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Endgame Gearing

ADVANCED ARTIFICING STRATEGY GUIDE

T
Endfield Hub Team
Updated: 2026-04-26
Table of Contents

Artificing is the system that separates an account that finished the gear grind from an account that actually finished the gear. A character with a full 4/4 or 7/7 set bonus and no Artificed substats is leaving roughly fifty percent of their damage ceiling on the table — and that is before you account for the multiplicative bonus that Primary Attributes layer on top of every ATK% buff in the game. Patch 1.2 has made the gap even wider as endgame bosses gain more compressed vulnerability windows and harder cleave thresholds, which only an Artificed kit reliably clears.

This guide covers the full Artificing pipeline as it exists in Arknights: Endfield version 1.2: the multiplicative attribute scaling formula and why Primary Attributes dominate every other stat, the binary Good Match versus Standard Match system that decides each attempt's success rate, the exact fodder pieces that produce Good Matches on each slot, the Stock Bill economy that funds the whole machine, and per-character substat priorities for Rossi, Chen, Xaihi, Laevatain, Pogranichnik, and Ardelia. The numbers and formulas here come from in-game testing on patch 1.2 and the same community sources that drive the recommendations in the damage deep dive and the combat fundamentals guide.

The audience is players who have already cleared the Wuling region storyline, hit Authority Level 15 or higher, have at least one complete T4 set on their main DPS, and have run into the wall where Standard Match attempts keep eating Catalysts without improving substats. If you are still gathering your first set, work through the builds hub first — set bonuses outweigh substat investment until 4/4 or 7/7 is locked. If you are past that point, the rest of this article assumes you have the materials and just want to spend them efficiently.

What this article does not cover: Essence Engraving (weapon perks), which is a separate Sanity-driven RNG system briefly compared near the end; sub-Authority-15 progression, which is the beginner guide's territory; and the underlying base-building blueprints that fund Stock Bill production, which live in the Endgame Blueprints series. Everything else — Good Match selection, character stat priorities, pity management, and weekly market timing — is in scope below.

Quick Answer

A "Good Match" in Artificing happens when your sacrificial gear piece has a strictly higher base value in the target substat than the piece you are upgrading, which lifts the success rate from roughly thirty to forty percent up to roughly sixty to seventy percent. Primary Attributes scale multiplicatively with ATK at the rate of 1 + (0.005 × Primary) + (0.002 × Secondary), applied after every other ATK% bonus, so one hundred Primary Attribute points equal a flat fifty percent damage increase that no other stat source can dilute. That is why Artificing for Primary Attributes is almost always the most efficient route to a higher damage ceiling.

The real bottleneck is not RNG — it is Stock Bills. Each Wuling Artificing Catalyst costs up to 1.2 million bills at full price, and an aggressive upgrade plan burns through reserves in a single weekend. Build a twelve-SC-Battery-per-minute factory before you touch Artificing seriously, time elastic-goods trades around the Monday-crash-to-Friday-spike weekly pattern, use Redeemer kit pieces as your default Kit-slot fodder, lock every gear piece manually because the system does not auto-lock equipped items, and lean on the hidden pity counter — after four to five failed attempts on a substat, the next attempt is statistically very likely to land.

The Multiplicative Attribute Scaling Formula

Most gear systems in gacha games treat attack bonuses as a single additive pool: every ATK% source stacks linearly, and each new stick of ATK% buys you less damage than the previous one. Endfield does not work that way. Attribute points — Strength, Agility, Intellect, Will — feed into a multiplicative bonus that is applied after all flat and percent ATK calculations have resolved, which means attribute stacking ducks under the diminishing-returns curve that smothers traditional ATK% builds.

The formula every advanced Endfield player needs to know is short: Attribute Multiplier = 1 + (0.005 × Primary Attribute) + (0.002 × Secondary Attribute), and then Final ATK = Base ATK × (1 + ATK%) × Attribute Multiplier. Because the multiplier sits outside the parenthetical that contains every ATK% buff, it doesn't compete with weapon ATK%, set ATK%, or buffer-operator ATK% — it stacks on top. A hundred points of your character's Primary Attribute multiplies your final ATK by 1.5, regardless of how much ATK% you've already piled on. That is the single most important number in this guide.

