Game concepts
Stats and Fights

Stats

Here are all the stats a player can have:

  • Hit points (HP)
  • Elemental attacks (fire, water, earth, air)
  • Elemental damages (fire, water, earth, air)
  • Damage
  • Elemental resistance (fire, water, earth, air)
  • Prospecting
  • Wisdom
  • Critical Strike
  • Initiative
  • Threat
  • Haste

You can view your character's stats directly on the site (opens in a new tab) or use this request (opens in a new tab).

Elemental attacks

Attack is the basic stats. Each attack removes one hit point from its opponent.

Elemental damages

Damage increases the attack of an element, it is given by utilities and equipment. If an equipment or utility gives damages without specifying the element, it applies to all elements.

Damage is rounded during the calculation process. The damage calculation does not happen all at once.

Here's the formula for calculating the effects of damage: Round(Attack * Round(Damage * 0.01))

For example, if a player has a base attack of 100 and a damage buff of 30, the output damage will be 130. 1 damage buff = 1% extra base damage (1 extra damage using the example above)

Important rounding rules:

  • .5 always rounds up
  • Below .5 rounds down

Multi-element weapons: If your weapon has multiple elements (many of them do), this calculation is done independently for each element. If you look at the fight logs, you'll see that a separate attack instance happens for each element the attacker has.

Critical strike

Critical strike gives you a chance to perform a strike that will perform 1.5x the total attack.

For example, if a player has 10 critical strikes, he has a 10% chance of performing a critical strike. 1 critical strike = 1% critical strike. If he hits 100 without a critical hit, then he'll hit 150 if he performs a critical hit.

Elemental resistances

Resistance reduces the attack damage of its opponent.

Resistance is rounded during the calculation process. Resistance uses the same logic as damage.

Here's the formula for calculating the effects of damage reduction, it is given by utilities and equipment: Round(Attack * Round(Resistance * 0.01))

For example, if a monster has a resistance buff of 30 and the player has 100 attack, the monster will block 30 damage. 1 resistance buff = 1% damage reduction (1 less damage using the example above)

Initative

Initiative determines the turn order in combat. The character or monster with the highest initiative acts first, followed by the others in descending order of initiative. If two characters or monsters have the same initiative, the one with the higher HP will act first. If they also have the same HP, the turn order is determined randomly.

Threat

The character with the highest threat in a multi-character fight will be the main target of the monster's attacks.

Haste

The haste reduces the cooldown of a fight. You'll find more info in the Fights section below.

Wisdom and Prospecting

Wisdom and prospecting are stats that provide bonuses during fights, gathering, and crafting.

Wisdom increases the XP you'll earn (1 wisdom = 0.1% more xp). Your xp rate is 100%, if you have 100 wisdom your total xp rate is 110%.

Prospecting increases your chance of dropping items. (1 prospecting = 0.1% more chance of dropping). Your basic drop chance is 100%, if you have 100 prospecting your total drop chance is 110%.

Fights

Combat is based on a turn-by-turn system. The turn order is determined by initiative.

Fights can take a maximum of 100 turns, otherwise you've automatically lost the fight. If you lose a fight, you return to the spawn (0,0 (overworld)) with 1 HP.

Each round of combat adds 2 seconds of cooldown. Haste (equipment stats) reduces cooldown time. The minimum combat cooldown is 5 seconds.

Here's the formula for calculating the cooldown: Turns * 2 - (Haste * 0.01) * (Turns * 2)

For example, if a fight takes 20 turns and a player has 10 haste, the cooldown will be reduced by 4 seconds. 36 instead of 40 seconds. 1 haste = 1% less.

Equipments and utilities

To help you in fight, you can equip equipment and utilities. A utility is consumed automatically when it meets a specific condition.

