Artifacts are one of the most impactful yet underutilized systems in AFK Journey. These equippable items don't just boost your heroes' stats — they activate powerful assistance effects mid-battle that can lock down enemy backlines, trigger healing waves, or unleash scaling damage. Choosing the wrong artifact for a given stage or game mode is a guaranteed way to stall your progression. Whether you're clearing AFK Stages, grinding Dream Realm, or competing in the Arena, understanding which artifact to run and when makes all the difference.
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How Artifacts Work in AFK Journey
Artifacts are unique equipable items that can provide useful buffs to allied heroes, deal damage or apply debuffs to enemy heroes, or perform special effects during combat.
Key rules to know:
- Complete Main Quests to unlock all Starter Story Artifacts, which remain permanently effective in all seasons.
- Seasonal Artifacts are effective only for the current Season. New Season Artifacts will be unlocked in subsequent seasons.
- Select suitable Artifacts during battle preparation to increase all heroes' stats and use their Assistance effects to change the tide of battle.
- Level up Artifacts to increase the stats. Reach the designated level and use the required items to enhance their Assistance effects.
Artifacts are upgraded in the Resonating Hall using Sprite Dew, collected from chests in the main storyline and Legend Trial. They can also be purchased at the Emporium with Diamonds.
Starter Story Artifact Tier List
These six artifacts are permanent across all seasons. Prioritize leveling the S-tier options first.
Tier | Artifact | Best Used In |
S+ | Confining Spell | Arena, AFK Stages, Battle Drills, Legend Trial |
S | Starshard Spell | Boss fights, Arena, all modes |
A | Enlightening Spell | Arena (anti-Confining counter) |
B | Awakening Spell | Arcane Labyrinth, Legend Trial |
C | Ironwall Spell | Early game, niche tank support |
D | Blazing Spell | Skip — run Starshard or Confining instead |
Starter Story Artifacts — Spell Breakdown
Spell | Stats at +10 |
Confining Spell | ATK +6.6%, HP +7.8% |
| Effect | |
| 3s into a battle, deals magic damage equal to 25% of the team's ATK to 2 enemies in the back, making them unable to move or act for 1.5s. Repeats every 12s. At +4: Prison duration increases to 2.5s. At +8: Cooldown reduced to 10s. |
Spell | Stats at +10 |
Starhard Spell | Haste +4.8, HP +10.2% |
| Effect | |
Every 4 Ultimate casts by allies creates a flame wave that attacks all enemies, dealing true damage equal to 16% of their current HP and up to 60% of Team ATK, and reduces their ATK SPD by 60 for 4s. At +4: Damage increases to 24% current HP. At +8: Triggered after 3 Ultimates. |
Spell | Stats at +10 |
Enlightening Spell | ATK SPD +7.2, HP +11.4% |
| Effect | |
At battle start, increases ATK SPD of 1 rearmost allied hero by 80 for 15s. That hero also gains control immunity. At +4: Bonus ATK SPD increases to 100. At +8: Duration increases to 20s. |
Spell | Stats at +10 |
Awakening Spell | ATK +4.2%, Phys/Magic DEF +26.4% |
| Effect | |
5s after battle starts, summons Radiant Life to restore 3 weakest allies' Max HP by 7% every 10s. At +4: Healing increases to 10% Max HP. At +8: Buff extends to 4 allies. |
Spell | Stats at +10 |
Ironwall Spell | Haste +6, Vitality +9 |
| Effect | |
Blesses the frontmost allied hero, increasing their Phys DEF and Magic DEF by 15% and Energy on Hit by 20 for the rest of battle. Every 12s, grants a shield equal to 20% of their max HP for 6s. At +4: DEF bonuses increase to 20%. At +8: Blessing transfers to another frontline hero once on defeat. |
Spell | Stats at +10 |
Blazing Spell | DEF Penetration +7.8, Phys/Magic DEF +13.8% |
| Effect | |
Shoots a fireball at the weakest enemy every 5s, dealing magic damage equal to 20% of Team ATK. At +4: Damage increases to 30% Team ATK. At +8: Deals extra damage equal to 4% of target's lost HP. |
Season 7 (Crown of Ashes) Artifacts - Full List
Season 7 introduces 12 new Legendary-rarity artifacts exclusive to the Crown of Ashes season. All 12 are unlockable through Season Milestones or Story Quests and scale with enhancement levels up to +30.