The table below walks the multiplier out at common attribute breakpoints so you can sanity-check the return on a given Artificing investment. Fifty points of Primary lifts you twenty-five percent; two hundred points doubles you outright. Hitting two hundred extra Primary on top of base values is a marathon project, but the first hundred is realistically achievable on a fully Artificed main DPS within a patch cycle.

Attribute Points Added Multiplier Gain Impact
+50+25%Significant early-endgame bump
+100+50%Major damage ceiling increase
+150+75%Late-game optimization target
+200+100%Double the multiplier; extreme investment

Each of the four attributes also carries a defensive or utility scaling on top of its damage role, which is what determines the "Primary Attribute" assignment for each operator class. Strength gives five Max HP per point and is the Primary on Strikers and Tanks. Agility provides Physical Damage Reduction and primaries Physical DPS and Vanguards. Intellect grants Arts Damage Reduction and primaries Casters and Supports. Will increases Treatment Received and is the Primary on healers like Ardelia and Xaihi. Build for an operator's Primary Attribute and you get both halves of the bonus; build away from it and you are paying full Stock Bill price for the weaker secondary-multiplier coefficient.

Attribute Defensive / Utility Scaling Operator Priority
Strength+5 Max HP per pointStrikers, Tanks
AgilityPhysical Damage ReductionPhysical DPS, Vanguards
IntellectArts Damage ReductionCasters, Supports
WillTreatment Received increaseHealers (Ardelia, Xaihi)

The practical takeaway: for a character like Last Rite with Strength as her Primary Attribute, adding one hundred Strength through Artificing nets a fifty percent final ATK multiplier that doesn't dilute when she also receives an ATK% buff from a teammate's ultimate. Because that multiplier sits outside the additive pool, attributes never suffer the diminishing returns that crush stacked ATK%. Artificing for Primary Attributes is, in almost every case, the most efficient way to push a character's damage ceiling, and the rest of this guide is essentially a manual on how to spend Stock Bills to get those Primary Attribute points into the highest-leverage slots.

The "Good Match" System Explained

Every Artificing attempt resolves into one of two categories based on the fodder piece you sacrifice: Standard Match or Good Match. The classification is binary — you cannot partially Good Match — and it is the single biggest lever on success rate that you control. The trigger is straightforward: if the sacrificial piece's base value in the target substat is strictly higher than the target piece's base value in the same substat, the attempt is classified as a Good Match. Equal or lower base values fall back to Standard.

The success-rate gap between the two is not subtle. Standard Match attempts land in the roughly thirty to forty percent range, while Good Match attempts land in roughly the sixty to seventy percent range — almost a doubling. Because each attempt costs a Wuling Artificing Catalyst and a substantial Stock Bill payment, a player who farms Good Match fodder before committing materials gets roughly two upgrades for the same price as a player who slams Standard Matches and prays.

Match Type Trigger Condition Success Rate Resource Efficiency
Standard MatchEqual or lower base stat~30-40%Poor
Good MatchStrictly higher base stat~60-70%Optimal

A practical example makes the rule less abstract. Imagine you are upgrading the Agility substat on a pair of gloves and that substat currently has a base value of ten. To qualify as a Good Match, the gear piece you sacrifice has to roll an Agility value of eleven or higher at its own base level — not after Artificing, not after any other modifier, but at the raw rolled base. That means the inventory you treat as "trash" becomes precious: off-set pieces from underused gear lines, duplicate-low-rarity drops with one juiced stat, and even Authority-leveling-era T3s with surprisingly high base rolls are all viable fodder when they happen to outpace your target's base value.

The procedure for finding fodder in any given session is short. Identify the target substat and write down its current base value. Search your inventory for gear pieces with a higher base in that same substat — secondary slots are usually the source, but cross-slot fodder also works when the target stat appears as a Primary on a different gear type. Prioritize using lower-rarity duplicates so you don't blow up future-useful kit pieces. And if nothing in your inventory qualifies, do not attempt: farm more gear, run the Artificing Planner tool to confirm there really is no Good Match candidate, and wait. A failed Standard Match is more expensive than a delayed Good Match every single time.

The Artificing Planner is worth a paragraph on its own because manual fodder hunting in an inventory of a hundred-plus T4 pieces is where most players give up and just throw catalysts. The Best Pick Finder in that tool reads your inventory and lists, per upgrade target, exactly which pieces qualify as Good Match candidates. The math is mechanical and the tool removes the cognitive cost of doing it twelve times a session.

