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Endgame Equipment Guide

ARTIFICING GUIDE — PUSH YOUR GEAR BEYOND ITS LIMITS

T
Endfield Hub Team
Updated: 2026-01-21
Table of Contents

Artificing is the upgrade rail that takes over once standard equipment enhancement runs out of room. Where ordinary enhancement raises every stat on a gear piece together, Artificing focuses exclusively on individual substat values — letting you push specific lines on a piece higher than the natural ceiling the equipment shipped with. It is built for the back half of an account, after the early-game scramble for set pieces has already settled, and it is what separates a "complete" build from a fully tuned one.

This guide covers the full system end-to-end: what gear is eligible, what it costs per attempt, what the three upgrade levels per substat actually look like, and which of the eleven Tier 4 sets currently in the game can be artificed. It also walks through how to choose which substats to spend catalysts on, because catalysts are a scarce resource and the wrong substat on the wrong operator burns through them with very little to show for it. If you only want the recommended fodder picks for a specific roll, the Artificing Planner ranks every Tier 4 piece in the database by cost so you do not have to.

Why this matters in practice: late-game combat content scales hard enough that a single substat tier on a damage stat is often the difference between a clean clear and a stalled run. Once you reach Tier 4 gear, your effective output per character is bottlenecked by which substats you have invested catalysts into rather than by which pieces you are wearing. That makes Artificing the highest-leverage upgrade in the endgame, alongside the etching and essence systems covered in the gearing guide and the essences guide.

What this guide does not cover: Good Match optimisation, Wuling Stock Bill economics, and the per-roll cost analysis that the advanced Artificing guide goes into. Those topics matter once you are deep enough into the system to be planning multi-character build pipelines; for a first pass, the fundamentals below are what you need.

Quick Answer

Artificing is the endgame substat enhancement system: pick a Gold-tier (Rarity 5) Tier 4 piece, pick one of its substats, spend a regional catalyst, and that substat climbs one level — up to three levels total per substat (+1, +2, +3). Every attempt costs one catalyst, the catalyst must match the region the gear comes from, and the system only applies to gear that has already reached the maximum rarity and tier. There are three slot types — Body Armor, Gloves, and Accessory — and the entire process is built around late-game characters whose base gear is already locked in.

Equipment stats in Arknights: Endfield are fully deterministic, so two copies of the same piece always carry identical numbers — there is no per-drop RNG to chase. Prioritise catalysts on your primary damage dealers, target ATK% and Crit stats for DPS operators, finish a set's bonus effects before pouring catalysts into individual substats, and recycle pieces you do not need to recoup materials. The full breakdown of each of those rules sits below.

What Artificing Actually Is

Artificing represents the ultimate equipment upgrade system in the endgame, letting you break through the normal limits of your gear by boosting its substats. Standard enhancement raises overall stats on a piece — every stat line moves at once when you level it. Artificing inverts that: instead of pushing everything together, it isolates a single substat and pushes it past the baseline, leaving the other substats on the piece untouched until you spend more catalysts on them in turn.

Four mechanics define how the system behaves day-to-day. The first is that Artificing boosts specific substats on each piece of gear, one substat at a time, rather than offering a single "enhance this piece" button. The second is the eligibility floor: only Gold-tier (Rarity 5) equipment qualifies, and any gear below that rarity is ineligible no matter how good its substats look. The third is the upgrade ceiling — each substat supports up to three upgrade levels, after which it is maxed and cannot be enhanced further. The fourth is the regional catalyst rule, where catalysts vary by region and must match your gear, so you cannot pool a single catalyst stockpile across every region's drops.

Because of those rules, Artificing is explicitly late-game content. It is built for players who have already acquired solid base gear and want to convert resource surpluses into per-substat tuning, not for players still rounding out their first set. Prioritise obtaining quality equipment before spending resources on Artificing — there is little point pushing substats on a piece you are going to replace next week with a higher-priority drop from the same set.

The Requirements That Gate Artificing

Your gear has to clear three checks before it becomes eligible for Artificing, and the game will refuse the action outright if any of the three fails. Knowing each one up front saves the round-trip of opening the menu, scrolling to a piece, and discovering it does not qualify.

The first check is rarity. Only Gold-tier equipment — Rarity 5 — qualifies for Artificing, and any gear below that rarity level is permanently ineligible. There is no way to upgrade a lower-rarity piece into a Gold-tier one through Artificing itself; the rarity has to be there before you start, which means your farming pipeline has to be producing Gold drops before any catalyst spend makes sense.

