Artifacts
Equippable passive modifiers crafted in the Gap; three slots base, four in New Game Plus.
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Artifacts are equippable items with passive modifiers in Control Resonant. They are the third pillar of Dylan's build alongside the Aberrant and his combat abilities, and the system is where the player tunes a build's identity outside the talent trees. For wider context, see the Overview and the Melee Combat page.
Each artifact is a passive modifier slotted into a small loadout. Slotting one does not change the moment-to-moment input rhythm. Instead, the artifact tilts how the rest of the build performs.
Modifier Class | What It Tunes |
|---|---|
Survivability | Defensive characteristics like incoming damage, healing rate, or armour values. |
Combat performance | Damage output, combo properties, resource generation rates, or specific weapon-form behaviour. |
Exploration | Movement-related tuning, traversal cost, or open-zone behaviours. |
Resource economy | How the combat ability resource builds, decays, or spends on abilities. |
Artifacts are not purely additive. Many come with conditions or trade-offs, so building around them is a deliberate choice rather than a free stat stack. The mode encourages tilted builds: an artifact may sharply improve one axis at the cost of another, and the player chooses which trade-offs to take.
Artifacts arrive in two stages. The world contains untapped artifacts, which are discovered during exploration but are not directly equippable. To turn an untapped artifact into a usable one, the player visits the Gap and crafts it.
Stage | Detail |
|---|---|
Untapped artifact | Found in the world during exploration. Cannot be slotted directly. |
Crafting in the Gap | The Gap, the diegetic mind-palace menu, is where untapped artifacts are crafted into usable artifacts. |
Equipping | Once crafted, an artifact can be slotted into the loadout up to the artifact slot cap. |
The Gap step is what connects the artifact system to the rest of the menu architecture. The same metaphysical space that holds the talent trees and the Aberrant configuration also holds artifact crafting. See the The Gap page for the wider menu structure.
The number of artifacts the player can equip at once is capped by the campaign state.
Run | Artifact Slots |
|---|---|
Base game first playthrough | Three slots active at once. |
New Game Plus | Four slots active at once. |
The fourth slot in New Game Plus is the headline build change for the mode. Three passive modifiers active at once already forces a tilted build; a fourth opens combinations that the base game cannot reach. See the New Game Plus page for the full carry-over rules.
Dylan's combat identity rests on three layered choices: the active Aberrant form set, the combat abilities equipped, and the talent branches taken. Artifacts are the passive layer that runs over all three. Two players with the same form set, ability list, and talent tree can still play very differently if their artifacts pull in different directions.
The combat loop on every page is the same: melee strikes build the combat ability resource, abilities stun enemies and open them up for executions, executions grant a temporary damage buff that carries momentum into the next exchange. Artifacts skew that loop. Some bias the resource curve toward earlier ability spends, some bias toward longer combos for bigger buffs, and some bias toward survivability for high-pressure boss fights.
Specific named artifacts and their exact stat values.
The full catalog size of available artifacts.
Whether artifacts can be upgraded, rerolled, or recombined after crafting.
Whether artifacts have set bonuses for slotting multiple of a type.
Whether artifacts can be respec'd freely or are locked once crafted.
This page will be updated as more is revealed.