Good Match Fodder Reference

The mechanics are the same across every slot, but the practical fodder choices are not — different gear slots in Endfield expose different stat ceilings, and certain non-set pieces consistently produce Good Matches on substats that most set-based gear cannot. This section is a working reference: target the substat in your upgrade window, find the row below, and the fodder pattern is named.

Across hundreds of upgrade attempts on patch 1.2, six fodder patterns repeat often enough to be worth memorizing. Tidefall and Qingbo Light Armor have Intellect Primary slots that roll at eighty-seven base, which makes them the default Good Match fodder for any Intellect Secondary you want to push. Frontiers and Bonekrusha Armor do the same trick for Strength at the same eighty-seven base ceiling. Frontiers Blight RES Gloves carry Agility Primary at fifty-eight base, MI Security and LYNX Gloves carry Will Primary at fifty-eight base, and Redeemer Power Core / Seal / Gloves are the highest-base universal Kit-slot fodder available in the game.

Target Substat Gear Slot Recommended Fodder Reason
Intellect (Secondary)ArmorTide Fall / Qingbo Light ArmorIntellect primary at 87 base
Strength (Secondary)ArmorFrontiers / Bonekrusha ArmorStrength primary at 87 base
Agility (Secondary)GlovesFrontiers Blight RES GlovesAgility primary at 58 base
Will (Secondary)GlovesMI Security / LYNX GlovesWill primary at 58 base
Any AttributeKitRedeemer Power Core / Seal / GlovesHighest base value available
Ultimate Gain EfficiencyKitBonekrusha Poncho T1 / SwordmancerHigh-base utility pieces

The Redeemer series deserves its own emphasis. Redeemer Seals, Redeemer Gloves, and Redeemer Power Cores are non-set Kit pieces, which means they bring no four-piece or seven-piece bonus to the table — but their single-attribute base values exceed every set-based Kit in the game, making them Best-in-Slot fodder for any Kit-slot Artificing target. The only way to get them is the Wuling Stock Redistribution terminal, which is also the gate behind the entire Artificing economy. If your account isn't farming Redeemer pieces weekly, you are paying for Kit upgrades with worse fodder than you could be.

The fodder logic for Armor and Gloves is worth a second pass because it isn't intuitive. On those slots, the Primary Attribute — the first substat — always rolls at the maximum base value the gear tier supports: eighty-seven on Armor and fifty-eight on Gloves. That means you cannot Good Match a Primary slot through normal drops; the only way to find a "higher" base than the cap is to use a previously Artificed piece, which is rare. Most Primary-slot Artificing therefore runs on Standard Match attempts.

The good news: Secondary Attributes always roll lower than their Primary counterparts on the same tier, which makes them the prime target for the cross-fodder strategy. To Good Match a Secondary Strength on an Intellect-Primary Armor, sacrifice a Strength-Primary Armor (Frontiers Plating, Bonekrusha) — the Strength-Primary piece's Strength base is far higher than any Secondary-slot Strength roll, so the Good Match triggers cleanly. Apply the same logic across every substat and you'll consistently buy yourself the sixty-to-seventy-percent success bracket on Secondary-attribute upgrades.

Stat Category Success Probability Notes
Primary AttributeHighestMost efficient investment; fewest pity cycles needed
Secondary AttributeModerateBenefits significantly from Good Match optimization
Special EffectLowestOften requires multiple pity cycles; rare catalysts

Given the high cost of Wuling Artificing Catalysts — up to 1.2 million bills for full-price units — the working strategy is a three-tier failure mitigation plan that uses fodder quality as the difficulty knob. At Level +1, use Standard Match with low-value duplicates as deliberate "primer" attempts: you accept that you will likely fail and the failures pay down the hidden pity counter. At Level +2, switch to Good Match with Redeemer fodder for Kits or cross-slot fodder for Armor and Gloves so you spend Catalysts in the sixty-to-seventy bracket. At Level +3, combine a primed pity counter with a Good Match attempt for your highest-priority Primary Attribute upgrade.

The reason that sequence matters is that pity advancement is global to the substat, not to the fodder quality. If you waste two Standard Match failures on a low-priority filler stat, those failures still drove the pity counter — and the next pity-eligible attempt could land on the filler stat rather than the Primary Attribute upgrade you actually wanted. The tiered approach ensures the eventual high-probability landing happens on a high-priority stat (Primary Attribute, Crit Rate) rather than wasting itself on something that doesn't move the damage ceiling.

