Artifacts
Artifacts are the powers you draft during a run. Most are passive rules (“never take fall damage”); some give you a tool, like the Blast Wand. As /mf rules puts it: “Artifact icons are pictures, not items you get, except tools such as the Blast Wand.”
The Artifact Roll
- Act I: pick 2 of 4. Each later Gate gives 1 of 3, or 2 of 4 after Take the Dare.
- Six per party, max. A three-Act run ends with 4–6 Artifacts, and each one applies to every eligible party member.
- Clean offers. You’re never offered something you already own, something that conflicts with what you have, or something unfinished. Offers are decided before the reel animation plays.
- Rarity. Cards are Common or Rare. Rares are about a third as likely. A card is twice as likely if you own one of its listed partners, and three times as likely if nobody in the party has discovered it yet. At most one card of each type and one Rare per Roll, and the first Roll of a run always includes a Travel card.
- Cards show “Type · Rarity” and “Pairs well with: …”.
- Full inventory? A tool that doesn’t fit swaps out a junk stack (rotten flesh, dirt, cobblestone, netherrack, cobbled deepslate, diorite, granite, andesite, tuff, gravel or poisonous potatoes), which drops at your feet.
/mf recover lists what you can get back. /mf recover <name> replaces the single tool of any Artifact you own, such as the Blast Wand or Pack a Portal. It only works inside the Act world. Multi-item supplies (rockets, arrows), the campfire, the beacon and buckets are never re-issued.
The 32 Artifacts
The current playtest build uses this roster.
Travel
| Artifact |
Rarity |
What it does |
| Wingborn |
Rare |
An unbreakable elytra and exactly 12 long-flight rockets, never refilled |
| Fleetfoot |
Common |
Each hostile kill gives Speed II and step-up for 60 s; more kills stack up to Speed IV and restart the timer |
| Featherweight |
Common |
Never take fall damage; optional slow drift while sneaking in the air |
| Stormcaller |
Rare |
An unbreakable Riptide III trident; on dry land it launches you every 3 s, unlimited in water or rain |
| Pack a Portal |
Rare |
Place a working Nether portal anywhere for free; re-place it after 60 s; links at ÷8 / ×8 |
| Ghast Tamer |
Rare |
Each Act starts with a harnessed happy ghast that flies 3× faster and carries up to four; replaced next Act if it dies |
| Rift Key |
Rare |
Preview and open a 3×3 End portal where you aim; sneak + right-click closes it; a return portal opens where you land |
Finding
| Artifact |
Rarity |
What it does |
| Wind Compass |
Rare |
Points to the nearest biome you choose (Overworld) |
| Ruin Chart |
Common |
Points to the nearest structure you choose in your dimension, from villages to End cities |
| Dowsing Rod |
Rare |
Pick an ore or needed block: the nearest one within 96 blocks glows through walls for 20 s, every 30 s |
| Eye Keeper |
Common |
Start each Act with two Eyes of Ender; your eyes never break and always fly to the stronghold |
Combat
| Artifact |
Rarity |
What it does |
| True Aim |
Common |
A bow and 16 arrows; arrows fly straight and twice as fast, and misses come back |
| Iron Guardian |
Rare |
An iron golem follows the party and rebuilds 60 s after dying |
| Wolf Pack |
Common |
Three tamed wolves that return each Act |
| Hunter’s Claim |
Common |
Name a mob kind and a compass points to the nearest within 256 blocks; Looting III; guaranteed blaze rods, ender pearls, wither skeleton skulls and ghast tears; never Objective items |
| Bloodrush |
Common |
Strength II; melee hits also strike mobs within 3 blocks; each kill heals four hearts |
| Shield Wall |
Common |
A held shield blocks from every direction and reflects arrows; once per Act a killing hit breaks the shield instead and leaves you at full health |
Survival
| Artifact |
Rarity |
What it does |
| Deep Delver |
Common |
Haste II, Night Vision and Water Breathing |
| Hearthfire |
Common |
An eternal campfire: heals one heart per second within 8 blocks, no hostile spawns within 24; one placed at a time |
| Feast Without End |
Common |
Hunger never drops below nine drumsticks |
| Beacon Shard |
Rare |
A placeable beacon; warp to it, or to a teammate in the same dimension, every 2 minutes each |
| Gilded Tongue |
Common |
Piglins never attack you and barter instantly; an off-hand item picks the barter |
| Heartwood |
Common |
Four extra hearts and Regeneration I |
Forge
| Artifact |
Rarity |
What it does |
| Bottomless Buckets |
Common |
Water and lava buckets that stay full |
| Quartermaster |
Common |
Each Act, every player gets full iron armour, a shield and an iron sword |
| Waste Not |
Common |
Tools, weapons and armour never lose durability |
| Kilnheart |
Common |
Auto-smelts raw ores, sand, clay, netherrack, ancient debris and raw meat (never logs or Objective items; sneak for vanilla drops). Furnaces, smokers and blast furnaces you use need no fuel and run five times faster |
| Firework Foundry |
Common |
Creepers drop 3 gunpowder; 1 gunpowder + paper makes 8 rockets; crossbows fire rockets without using them up |
Mining
| Artifact |
Rarity |
What it does |
| Veinbreaker |
Rare |
Whole ore veins (up to 32 blocks), 3×3 pickaxe tunnels and whole-tree felling (up to 96 logs). Sneak to turn off the 3×3; only your own break wears the tool |
| Blast Miner |
Common |
The Blast Wand: every 5 s a charge blows a 5-wide hole up to 32 blocks away. Never hurts players, and leaves Objective blocks alone |
| Miner’s Lift |
Common |
Sneak for 2 s on stone and you rise to the surface in 3 s |
| Golden Touch |
Common |
An unbreakable Efficiency V golden pickaxe, axe and shovel that mine like netherite |
The classic roster
The game also has an older, smaller roster of 11 Artifacts. It shares six with the list above (Pack a Portal, Hunter’s Claim, Deep Delver, Feast Without End, Kilnheart and Veinbreaker, some with stronger versions) and adds five of its own:
| Artifact |
What it does |
| Atlas |
One compass lists every dimension’s structures and biomes, and suggests Objective targets |
| Skybound |
An unbreakable elytra and exactly 64 long-flight rockets, never refilled |
| King’s Fortune |
Every suitable tool harvests as if it had Fortune III |
| Seven-League Stride |
Speed III, full-block step-up, no fall damage and Dolphin’s Grace |
| Saddle Up |
Instantly saddle and tame rideable mobs with top-tier stats; recall your last mount across dimensions |
In the classic roster, Deep Delver also gives Fire Resistance, and Feast Without End also gives Regeneration I and four extra hearts.