What to know
- Artificing only applies to golden (legendary) gear
- Stats can be upgraded to 1.1×, 1.2×, or 1.3× their base values
- The system is extremely resource-intensive and not recommended early
- Targeted artificing on key DPS pieces delivers the highest value
In Arknights Endfield, progression does not end once you acquire golden gear. Artificing exists as a deep, late-game enhancement system designed to squeeze additional power out of already strong equipment. However, because the game is still fresh and balance changes are expected, artificing should be approached carefully and deliberately rather than rushed.
Arknights Endfield Artificing system
| Aspect | Details |
|---|---|
| Eligible gear | Golden (legendary) gear only |
| Stat scaling | 1.1× / 1.2× / 1.3× base stats |
| Main purpose | Increase baseline stats, not add new effects |
| Recommended timing | Late game, after builds stabilize |
What artificing actually does to your gear
Artificing enhances a gear piece by multiplying its base stat values, rather than adding flat bonuses. Depending on the artificing tier, you can increase the chosen stat to 110%, 120%, or 130% of its original value. This makes artificing especially impactful on gear slots that already carry high stat values.

Because the system scales from base stats, the difference between artificing a low-impact stat and a high-impact one is enormous. This is why careful stat selection matters more than the artificing tier itself.
Conditions required to artific a stat
Artificing is not a free upgrade. To enhance a stat, you must sacrifice another gear piece of the same type that already has the stat you want to upgrade. More importantly, the sacrificial gear’s stat value must not be lower than the base stat of the target gear.
| Requirement | Why it matters |
|---|---|
| Same gear type | Prevents cross-slot abuse |
| Matching stat | Determines which stat is upgraded |
| Equal or higher stat value | Enables successful artificing |
Failing to meet these conditions simply blocks the upgrade attempt, making preparation essential.

Understanding the “good match” system
When the sacrificial gear has a higher stat value than the base stat of your target gear, the system flags it as a “good match.” A good match significantly improves the success rate of artificing, reducing wasted resources.

This is easiest to achieve with non-set golden gear, such as the Redeemer series, because they roll more flexible and often higher standalone stats compared to set-based equipment.
| Sacrificial gear quality | Outcome |
|---|---|
| Lower than base stat | Cannot artific |
| Equal to base stat | Normal success chance |
| Higher than base stat | Good match (higher success rate) |
Catalysts, stock bills, and the real bottleneck
Even if you have perfect sacrificial gear, artificing cannot proceed without Catalysts, which are purchased using stock bills from Wuling’s stock redistribution. At the current stage of the game, this is one of the biggest limiting factors.

Wuling’s system is still lightly explored, meaning stock bill generation is very slow. This makes artificing not just expensive, but time-gated, reinforcing why it is a poor choice early in progression.
| Resource | Current availability |
|---|---|
| Catalysts | Limited |
| Stock bills | Extremely slow income |
| Artificing attempts | Highly constrained |
Artificing priorities that actually make sense
Because artificing is so costly, you should never artific everything. The system rewards focus. The highest returns come from enhancing your main carry, not your entire roster.
Chest and glove pieces are especially valuable targets because they typically hold the largest amount of a character’s main attribute. Upgrading these slots produces a noticeably larger damage increase than spreading artificing across multiple pieces.
| Priority level | Recommendation |
|---|---|
| Highest | Main DPS, chest and gloves |
| Medium | Primary damage-related stats |
| Low | Secondary attributes |
Secondary attributes usually result in minimal real damage gains, making them a poor use of artificing resources. In some cases, upgrading physical damage or similar main damage modifiers can outperform raw main-attribute increases, depending on your character’s scaling.

Cost versus payoff in real gameplay
Artificing is one of the most expensive systems in Arknights: Endfield. Fully optimized artificed gear can result in up to a 20% damage increase for a single DPS under ideal conditions. However, this does not scale linearly across teams.
For multi-DPS compositions, the overall team damage increase is noticeably lower, since artificing benefits are concentrated on individual characters rather than shared output.
| Team type | Artificing impact |
|---|---|
| Single main DPS | High impact (up to ~20%) |
| Multiple DPS units | Moderate to low impact |
Because of this, maxing every piece is unnecessary and inefficient. Strategic artificing provides most of the benefit at a fraction of the cost.
Artificing is not a beginner system, and it is not meant to be rushed. Its strength lies in fine-tuning already powerful builds, not carrying weak ones. With balance changes likely and resource flow still limited, the smartest approach is patience—identify your core DPS, wait for build stability, and invest only where artificing delivers undeniable value.