Artifacts.
Powerful run-altering modifiers picked up in the caves. Often carry tradeoffs - Glass Cannon hits 2.5x harder but melts your shield, Symbiotic shields the squad if you huddle together. Active ones live in In-Use; the rest are datamined cuts + prototypes.
Adrenaline Booster
<eff>+{bonus}%</><icon_dmg/>Damage while <caus>below</> {cause}% <icon_hp/> Max Health
Bastion
<caus>Standing still</> provides <eff>+{damage_increase}%</><icon_dmg/>Damage <eff>+{damage_reduction}%</><icon_dr/>Damage Resistance
Brawler
<eff>+{cooldownrate}%</> <icon_powerattackrecharge/> Power Attack Recharge Rate <caus>Dealing Melee Damage</> awards <eff>{bonusmin}-{bon
Caching
<eff>+{bonus}%</><icon_dmg/>Damage from <caus>overkill</> is stored and added to the next damage you deal. Stored overkill damage decays
Ceramic Defence
<eff>+{resistance}%</><icon_dr/>Damage Resistance <neg>-{penalty}%</><icon_dr/>Damage Resistance for each percent of <caus>missing health</
Combat-Ready
<caus>When a wave spawns</> you get <eff>+{bonus1}</><icon_ston/>Stone Skin <eff>+{bonus2}%</><icon_dmg/>Damage <eff>+{bonus2}%</><icon_
CQC Protocol
<eff>+{bonus}</><icon_dmg/>Melee Damage for every <caus>1% ammo missing from your</> <icon_maxammo/>Max Ammo
Critical Dodge
<eff>+{critbonus}%</><icon_crithit/>Critical Hit Chance {dodgebonus}% of your <caus>Critical Hit Chance</> is added as <eff>Dodge Chance<
Elementalist
<caus>Every time you reload or overheat</> a weapon it gets imbued with a random <eff>+{bonus}%</> elemental bonus
Extreme Vigor
<eff>+{bonus1}</> Health Regeneration Threshold <eff>-{bonus2}s</> Health Regeneration Delay <eff>+{bonus3}%</> Health Regeneration Rate
Fountain Of Youth
<eff>+{bonus}</> <icon_hp/> Health replenishes every {rate} seconds.
Frenzy
<caus>Killing any enemy</> provides <eff>+{bonus}%</><icon_dmg/>Damage <neg>-{penalty}%</><icon_dr/>Damage Resistance <eff>{duration}s</
Frontline Medic
When <caus>you are the last dwarf standing</>, you get <eff>+{revivebonus}%</><icon_revivespeed/>Revive Speed <eff>+{stonebonus}</><icon
Glass Cannon
<eff>+{bonus}%</><icon_dmg/>Damage <neg>-{penalty}%</><icon_maxhp/>Health Multiplier
Heavy Landing
Everytime you <caus>land</> you do damage in an area instead of taking damage yourself. The <caus>harder</> you land the more damage you
Lightweight
<eff>+{bonusbase}%</><icon_movespd/>Movement Speed <eff>+{bonusadd}%</><icon_movespd/>Movement Speed for each <caus>empty</> equipment slo
Pro
<eff>+{bonus1}%</><icon_resp/>Reload Speed <eff>+{bonus2}%</><icon_crithit/>Critical Hit Chance <eff>+{bonus3}%</><icon_maxhp/>Health Mult
Rampage
<eff>+{bonus}%</> <icon_dmg/> Damage per <caus>kill</>. Getting hit reduces bonus by <neg>{penalty}%.</> Bonus decays over time
Safety First!
<eff>+{bonus}%</><icon_maxhp/>Health Multiplier
Sharp Shooter
+{damage}% Weak point DMG when standing still
Shield Focus
Adds <eff>+50</> <esta>Shield</> but reduces <neg>Base Health</> by <neg>-199.</>
Sniper's Mark
<caus>Weakpoint hits</> to targets <caus>{range}m or farther away</> marks it with <eff>{bonus}%</><icon_crithit/>Critical Hit Chance <e
Super Strapped
<eff>+{bonus1}%</><icon_maxammo/>Max Ammo <eff>+{bonus2}%</> <esta>Max Grenade Count</> <neg>-{penalty}%</><icon_movespd/>Movement Speed
Symbiotic
While <caus>within {range}m</> of an ally, you both gain <eff>{bonus}%</> <icon_dr/>Damage Resistance
Tarred Hands
<eff>+{bonus}%</><icon_resp/>Reload Speed
Last updated May 21, 2026 · DRG: Rogue Core wiki