Drakantos uses three interconnected systems, Orbs, Artifacts, and Trophies, to let players modify and enhance their Heroes beyond base leveling. Because the same character can be configured in many ways, a single hero can feel distinctly different depending on the orbs, artifacts, and trophies attached to it. Together these systems form the build layer behind both the Open World and Adventurer's Guild content and competitive play.
System Overview
The table below summarizes how the three systems differ and how many of each a hero uses. Individual orb, artifact, and trophy stats are not published, so this wiki does not list per-item numbers.
System | What It Does | Slots and Count |
|---|---|---|
Orbs | Rare items that change what a skill does. They work like talents, so they are an endgame chase tied to a specific hero. | Per hero. New orbs can ship with future updates, adding fresh builds to existing heroes. |
Artifacts | Account-wide items usable by almost any hero. The two active artifacts add extra skills; the two passive artifacts add passive effects. | Up to 4 per hero (2 active plus 2 passive). Over 200 artifacts exist. |
Trophies | Provide two passive abilities. They are the passive counterpart to artifacts and act as hero passives for builds. | Two passive abilities per trophy, used to round out a hero's build. |
Orbs
Orbs are rare items that change what a hero's skill does. They work like talents, so equipping different orbs changes how a skill functions and opens up alternative approaches to the same hero. Because they are items rather than a fixed talent tree, orbs are something to chase in the endgame: players hunt for new builds and rare drops over time. New orbs can be released with updates, which means even an older hero can gain new skills, different builds, or fresh mechanics long after release. Orbs are tied to a specific hero rather than shared across an account.

Artifacts
Each hero can equip up to four artifacts: two active and two passive. The two active artifacts function as two extra skills, while the two passives add supporting effects, and the combination of the four opens up many possible builds and combos. Artifacts are account-wide: an artifact is unlocked on the account and can be used by almost any hero, so investment carries across the roster rather than being locked to one character. Over 200 artifacts exist, and around 200 active skills have been created across them, giving players a deep pool of options to pursue.
Rather than relying on pure cooldowns, artifacts use a limited number of charges per mission, boss fight, or PvP match. This makes timing and resource management part of how a build performs, since an artifact's strongest effects are available only a set number of times before they need to recharge.
Trophies
Trophies provide two passive abilities and serve as the passive counterpart to artifacts. Where the active artifacts add new skills, trophies add hero passives that shape how a build behaves without taking up an active slot. They are part of the same build layer as orbs and artifacts and contribute to a hero's overall power and playstyle.
Build Presets
A preset system lets you arrange up to four build presets of orbs and artifacts per hero. This makes it easy to swap an entire build for different situations: one preset for general PvE, another tuned for PvP, and others built around specific maps or bosses. Instead of re-slotting items by hand each time, you can switch presets to change how a hero plays for the content in front of you.
Builds in PvP
In PvP Modes, all stats are equalized and maxed, so matches come down to skill and strategy rather than grind. Trophies and artifacts are maximized as well, which means their unlock is not required to compete on equal footing. A maxed artifact or trophy shows its full effect in PvP even if you have not unlocked it through normal play, so every player is testing builds at full strength.
Cross-Account Progression
Artifacts, trophies, and cosmetics are shared across all heroes on a single account. Progress made while playing one hero benefits the others, which encourages players to try multiple characters without feeling like they are starting over. Levels and gear are tied to individual heroes, but the artifact and trophy layer is account-wide, so the build options you unlock travel with you across the roster.