Artifacts

How Artifact Stats Scale: Rarity, Level and Container

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Independent Community Guide
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Why the same artifact shows different numbers in every build: how the rarity roll, upgrade level and container effectiveness multiply beneficial stats, why downsides follow other rules, and how additional stats unlock.

This guide explains mechanics that the Build Calculator uses. Open it in another tab to try them on your own gear.

Open the Build Calculator

Two players can carry the same artifact and still see very different numbers. The artifact's rarity roll, its upgrade level and the container it sits in all change its stats, and they do not change every stat in the same way. This guide explains the rules the site's calculators use, so you can predict what an upgrade or a new container will actually give you.

The three multipliers on a beneficial stat

Every beneficial stat (Vitality, Bullet resistance, Stamina, a purge, and so on) starts from the value in EXBO's game data and is multiplied three times:

value = base × rarity ÷ 100 × (1 + 0.3 × level ÷ 15) × effectiveness ÷ 100

  • Rarity roll: the artifact's quality, shown as a percentage. A 150% roll gives 1.5 times the base value.
  • Upgrade level: each level from +0 to +15 adds 2% of the base, so +15 gives 1.3 times the value at +0.
  • Container effectiveness: a 110% container gives 1.1 times the value; a 92.5% container gives a little less than the base.

All three are plain multipliers. Nothing grows exponentially, so the order in which you improve them does not matter for the final number: a 175% roll at +15 in a 100% container is always base × 2.275.

Rarity tiers and what the roll means

The roll decides the artifact's rarity name:

  • Common: up to 100%
  • Uncommon: 101% to 115%
  • Special: 116% to 130%
  • Rare: 131% to 145%
  • Exclusive: 146% to 160%
  • Legendary: 161% to 175%

Inside a tier the roll still matters. A 174% Legendary is noticeably stronger than a 161% Legendary, because the roll multiplies the stat directly.

Downsides follow different rules

Downsides, such as a radiation accumulation or a Vitality penalty, are not scaled by upgrade level or container effectiveness. They depend only on the roll, and they reset at each tier boundary:

  • Up to 100%, the downside grows in proportion to the roll.
  • Above 100%, each tier is 15 points wide. At the bottom of a tier the downside sits at its mildest value, and it climbs to its harshest value at the top of the tier.

This creates a sawtooth: a 146% Exclusive can carry a smaller downside than a 145% Rare, even though it has better beneficial stats. Upgrading an artifact therefore never makes its downside worse, and a bigger container never makes it worse either.

Because downsides ignore effectiveness, a high-effectiveness container raises your benefits without raising your penalties. That is a large part of what makes those containers valuable.

Infection purges ignore the container

Negative infection accumulation (a purge) is a beneficial stat, but the five infection keys (radiation, temperature, bioinfection, psy-emissions and frost) are never multiplied by container effectiveness. A purge is worth the same in every container. It still scales with rarity and upgrade level.

Burning and bleeding reductions are different: they are beneficial stats outside the infection group, so they do scale with effectiveness like Vitality or Stamina.

Additional stats

Upgrading also unlocks additional stats, chosen from the artifact's own pool:

  • One slot at +5, two at +10 and three at +15 (level ÷ 5, rounded down).
  • The Rubik has no main stats at all and gets one extra slot, four at +15, chosen from a pool of 24 stats.

Additional stats use the same scaling as main stats. A selected Bullet resistance line on a 175% artifact at +15 is multiplied by the roll, the level factor and the container exactly like a main stat. The Wiki's artifact pages show the pool and let you switch the selected stats on and off.

A worked example

Take an artifact whose game data lists +10 Stamina and +0.5 radiation as a downside.

  • At 100% and +0 in a 100% container: +10 Stamina, +0.5 radiation.
  • At 150% and +15 in a 100% container: 10 × 1.5 × 1.3 = +19.5 Stamina. The radiation now depends only on where 150% sits inside the Exclusive tier.
  • The same artifact in a 115% container: 19.5 × 1.15 = +22.4 Stamina, with exactly the same radiation as before.

Special cases worth knowing

  • Polyhedron: its Lifesaver ability uses fixed rules from the game (for example a trigger threshold of 90) and ignores container effectiveness. Only the strongest Polyhedron in a build counts.
  • Duplicate names: the game data contains two different artifacts named Wicked Hedgehog and two named Flicker, with different stats. Check the item ID on the Wiki page if a number looks wrong.

Try it on your own artifacts

The Build Calculator applies these rules to a full loadout as you change roll, level and container. Each artifact page in the Wiki has the same calculator for a single artifact, and the Artifact Optimizer uses the same model when it searches combinations.

About the author

milkdudofafrica

Creator and maintainer of STALCRAFT Meta

milkdudofafrica builds and maintains STALCRAFT Meta, an independent fan project that is not affiliated with EXBO. The guides are written from EXBO's game data and the formulas the site's tools use, and were checked against that code on the date shown above.

Found a mistake?

If a guide disagrees with what a tool shows, or a game update has changed a mechanic, please report it.

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