Spell | Key Stats |
Swiftheal Spell | ATK, HP, Vitality |
| Effect Summary | |
6s into battle, casts a healing wave restoring HP equal to 50% of Team ATK to the weakest ally every 10s. Bounces to the next 2 weakest allies, each bounce reducing healing by 25%. At +30: Maximum bounces increase to 3, reduction per bounce drops to 20%. |
Spell | Key Stats |
BreakthroughSpell | ATK, HP, Vitality |
| Effect Summary | |
3s into battle, inspires allies every 12s for 6s. Inspired allies gain ATK +14%, Phys & Magic DEF +30%, and recover 20 Energy/s. At +30: Also increases allies' Haste by 20 when cast. |
Spell | Key Stats |
Vine Snare Spell | ATK, Phys & Magic DEF, DEF Penetration |
| Effect Summary | |
3s into battle, releases vines at the frontmost enemy every 10s, entangling them for 2s, then spreading to 2 nearby enemies for 2s. Vines deal magic damage equal to 40% of Team ATK/s. At +30: Also absorbs HP and shield equal to 30% Team ATK/s and reduces Vitality by 40 for 8s. |
Spell | Key Stats |
Sunlance Spell | ATK, Phys & Magic DEF, HP |
| Effect Summary | |
Each allied Ultimate conjures 1 light spear. After 3 are conjured, launches them from 3 directions, each dealing true damage equal to 60% of Team ATK to all enemies hit and reducing their damage dealt by 20% for 8s (up to 2 stacks). Each spear stuns the first enemy hit for 2s. |
Spell | Key Stats |
Wing Guard Spell | HP, Phys & Magic DEF, Ranged DEF |
| Effect Summary | |
Deploys a protective ward on the allied side, increasing allies' ATK by 20% and making them steadfast. Ward starts with HP equal to 100% of the team's Initial HP, takes 70% damage for allies inside, cannot be healed, and loses 5% HP/s. At +30: While the ward exists, restores 15 Energy/s to allies within and removes 15 Energy from outside enemies. |
Spell | Key Stats |
Surging Spell | Phys & Magic DEF, HP, Haste |
| Effect Summary | |
3s into battle, selects a 3-tile line covering the most allies and enemies every 8s, firing a beam that deals magic damage equal to 60% of Team ATK to all enemies hit and grants a shield equal to 50% of Team ATK to all allies hit, lasting 6s. |
Spell | Key Stats |
Arc Burst Spell | HP, Phys & Magic DEF, ATK |
| Effect Summary | |
3s into battle, every 12s summons an energy orb from each surviving ally to attack the nearest enemy. Deals magic damage equal to 100% of that ally's ATK and reduces the target's Haste by 8 and Phys & Magic DEF by 8% for 8s, up to 4 stacks. |
Spell | Key Stats |
Vanguard Spell | ATK, HP, DEF Penetration |
| Effect Summary | |
Designates the frontmost ally as vanguard. Based on the vanguard's damage type, increases all allies' physical or magic damage by 20%. When allies deal the corresponding damage type, heals them for 30% of the damage dealt and the vanguard for an additional 20%. |
Spell | Key Stats |
Windcall Spell | HP, Phys & Magic DEF, Vitality |
| Effect Summary | |
Every 12s, records healing received by allies over the previous 12s and summons a Soul Storm that causes all enemies to lose HP equal to 30% of Team ATK plus 4% of recorded healing over 3s. Each Soul Storm permanently increases allies' healing received by 12%, up to 3 stacks. |
Spell | Key Stats |
Frontline Spell | ATK, HP, Life Drain |
| Effect Summary | |
Commands allies to charge at battle start, increasing movement speed by 100% and Haste by 20 for 10s. When an ally enters the enemy side for the first time, grants a permanent shield equal to 100% of Team ATK. When 3 allies have crossed over, places a banner increasing ally damage by 18% and reducing damage taken by 20% on the enemy side. |
Spell | Key Stats |
Magicsurge Spell | ATK, HP, Ranged DEF |
| Effect Summary | |
At 10/30/50s into the battle, casts three successive spells: physical damage equal to 120% Team ATK + Vitality debuff; magic damage equal to 150% Team ATK + Vitality debuff; true damage equal to 180% Team ATK + permanent ATK reduction on all enemies. At +30: Third spell also grants all allies a permanent shield equal to 200% of Team ATK. |
Spell | Key Stats |
Valorshield Spell | ATK, HP, ATK SPD |
| Effect Summary | |
At battle start, grants a shield equal to 100% of Team ATK to both the frontmost and rearmost allied heroes, lasting up to 12s. While shielded, those allies remain unaffected. Frontmost ally gains 75% Phys & Magic DEF; rearmost gains 60 Haste. At +30: After those two allies assist or defeat an enemy, each gains an extra 70% Team ATK shield extended by 6s. |
Season 7 Artifact Usage Tips
Choosing between the 12 Crown of Ashes artifacts comes down to your team composition and the game mode:
Healing-heavy compositions benefit most from Swiftheal Spell and Windcall Spell, particularly in prolonged fights like Dream Realm bosses.
Aggressive push teams should pair Breakthrough Spell with Frontline Spell to maximize early burst and cross-map pressure.
Control-focused builds can stack Vine Snare Spell with Sunlance Spell for near-constant frontline and midline lockdown.
Tank-forward teams will find Wing Guard Spell and Valorshield Spell extremely effective, especially for Arcane Labyrinth stages with tight formations.
Magicsurge Spell is uniquely suited to long battles where all three of its timed spells can fire — avoid it in fights expected to end before the 50-second mark.
Conclusion
Mastering AFK Journey's artifact system is a continuous process as each new season brings a fresh batch of Legendary spells with higher complexity and greater impact. For Season 7 Crown of Ashes, prioritize unlocking Breakthrough Spell and Arc Burst Spell early from Story Quests, then work toward Sunlance Spell and Magicsurge Spell via Season Milestones for endgame content. For your permanent Starter Story artifacts, Confining Spell and Starshard Spell remain the strongest all-rounders throughout every season. To keep your roster and artifact progression competitive, LootBar offers fast and affordable AFK Journey top up options so you never fall behind on resources when it matters most.