Economic Foundation: Stock Bill Generation

The probability math is interesting but it is not the real barrier. The real barrier is material cost. Every Artificing attempt — Good Match or Standard — consumes one Wuling Artificing Catalyst plus a substantial Stock Bill payment, typically in the five hundred to two thousand bill range per attempt. A full Artificing pass on a single DPS character can run thirty to fifty attempts, and Catalysts themselves cap at 1.2 million bills each at the Stock Redistribution terminal. Anyone who hasn't built the bill-generation infrastructure first will starve out three days into the project.

Stock Bill production splits into two channels and you need both. Stable Goods trade at fixed prices and return a reliable ten to twenty percent margin per cycle — boring, low-risk, and the income floor that keeps your daily operations running. Elastic Goods trade at prices that swing thirty to sixty percent between regions and across the week, and savvy trading can produce fifty to a hundred percent arbitrage returns. The standard endgame portfolio runs both: stable goods underwrite the daily Catalyst budget, elastic goods fund the occasional perfect-piece push.

The elastic-goods arbitrage strategy is friend-list-based and it is what separates the players who treat Artificing as a hobby from the players who treat it as a business. Every player's market terminal displays different price percentages for the same goods, and the Stock Redistribution interface lets you visit friends' bases to inspect their boards. The workflow: stockpile elastic goods in your own depots, visit twenty to thirty friend bases per daily cycle, sell to whichever friend's market shows the highest bid (typically one-hundred-fifty to two-hundred-percent tags during the right week of the cycle), and reinvest the resulting bills into the next production round.

What you produce determines how fast that loop spins, and the production hierarchy ranks cleanly into three tiers. SC Wuling Batteries are essential — they double as your factory's power source and as a high-value trade good, and you should be targeting at least twelve per minute before Artificing seriously. Yazhen Syringes are valuable — they carry the best credit-to-resource ratio in the game and are the second production line every endgame base adds. Refined Minerals are convenience-grade — useful for disposing of excess raw stock when depots overflow but never the primary money-maker. The Endgame Blueprints series covers the actual factory layouts that hit those production numbers.

Priority Resource Value Strategic Use
Essential (Tier 1)SC Wuling BatteriesHighPrimary power + trade good
Valuable (Tier 2)Yazhen SyringesMediumBest credit-to-resource ratio
Convenience (Tier 3)Refined MineralsLowExcess stock disposal

One pattern in the elastic-goods market is consistent enough to plan production cycles around: items that are demanded for weekend upgrade sessions spike in price on Fridays and crash on Mondays. Time your production so finished goods land in the depot on Thursday and your sell-to-friends cycle runs Thursday and Friday. Buy raw materials for next week's batch on Monday and Tuesday, when prices reset to the trough. A disciplined player who runs that calendar pulls roughly twice the bills per cycle of a player who sells whenever convenient.

Character-Specific Artificing Priorities

Generic "ATK% on everything" advice falls apart the moment you compare two operators whose damage formulas pull from different stats. Rossi cares about Crit Rate because his ultimate carries a 260% Crit DMG multiplier. Chen cares about ATK% because his entire damage window is a forty-percent ATK boost burst. Xaihi cares about Intellect because every line of her support kit scales with it. The right Artificing plan starts from the operator's actual damage equation and works backwards into substat priorities. The six character profiles below cover the operators most accounts will Artifice first.

Each profile reads as a stat-priority order, a recommended set, slot-by-slot Artificing targets, and a one-paragraph synergy note. Treat the orders as defaults to break only with reason — for example, if your team setup means an operator is permanently buffed by another character's ATK% aura, swing harder toward attribute substats than the default list suggests.

Rossi: Hybrid Heat / Physical DPS

Rossi is a primary DPS built around Perfect Timing combo skills and the previously mentioned 260% Crit DMG ultimate multiplier. The damage curve is steepest when his Crit Rate is in the high-fifties to mid-sixties range because that is where his ultimate consistently lands as a critical hit. Stat priority is therefore Crit Rate > Heat Bonus DMG > Ultimate Gain Efficiency, and the recommended four-piece is MI Security for the Crit Rate bonus.

