Artifacts in Hustle Castle can be divided into Event Artifacts and Arena Artifacts. This page is about the former.
Most events have a new artifact just for that event. You can only get it during the event or possibly for real money during a future special offer.
Contents:
- Display Name and Icon
- Effect (the actual Artifact)
- Activation
- Limitations (Uniqueness, Fighter Training Level)
- Arena Store
Display Name and Icon
This is something really strange. Arena artifacts all show with a display name and corresponding icon — but this has nothing to do with what the artifact does!
Here are all the arena artifact display names. However, these really don’t matter. What matters is the effect the artifact has. Even when talking about artifacts, players use the effect name never the display name.
- Book of Prophecy
- Celestial Key
- Eternity Crystal
- Lucky Horseshoe
- Orb of Oblivion
- Rune of Authority
- Scroll of Insight
- Shoulder Guard of Fortitude
- Sprout of Anger
- Vial of Life
Artifact Effect
These are the actual artifacts, how people refer to them, and what they do. There are 9:
- Abyssal Summoning
- Backstab
- Blood lust
- Cleansing
- Explosion Hazard
- Magical mischief
- Spell Caster
- Summon Healer
- Summon Sniper
- Time Distortion
Abyssal Summoning
Deals [value] damage to and stuns all enemies for [duration] sec. Summons a minion next to the enemy (health [value], damage [value]). Activates [value] time per battle.
Backstab (aka Teleport)
Teleports behind enemy units for [duration] seconds.
Blood Lust
Casts the blood lust on a fighter, decreasing their health by [percent]% and increasing damage caused by [percent]%.
Cleansing
Removes all effects from a random fighter on the battlefield.
Explosion Hazard
Deals [value] damage to and stuns all fighters on the battlefield for [duration] sec.
Magic Mischief
Prevents enemy mages from using their weapon abilities for [duration] sec. and reduces the ability cooldown of weapons used by friendly mages by [duration] sec.
Spell Caster
The damage the fighter does is reduced by [percent]%, but their ability cooldown is reduced by [percent]%. Lasts for [duration] sec.
Summon Healer
Summons a minion with a healing ability to the battlefield. Heals [value] per second. Lasts for [duration] sec.
Summon Sniper
Summons a ranged unit to the battlefield that attacks the most distant targets. Deals [value] damage per second. Lasts for [duration] sec.
Time Distortion
Slows the next ability cooldown in all enemies by [percent]%. Speeds up the next ability cooldown in all allies by [percent]%.
In the image above, the values in yellow vary each time that this artifact goes for sale. I’ve indicated that in the descriptions above with [square brackets].
Activation
When purchasing artifacts, be sure to pay close attention to the activation conditions. These are:
- Once in a while
- Once in a while when an ally dies
- Once in a while when an ally is resurrected
- Once in a while when an enemy dies
- Once in a while when an enemy is resurrected
- Once in a while after an enemy minion is summoned
As well as the following, which will only activate once per battle:
- When an ally dies
- When an ally is resurrected
- When an enemy dies
- When an enemy is resurrected
- Upon dying
“Once in a while” is generally the best. Ally death is also good, that’s probably when you will need it the most. Spell Caster on your resurrection mage activated on Ally Death is a good combination.
But you need to have some strategy and get what makes sense for your squad. If you have a lot of resurrection in your squad (the Ankh relic on your hero, a few resurrection mages, some self-rezing armor, too), then on ally resurrection can also be good.
On enemy resurrection is not great because you never know if the squad you face will even use resurrection. The same used to be true of enemy minion summon, but now there are so many minions in the game, I don’t think that’s true anymore.
Not all artifacts are available with all activations. The following are the combinations that have been verified. More combinations could be possible.
Abyssal Summoning | Backstab | Bloodlust | Cleansing | Explosion Hazard | |
Once in a while | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Once in a while when an ally dies | |||||
Once in a while when an ally is resurrected | |||||
Once in a while when an enemy dies | ✔️ | ||||
Once in a while when an enemy is resurrected | |||||
Once in a while after an enemy minion is summoned | ✔️ | ||||
When an ally dies | ✔️ | ||||
When an ally is resurrected | |||||
When an enemy dies | |||||
When an enemy is resurrected | ✔️ | ||||
Upon dying | ✔️ |
Magic Mischief | Spell Caster | Summon Healer | Summon Sniper | Time Distortion | |
Once in a while | ✔️ | ✔️ | ✔️ | ✔️ | |
Once in a while when an ally dies | ✔️ | ||||
Once in a while when an ally is resurrected | ✔️ | ✔️ | |||
Once in a while when an enemy dies | |||||
Once in a while when an enemy is resurrected | ✔️ | ✔️ | |||
Once in a while after an enemy minion is summoned | ✔️ | ✔️ | |||
When an ally dies | |||||
When an ally is resurrected | |||||
When an enemy dies | |||||
When an enemy is resurrected | |||||
Upon dying |
- Once in a while
- Once in a while when an ally dies
- Once in a while when an ally is resurrected
- Once in a while when an enemy dies
- Once in a while when an enemy is resurrected
- Once in a while after an enemy minion is summoned
As well as the following, which will only activate once per battle:
- When an ally dies
- When an ally is resurrected
- When an enemy dies
- When an enemy is resurrected
- Upon dying
Limitations
Uniqueness
The artifact for sale above is “Unique”. This means that in battle, only one fighter can have it. If more than one fighter is equipped with it, then one is instantly disregarded.
IMPORTANT It’s the effect name not the display name that matters in Uniqueness.
In the case of the artifact in the image above, you can only have “Time Distortion” on one fighter. You can have as many “Celestial Keys” as you wish. Again, the display name doesn’t matter at all and is meaningless.
Fighter Training Level
Artifacts (along with Runes) are the only items that have both minimum and a maximum fighter training level restrictions. Artifacts come in the following ranges:
- 20 – 35
- 35 – 45
- 45 – 60
- 60 – 75
- 75 – 90
- 90 – 100
Once your fighter is trained beyond the range for an equipped item, the item no longer works. Once you remove it, you won’t be able to put it back on.
This means you need to replace all your artifacts frequently as you level through the game. Plan ahead and save up Badges of Courage before you level up your fighter training room.
Store
The arena store always has two artifacts for sale, but at different fighter training level ranges. The inventory refreshes every week or you can spend diamonds to refresh it whenever.
My advice is to always check the inventory every week. Be picky, only buying the best artifacts with the best activation conditions. You should always have enough Badges ready to buy something good if it comes for sale.