Here's everything you can equip:

  • Helmet (helmet)
  • Body armor
  • Leg armor
  • Boots
  • Weapon
  • Shield
  • Ring (2 slots)
  • Amulet
  • Artifact (3 slots)
  • Utilities (2 slots)
  • Bag
  • Rune

Utilities keywords

KeywordCondition
RestoreHeals X HP when the player has lost 50% of their life.
Splash RestoreRestores x HP at the start of the turn to another character who has lost the most health if that character has less than 50% of their health points remaining.
BoostGives X (HP, % damage, % res, prospecting, critical strike) at the start of fight.
AntipoisonAt the beginning of the turn, if the character has at least one poison on him, removes x poison damage.

View all utilities (opens in a new tab)

Runes keywords

Runes are equipment that will launch an ability in combat. There are currently 3 that you can obtain for gold by visiting the NPC in 6,13.

KeywordCondition
BurnOn his first turn, apply a burn effect of x% of your attack of all elements. The damage is applied each turn and decreases by 10% each time.
LifestealRestores x% of the total attack of all elements in HP after a critical strike.
HealingEvery 3 played turns, restores x% of HP at the start of the turn.
Healing AuraEvery 2 played turns, they heal all allies for x% of their maximum HP. This effect does not heal the caster.
Vampiric StrikeAfter landing a critical hit, they heal the ally with the lowest HP for x% of the damage dealt. Can only trigger once every 3 turns. This effect does not heal the caster.
FrenzyEach time they land a critical hit, they give x% damage to themselves and their allies until the end of their next turn.
ShellWhen they drop below 40% of their HP, they gain x% resistance to all elements for 3 turns. Activates once per combat. This effect is only active during boss fights.
GuardIf one or more allies have less than 50% of their HP, protects the ally with the lowest HP percentage, redirecting x% of their damage to this character until the start of my next turn. Activates a maximum of 3 times per combat.

View all runes (opens in a new tab)

Monsters effects/abilites

Some monsters launch abilities called effects. These are additional effects that can be activated during combat in addition to their attacks.

KeywordCondition
BurnOn his first turn, apply a burn effect of x% of your attack of all elements. The damage is applied each turn and decreases by 10% each time.
LifestealRestores x% of the total attack of all elements in HP after a critical strike.
HealingEvery 3 played turns, restores x% of HP at the start of the turn.
ReconstitutionAt the beginning of the turn x, restores all HP.
PoisonAt the start of its first turn, applies a x poison to its opponent. Loses x HP per turn.
CorruptedAfter every time the bearer of this effect is attacked, their resistance to the attack's element is reduced by x%, and can go negative.
FrenzyEach time they land a critical hit, they give x% damage to themselves and their allies until the end of their next turn.
Berserker RageWhen they drop below 25% HP, they gain x% damage permanently. Applies once per combat.
Void DrainEvery 4 turns, Drains x% HP from each enemy to heal themselves.
BarrierAt the start of the fight and every 5 played turns, gain a protective barrier of xHP. All attacks are redirected to this barrier until it is destroyed.

Equip

To equip an item, your character must meet all the item's conditions. An item's conditions can use any character variable and an operator such as gt, lt, or eq.

For example, the Iron Sword (opens in a new tab) requires your character to be above level 9.

JSON
{
...
  "conditions": [
    {
      "code": "level",
      "operator": "gt",
      "value": 9
    }
  ],
....
}

To equip an item, you can use this API request.

cURL
curl --location -g --request POST 'https://api.artifactsmmo.com/my/{name}/action/equip' \
--header 'Accept: application/json' \
--header 'Content-Type: application/json' \
--header 'Authorization: Bearer INSERT_YOUR_TOKEN_HERE' \
--data-raw '{
  "slot": "SLOT_NAME"
}'
Javascript
var myHeaders = new Headers();
myHeaders.append("Accept", "application/json");
myHeaders.append("Content-Type", "application/json");
myHeaders.append("Authorization", "Bearer INSERT_YOUR_TOKEN_HERE");
 
var raw = JSON.stringify({
   "slot": "SLOT_NAME"
});
 
var requestOptions = {
   method: 'POST',
   headers: myHeaders,
   body: raw,
   redirect: 'follow'
};
 
fetch("https://api.artifactsmmo.com/my/{name}/action/equip", requestOptions)
   .then(response => response.text())
   .then(result => console.log(result))
   .catch(error => console.log('error', error));