Slot-by-slot, the Artificing targets are: Body Armor — Crit Rate first, Heat Bonus DMG second; Gloves — Crit Rate first, ATK% second; Kits — Ultimate Gain Efficiency first, Crit Rate second. The Kit prioritization matters because his ultimate is the single damage event he wants firing as often as possible. On weapon synergy, Lupine Scarlet provides roughly a sixteen percent damage increase over F2P weapon options, but the gap only materializes once his Artificed gear has pushed base attack into the range Lupine Scarlet scales off of. Cheaping out on either side of that pairing collapses the bonus.

Chen: Ultimate Physical Carry

Chen is the burst-DPS archetype: most of his damage lands inside a forty-percent ATK-boost window opened by his own kit, and the math says you should be feeding him as much ATK and Crit as possible during that window. Stat priority is ATK% > Crit Rate > Physical DMG, paired with the Type 50 Yinglung Ultimate Damage set.

The slot priorities are: Body Armor — ATK% first, Physical DMG second; Gloves — ATK% first, Crit Rate second; Kits — Ultimate Gain Efficiency first, ATK% second. The Kit slot's Ultimate Gain Efficiency does the real lifting on his ceiling because more frequent burst cycling is what separates a competent Chen from a boss-melting Chen. Short-window boss fights — Stagger phases, vulnerability windows — reward extra ultimate casts more than any single substat tier-up does, so put the heaviest pity-pushed Artificing attempts on the Kits.

Xaihi: Intellect Scaling Support

Xaihi is a Cryo support whose every buff and heal coefficient scales off Intellect. Top-end Xaihi builds routinely sit in the seven-hundred-plus Intellect range during combat windows, and that number is what separates a Xaihi who buffs the team from a Xaihi who buffs the team for fifty percent more. Stat priority is Intellect > Ultimate Gain Efficiency > Energy Regen on either the Tidefall or Eternal Xiranite set.

Slot priorities: Body Armor — Intellect first, Energy Regen second; Gloves — Intellect first, Ultimate Gain Efficiency second; Kits — Intellect first, Treatment Bonus second. The Good Match strategy for Xaihi is the cleanest of any character on this list because Intellect Primary chests from Bonekrusha or MI Security drop with high base Intellect rolls that consistently outpace whatever Intellect Secondary base you are trying to upgrade. Use them as fodder rather than holding them for future builds — Xaihi pays back the investment faster than a sentimental hold.

Pogranichnik: Physical Support / Vanguard

Pogranichnik occupies a niche role that often gets misbuilt: he is a physical defense-shredder who applies Breach (a unique debuff layered separately from standard susceptibility) while maintaining one-hundred-percent grouping and SP uptime. His personal damage is sub-DPS at best; his team value comes from Breach. Stat priority is therefore Ultimate Gain Efficiency > Arts Intensity > Strength, on the Swordmancer (Stagger to DPS) set.

The slot targets are unusual compared to the rest of the roster: Primary Substat — Ultimate Gain Efficiency (he wants his ultimate up at all times, period); Secondary — Arts Intensity, which multiplies the Breach debuff itself; Attribute — Strength as a soft sub-DPS line; Special — Stagger Efficiency for synergy with Swordmancer. The role-specific note here is that Arts Intensity does not boost Pogranichnik's own damage — it boosts the magnitude of the Breach debuff he applies to enemies. Breach is a unique physical defense reduction, and its strength is what makes Pogranichnik a force-multiplier on a Physical DPS team.

Ardelia: Universal Support

Ardelia is the universal support: healing on one half of her kit, elemental resistance shredding (via Corrosion) on the other, scaling off both Will and Intellect. Will drives the healing, Intellect drives the damage component, and Arts Intensity boosts Corrosion's debuff magnitude. Stat priority is Will > Ultimate Gain Efficiency > Intellect, on the Tidefall (Healing focused) set.

Slot priorities: Primary Substat — Will (heals, sustain); Secondary — Ultimate Gain Efficiency to keep her team buffs up; Attribute — Intellect for the ATK-scaling side of her kit; Special — Arts Intensity for the Corrosion debuff. The team-impact note matters more than the stat order: Corrosion reduces every enemy resistance simultaneously, which multiplies damage for every team member at once. Investing Stock Bills in her Arts Intensity is therefore mathematically a net team DPS gain larger than putting the same Stock Bills into a single carry's personal ATK ceiling.

