, Heart of the Green Dragon, Heart of the Red Dragon, Heart of the White Dragon) : gain 10% Recharge Speed. Nice if you rely mostly on your cooldowns to deal damage.
- Storyteller’s Journals (2 or 3 of : Frozen Storyteller’s Journals, Darkened Storyteller’s Journals, Envenomed Storyteller’s Journals, Flayed Storyteller’s Journals, which can be bought in the Zen Market from time to time, originally from the Tales of Old event) : with 2 or more -> increases all ability scores by 1. Gain 0.5% Power and 5k HP per journal equipped. With 3 or more -> on a critical hit, deals an additionnal hit equal to your Damage stat (same as the Lostmauth set... and is actually called the same way in the logs... you can benefit from both, so it's just a Craptic name issue). Also gives a chance to deal 10% of your Damage stat (unmitigated).
The Storyteller's Journals are great, but not everyone can have them easily. The Hearts of the Dragons are very nice to have if you rely on your cooldowns. Note that all of the artifacts of these sets give 300 item level at Mythic, while many newer Artifacts can give 450 item level at Mythic. So if you do not have the Journals and your class does not really care about Recharge Speed, it's better to have Passive Artifacts for their stats only.
Passive Artifacts for Stats
You can pick any artifact for their stats in a passive slot. If you do not use the Hearts of the Dragons or Storyteller's Journals sets, you will have 2 or 3 slots available for them (depending on whether you active artifact is also part of your Neck and Belt set or not). All of the recent Artifacts can give up to 450 item level and 360 combined ratings (at Mythic Quality) and are neutral for your stats (your total percentages stay unchanged, unless they give HP). That means moving 0.09% from all stats to a couple of specific stats. Previous Artifacts (pre-mod16) give a maximum of 300 item level and 225 combined ratings (at Mythic quality). That means moving 0.075% from all stats to a couple of specific stats. There's a wide variety of stats given by Artifacts. You can look at them in the collection to find the ones that balance your stats as you need them.
Upgrading Artifacts
Artifacts are very expensive to upgrade. They require a total of about 500k Refinement Points (RP) each to reach Mythic quality. So, yes, you will need 2 million RP to upgrade all 4 artifacts. But you only really need to upgrade your Active Artifact, for their power. Upgrading passive Artifacts is only useful to gain some item level and moving your stats a bit. A green lvl 1 artifact is good enough for set bonuses. Higher quality artifacts certainly give more stats. Do not use a ward when upgrading an Artifact from Uncommon to Rare, but always use one afterwards, because wards are less expensive than marks of potency rank 4 and it's better to lose a wards rather than a mark of potency rank 4 (you won't lose the Artifact nor refinement points if you fail, only the materials or wards).
Refinement costs
- From Uncommon to Rare : 555 refinement points + 1 mark of potency rank 3 + 1 enchanting stone rank 4 + 2 enchanting stones rank 3. 90% chance to upgrade, max 1 ward (not worth spending wards on, change the options of the game if you are forced to put a ward on them).
- From Rare to Epic : 8025 refinement points + 1 mark of potency rank 4 + 1 enchanting stone rank 5 + 1 enchanting stone rank 4 + 1 enchanting stone rank 3. 50% chance to upgrade, max 3 wards (0.97 ward on average).
- From Epic to Legendary : 139k refinement points + 5 marks of potency rank 4 + 2 enchanting stones rank 5 + 1 enchanting stone rank 4. 10% chance to upgrade, max 15 wards (7.15 wards on average).
- From Legendary to Mythic : 352k refinement points + 5 marks of potency rank 4 + 6 enchanting stones rank 5. 5% chance to upgrade, max 30 (14.92 wards on average).
- Total : 500k refinement points + 11 marks of potency rank 4 + 1 mark of potency rank 3 + 9 enchanting stones rank 5 + 3 enchanting stones rank 4 + 3 enchanting stones rank 3 + 23 ward on average.