The second check is tier. Your equipment must also be Tier 4, the maximum tier available in the current build. This restriction ensures your investment goes toward truly endgame-worthy pieces — a Tier 3 Gold piece is still ineligible despite clearing the rarity gate, because the tier itself is what unlocks the Artificing UI on that piece. Combined with the rarity rule, this means every artifice-eligible piece is by definition the top-tier version of a Gold equipment.

The third check is the catalyst supply. Different regions produce unique catalyst materials needed for Artificing, and you will need to farm the matching catalyst based on where your equipment originates. Each upgrade attempt costs one catalyst, so the catalyst supply doubles as the soft budget cap on how many substat enhancements you can run in a given week. A piece that takes a Wuling catalyst cannot be artificed with another region's catalyst — match the catalyst to the gear or the attempt will not register.

Artificing also operates across three equipment slot types: Body Armor, Gloves, and Accessory. Every Tier 4 Gold piece you own falls into one of those three buckets, and the substats available on a piece are partly determined by its slot. When you plan an account-level build, you are really planning three artifice budgets per character — one for each slot — which is why the catalyst spend tends to cluster around your two or three highest-priority operators rather than spreading across the full roster.

How the Artificing Process Works

Once a piece clears the rarity, tier, and slot checks, the workflow itself is short. Step one is picking the gear: start by selecting a Gold Tier 4 piece that already has desirable base substats worth investing in. There is no point spending catalysts on a piece whose base substats are mediocre, because Artificing only enhances what is already on the gear — it never adds a new substat line that was not rolled at drop time. Pick the piece whose existing substats line up with what the operator wearing it actually needs.

Step two is targeting a substat. Decide which of the piece's substats you want to boost, then commit to that substat for the entire upgrade chain on it, because you can upgrade any individual substat a maximum of three times. The Artificing Planner is built specifically for this step: it scans every Tier 4 piece in the database for the cheapest fodder that satisfies the substat-match condition, ranking matches by base value first and craft cost second so you minimise Wuling Stock Bill spend on each attempt.

Step three is spending the catalyst. Use the necessary regional catalyst to complete the upgrade — and unlike some gacha systems, every enhancement attempt succeeds without fail. There is no roll-and-retry loop to plan around; the catalyst cost is the cost, and the substat moves up one level when the catalyst is consumed. That predictability is what makes the planner's cost analysis work in the first place, since you can budget catalysts against substat levels directly instead of estimating an expected attempt count.

Step four is continuing the upgrade. Keep enhancing additional substats on the same piece until you have maximised its potential, or stop early when you have hit the substats your operator's kit actually scales with. The four levels run from base (+0) through +1, +2, and +3, with each level adding to the substat's value on the piece.

Enhancement Levels

+0 Base
+1 Lv.1
+2 Lv.2
+3 Lv.3

That four-step progression — +0 base into +1, +2, and finally +3 — is the same regardless of which substat you target, which slot the piece is in, or which region the catalyst comes from. The only thing that changes is how many catalysts a given account can actually spend per week, and which substats are worth that spend on which operators.

The T4 Sets Eligible for Artificing

The following Tier 4 sets are all compatible with Artificing, and they are the ones worth prioritising for your late-game character builds. Piece counts vary between sets — some are short four-piece collections that cover one or two slot types, while others run all the way to twelve pieces and span multiple element variants. Knowing the piece count up front helps you decide which set is realistic to complete on a given account before you start sinking catalysts into individual substats.

The roster below covers every artifice-eligible set in the current build. Frontiers and Bonekrusha both sit at eight pieces, MI Security is the largest at twelve, and the smaller utility-leaning sets — Pulser Labs, Aethertech, Tide Surge, and Swordmancer — round out the bottom of the list with three or four pieces apiece. Use the table as a reference when planning which set to chase for which operator, then run individual pieces through the planner when you are ready to start catalyst spend.

Equipment Set Piece Count
Frontiers 8 pieces
Type 50 Yinglung 7 pieces
MI Security 12 pieces
Bonekrusha 8 pieces
Tide Surge 4 pieces
Pulser Labs 3 pieces
Hot Work 6 pieces
LYNX 8 pieces
Swordmancer 4 pieces
Eternal Xiranite 6 pieces
Aethertech 4 pieces

Set bonus effects matter more for raw output than any single substat enhancement does, so the sequencing on a fresh account should always be set completion first, Artificing second. Once a full set is live and the two-piece and three-piece bonuses are active, the catalyst spend on top of that compounds — substat enhancements amplify the multipliers a complete set is already providing rather than fighting against missing bonuses. The gearing guide covers how set bonuses interact with individual stats in more depth.