Laevatain: Ultimate-Dependent Heat DPS

Laevatain is the Heat DPS variant of the multiplicative-attribute discussion that opened this guide, because she has an explicit INT-to-ATK conversion in her kit: one INT converts to 0.5% ATK and one STR converts to 0.2% ATK. That conversion is 2.5× better on Intellect than on Strength, which inverts the intuitive "physical-looking gear → physical stat" reflex most players have. Stat priority is Intellect > Heat Bonus DMG > Ultimate Gain Efficiency on the Hot Work (Heat DMG focused) set.

The Artificing order matters more for Laevatain than for any other character on this list because the INT-to-ATK conversion compounds with the multiplicative attribute formula: every Intellect point she gains is paying off through two separate channels. The recommended sequence is Body Armor Int first, then Glove Int, then Kits Int, then Glove Heat Bonus, then Body Armor Strength as a fifth-pass cleanup. Prioritize INT substats even on slots that "feel" like they should run Strength — the math overrides the visual.

Artificing vs. Essence Engraving Comparison

Players new to Endfield endgame routinely conflate Gear Artificing with Essence Engraving (sometimes called Etching), and the confusion is expensive — they look superficially similar but they occupy different resource niches and respond to different optimization strategies. The two systems run in parallel: most fully-built characters will be Artificed and Engraved, but the gear pipelines that feed each one are separate.

Artificing targets Armor, Gloves, and Kits and runs on Stock Bills plus Catalysts; Essence Engraving targets Weapons and runs on Sanity, essences, and Permits. Artificing has a hidden pity system that softens the RNG; Essence Engraving does not, which is why its later success rates can collapse to single digits. The table below puts the comparison in one place.

Feature Gear Artificing Essence Engraving
Primary TargetArmor, Gloves, KitsWeapons (Random Perks)
Primary ResourceStock Bills, CatalystsSanity, Essences, Permits
RNG LevelModerate (Pity system)High (2-50% success)
Max Enhancement+3 per substat+6/+6/+4 levels
Unlock RegionWuling CityProtocol Space
Success Rate30-70% (Good Match)2-50% (stat level)

Essence Etching is the Sanity sink of Arknights: Endfield. Players farm Alluviums (Rifts) for essences matching three specific weapon perks, then attempt to level each perk up the chain. The success curve gets steeper the further you go: +1 through +3 attempts land at roughly fifty percent each, +4 through +6 attempts drop to roughly twenty percent, and the final +6 step can be as low as two percent. There is no pity counter to bail you out — a failed final attempt costs the essence pool you spent on it and resets you to whatever state existed before the attempt.

The Permit System is what makes Essence Engraving survivable. Permits (purchased with Stock Bills) filter the stat distribution of Alluvium drops, trading raw industrial wealth for reduced RNG variance. That is why the two systems aren't really parallel — they are linked through Stock Bills. Bills you spend on Artificing Catalysts are bills you don't spend on Permits, and vice versa. For solo carries like Laevatain, the recommended approach is to save "Coolant Gel" (a guaranteed-upgrade resource awarded from failed etches) and use it to force the final +6 step on BiS weapons rather than relying on the two percent RNG. That single decision can be the difference between a Laevatain that clears endgame and a Laevatain that bricks on the last attempt.

Common Mistakes & How to Avoid Them

The same handful of mistakes show up across new endgame accounts on a near-weekly basis. They all cost Stock Bills, several of them cost progress, and a few cost the actual gear pieces. Read this section before your first big Artificing session because every entry is a mistake the community has watched dozens of accounts make.

The first and most expensive: wasting Catalysts on Standard Matches. Using equal-or-lower-stat fodder produces thirty-to-forty percent success rates instead of sixty-to-seventy, which doubles your effective per-upgrade cost. The fix is mechanical — always check for a Good Match candidate before pulling the trigger, and if none exists in your inventory, farm more gear before attempting. The Artificing Planner does the inventory scan automatically.

The second: neglecting the Stock Bill economy. Diving into Artificing without an established income floor causes resource starvation midway through an upgrade pass, which is the worst possible time to run out of bills because you already paid for the failed attempts. The fix is the production target the economy section already named: twelve SC Batteries per minute, plus a Yazhen Syringe line, plus an active friend-arbitrage rotation. Build the factory before you build the gear.

