Artifact RNG Tables

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Formulae

Each artifact level rolls exactly one effect from that piece type’s table. Percentages in a table always sum to 100%, so outcomes are mutually exclusive. The same effect type can be rolled on multiple levels.

After an effect and its table quality q are chosen, q is tweaked against the artifact’s base quality: five independent 0–100 rolls each multiply q by 1.1 on success (roll < base quality) or 0.9 on failure. Final quality is roughly 59%–161% of the table value.

Bonus percent = coefficient × final quality (display-rounded to the nearest tenth; gameplay uses the exact value).

Artifact Effects

Letter Effect Coefficient Scope
a Line clears with this piece score more 1.0 × q % Piece-specific
b Spins with this piece score more 2.0 × q % Piece-specific
c Line clears with this piece fill meters more 1.5 × q % Piece-specific (all players)
d Spins with this piece fill meters more 3.0 × q % Piece-specific (all players)
e While equipped, any line clear fills your meter more 0.25 × q % Equipped
f While equipped, any spin fills your meter more 0.5 × q % Equipped
g While equipped, any line clear scores more 0.1 × q % Equipped
h While equipped, any spin scores more 0.2 × q % Equipped

Passive meter fill speed (2.0 × q %) exists in code but is currently unobtainable — it is not on any roll table.

Artifact Effect Rolls

Grouped rows below expand into separate exclusive outcomes: e.g. 20% a, c [q=20] means 20% chance of a and 20% chance of c, both at table quality 20.

I Artifact

Chance Effects Table quality q
20% each a, c 20
10% each b, d 60
10% each e, f, g, h 30

T Artifact

Chance Effects Table quality q
15% each a, b, c, d 20
10% each e, f, g, h 30

O Artifact

Chance Effects Table quality q
40% each a, c 100
5% each e, f, g, h 75

S / Z / L / J Artifacts

These four types share one table.

Chance Effects Table quality q
10% each a, c 60
20% each b, d 80
10% each e, f, g, h 30