Choosing Substats That Actually Matter

The first rule that shapes every Artificing decision is that equipment stats are completely deterministic. Identical gear pieces always carry the same exact stats, which means there is no per-drop RNG to chase and no luck involved in which copy of a piece you happen to roll. The planner can show you exact substat values for every piece in the database, and the recommendations never have to hedge "if you got a good roll on this drop." If a piece looks right on paper, every copy you own or craft is mechanically identical.

The second rule is to tailor upgrades to the operator who is going to wear the gear. Select substats based on what each operator actually needs from their kit: damage-focused characters scale well with ATK% and Crit stats, whereas support units often benefit more from defensive or utility-oriented boosts. A substat that is great for a DPS is wasted on a healer, and vice versa — the damage deep dive breaks down which stat lines move the needle for combat operators.

The third rule is to prioritise your damage dealers. Since catalysts are a scarce resource, spend them on your primary DPS operators first. The combat performance gain from one fully artificed damage dealer is meaningfully larger than the gain from spreading the same catalysts across three half-built operators, because damage stats compound multiplicatively while utility stats tend to plateau once they cross a breakpoint. The greatest return on investment for combat performance lives at the top of your damage roster.

The fourth rule narrows that priority further: upgrade high-impact stats first. When catalysts are limited, target the substats that deliver the largest performance gains. For most damage-oriented builds that means ATK% and Crit stats, both of which translate directly into bigger numbers on the screen. Niche utility substats — flat regen, situational resistances — should slot in after the headline damage lines on the piece are at least at +1 or +2.

The fifth rule is set sequencing: finish your sets before Artificing. Ensure you have assembled a full equipment set before dumping resources into Artificing, because the bonus effects from complete sets typically outweigh the benefits of enhanced individual substats. A +3 substat on a one-piece set is worth less than a fresh +0 substat sitting inside a complete set bonus, so the catalyst spend has to wait until the set is locked in.

The sixth and final rule covers your locker hygiene: salvage underwhelming gear. Recycling unwanted equipment recovers a portion of your materials, and those materials feed back into either crafting fodder for the next Artificing run or the broader gearing economy. Feel free to break down subpar pieces and redirect those resources toward upgrading superior gear — the Artificing Planner will tell you which Tier 4 pieces are worth keeping as fodder for specific substat rolls, and the rest can safely be recycled.

Frequently Asked Questions

Frequently Asked Questions

What is Artificing in Arknights: Endfield?

Artificing is the endgame equipment upgrade system that lets you boost individual substats on Gold-tier (Rarity 5) Tier 4 gear. While standard enhancement raises overall stats, Artificing focuses exclusively on pushing the value of a chosen substat higher — up to three upgrade levels per substat — using one regional catalyst per attempt.

Can I artifice any piece of equipment?

No. Only Gold-tier (Rarity 5) equipment at Tier 4 — the maximum tier available — qualifies for Artificing. Anything below Rarity 5 or below Tier 4 is ineligible. The restriction is there so your catalysts are spent on truly endgame-worthy pieces.

How many times can I upgrade a single substat?

Each substat supports up to three upgrade levels: +1, +2, and +3. Once a substat hits +3 it is fully maxed and cannot be enhanced further. You can keep enhancing the other substats on the same piece until every slot is maxed.

Are equipment stats random in Arknights: Endfield?

No. Arknights: Endfield uses completely deterministic equipment stats. Identical gear pieces always carry the same exact stats, so there is no luck involved in which copy of a piece you pull or craft — every copy of the same item has the same numbers.

Which substats should I prioritize for Artificing?

For damage-focused operators, ATK% and Crit stats provide the best value. Support units often benefit more from defensive or utility-oriented boosts, like Healing or SP-related stats. Match the substat priority to what each operator's kit actually scales with rather than spreading catalysts evenly across every slot.

Should I finish my equipment set before Artificing?

Yes. Set bonus effects from a complete equipment set typically outweigh the benefits of enhanced individual substats. Assemble the full set first, then start spending catalysts to push substats — that ordering keeps your catalyst spend pointed at gear you are actually going to use.

Can I recycle gear I don't need to fund Artificing?

Yes. Recycling unwanted equipment recovers a portion of your materials, so feel free to break down subpar pieces and redirect those resources toward upgrading superior gear. Pieces with stat lines you do not need on any current build are higher-yield as material refunds than they are sitting in your locker.

Artificing is the slowest-moving but highest-ceiling part of the endgame loop, and the catalyst budget you can spend per week is what determines how fast it pays off. Run the pieces you actually plan to use through the Artificing Planner to find the cheapest fodder for each roll, then move on to the advanced Artificing guide when you are ready to start thinking in terms of Good Match optimisation and per-build catalyst pacing.