The third: forgetting to lock gear. The game's gear-management UI does not automatically lock equipped items, which means an absent-minded "select all unused" sacrifice can vaporize a fully Artificed piece worth tens of thousands of bills. The rule is to manually lock every piece you intend to keep, both equipped and unequipped, the moment you finish Artificing it. The lock check takes two seconds; the recovery takes weeks.

The fourth: wrong stat priority for the character. Building generic "ATK% on everything" gear without checking what the character actually scales with — and the character profiles above show why this matters. Xaihi and Laevatain need Intellect, not ATK%. Rossi needs Crit, not flat damage. Chen genuinely does need ATK% but he needs it inside Ultimate Gain frames, not by itself. Check the formula before you spend bills.

The fifth: Artificing before completing sets. Set bonuses (4/4 or 7/7) typically out-deliver the gain from substat enhancements, which means upgrading individual pieces of an incomplete set is paying for the smaller of two available bonuses. Always finish the set bonus first, then Artifice. The builds guide covers the set priority for each operator role.

The sixth: ignoring the pity system. Two or three failed attempts on a substat is not a signal to give up — it is the pity counter accumulating, and the next attempts inside that counter are statistically far more likely to land. Track failed attempts per substat (the Artificing Planner tracks them automatically) and push through. After four to five consecutive failures, your next attempt is in the high-probability bracket, and stopping at three failures wastes the work you already paid for.

The seventh, which is more of an industrial-management mistake than an Artificing mistake but funds the whole machine: overproducing untradeable materials. Outpost buy orders shift weekly, and producing materials your outpost won't buy at full price means you've turned bills into inventory. Check the buy-order rotation weekly and tune production to match — for example, lean into Friday-spike materials Thursday and Friday, shift to next week's predicted spike on Monday.

Quick Reference Checklist

The four-stage progression checklist below mirrors the actual account timeline most players walk through. Early Wuling (Authority Level 15-20) is foundation work — Stock Redistribution unlocks, first SC Battery production, first complete T4 set. Mid Wuling (20-25) scales production and starts serious Artificing. Late Wuling (25+) finishes the main DPS and begins second-character expansion. Endgame Optimization is the marathon phase where Essence Engraving joins the spend pool.

Tick through it in order. Each box is a concrete action with an obvious before-and-after state, and the items intentionally don't reach for perfection until the late stages — the early stages are about ensuring you don't try to run before you can walk.

If you are reading the checklist for the first time and most boxes in the first two sections are unchecked, the highest-leverage thing you can do this week is build the SC Battery production line and stockpile Stock Bills — every other item downstream depends on that economic foundation being in place.

Frequently Asked Questions

Frequently Asked Questions

What is a Good Match in Artificing?

A Good Match occurs when the sacrificial gear piece has a strictly higher base stat value than the target substat being upgraded. For example, upgrading Agility 10 requires fodder with Agility 11 or higher. Good Matches significantly improve success rates from ~30-40% to ~60-70%.

How many times can I upgrade a substat?

Each substat can be upgraded a maximum of 3 times (+3 total). A full piece of gear with 4 substats can receive up to 12 total upgrades, requiring 12 catalysts and substantial Stock Bills for each attempt.

Is there a pity system in Artificing?

Yes, Artificing uses a hidden pity mechanic. Each failed upgrade attempt increments a counter that progressively improves success odds until upgrade is guaranteed. After 4-5 consecutive failures, your success rate is significantly elevated.

Should I Artifice before completing my gear set?

No. Always complete your 4/4 or 7/7 set bonus first before investing in Artificing. Set bonuses typically provide larger performance gains than enhanced substats. Artificing is a post-set-completion optimization step.

What's the difference between Artificing and Essence Engraving?

Artificing targets armor/gloves/kits using Stock Bills and catalysts with moderate RNG and pity system. Essence Engraving targets weapons using Sanity and essences with high RNG (as low as 2% success on final upgrades) and no pity. They are separate resource sinks.

That covers the full Artificing pipeline from formula to factory: the multiplicative attribute multiplier that makes Primary Attributes the highest-leverage stat, the Good Match system that nearly doubles success rates, the fodder reference that turns inventory clutter into a working economy, the Stock Bill production target that funds the project, and the per-character priorities that decide which substats are worth chasing. If the next question is which characters to spend the bills on, the tier list ranks current-meta operators by raw performance, and the damage deep dive works through the multiplicative formula in more detail. Continue with the combat fundamentals guide or the Endgame Blueprints series if you still need to build the factory that pays for the gear.