View API Reference (opens in a new tab)

Unequip

To unequip an item, you can use this API request.

cURL
curl --location -g --request POST 'https://api.artifactsmmo.com/my/{name}/action/unequip' \
--header 'Accept: application/json' \
--header 'Content-Type: application/json' \
--header 'Authorization: Bearer INSERT_YOUR_TOKEN_HERE' \
--data-raw '{
  "code": "ITEM_CODE",
  "slot": "SLOT_NAME"
}'
Javascript
var myHeaders = new Headers();
myHeaders.append("Accept", "application/json");
myHeaders.append("Content-Type", "application/json");
myHeaders.append("Authorization", "Bearer INSERT_YOUR_TOKEN_HERE");
 
var raw = JSON.stringify({
   "code": "ITEM_CODE",
   "slot": "SLOT_NAME"
});
 
var requestOptions = {
   method: 'POST',
   headers: myHeaders,
   body: raw,
   redirect: 'follow'
};
 
fetch("https://api.artifactsmmo.com/my/{name}/action/unequip", requestOptions)
   .then(response => response.text())
   .then(result => console.log(result))
   .catch(error => console.log('error', error));

View API Reference (opens in a new tab)

Action

To start a fight, you must be on a map with a monster. To learn more about the map, click here. (opens in a new tab) You can start a fight using this API request.

cURL
curl --location --request POST 'https://api.artifactsmmo.com/my/INSERT_CHARACTER_NAME/action/fight' \
--header 'Accept: application/json' \
--header 'Content-Type: application/json' \
--header 'Authorization: Bearer INSERT_TOKEN_HERE'
Javascript
const url = 'https://api.artifactsmmo.com/my/INSERT_CHARACTER_NAME/action/fight';
const options = {
  method: 'POST',
  headers: {
    'Content-Type': 'application/json',
    Accept: 'application/json',
    Authorization: 'Bearer INSERT_TOKEN_HERE'
  },
};
 
try {
  const response = await fetch(url, options);
  const data = await response.json();
  console.log(data);
} catch (error) {
  console.error(error);
}

You can fight with up to 2 other of YOUR characters against boss-type monsters. To do this, all your characters must be on the boss's map and you must add their names in the payload.

cURL
curl --location --request POST 'https://api.artifactsmmo.com/my/INSERT_CHARACTER_NAME/action/fight' \
--header 'Accept: application/json' \
--header 'Content-Type: application/json' \
--header 'Authorization: Bearer INSERT_TOKEN_HERE'
--data '{
  "participants": ["Character2","Character3"]
}'
Javascript
const url = 'https://api.artifactsmmo.com/my/INSERT_CHARACTER_NAME/action/fight';
const options = {
  method: 'POST',
  headers: {
    'Content-Type': 'application/json',
    Accept: 'application/json',
    Authorization: 'Bearer INSERT_TOKEN_HERE'
  },
  body: '{"participants":["Character2","Character3"]}'
};
 
try {
  const response = await fetch(url, options);
  const data = await response.json();
  console.log(data);
} catch (error) {
  console.error(error);
}

View the API Reference (opens in a new tab)

Experience to level

Here's the table showing the experience required to level up.

LevelXP Total
1150
2250
3350
4450
5700
6950
71200
81450
91850
102250
112650
123050
133450
144150
154850
165550
176250
186950
197950
208950
219950
2210950
2311950
2413150
2514350
2615550
2716750
2817950
2919450
3020950
3122450
3223950
3325450
3427250
3529050
3630850
3732650
3834450
3936550
4038650
4140750
4242850
4344950
4446750
4548550
4650350
4752150
4853950
4955750
5057550