Eternal Artefact is an Item in Divinity Orginal Sin 2.

 

It's hard to say whether this is magical or mechanical. Or both. You can probably put this thing to good use somehow...

 

 Location/Where to find

  • Act 2 - One can be found in a container inside the Ancient Temple in Blackpits Cave
  • Act 3 - Several can be found around the island inside the black containers.
  • Act 3 - One can be found, hidden, in the southeast corner of the "water temple". It's burried and needs to be dug up.
  • Act 4 - Several are in the doctor's prison. Another can be found in Lord Kemm's vault in a dsiplay case.

 

Use

There are two types of artefacts (same name, different icons)

Combined with armor gives (tested on lvl 18 armor):
Works with some unique items

 

Combined with weapon

  • (Dagger, Bow, Axe, Mace, Spear, Sword): +25% (of weapon damage) as bonus Air damage, +15% chance to set shocked for 1 turn
  • Works with some unique items
  • Bonus damage does cancel bonus poison damage from poison bottles. You get air or poison damage. but you keep both effects (chance to sshock and poison) so you have to decide what to use first.

 




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    • Anonymous

      11 Jan 2021 06:06  

      **** lol. I didn't know you could enchant items and forged like 10 Eternal Armor sets to sell to merchants. Fk

      • Anonymous

        09 Sep 2020 15:16  

        effects do *not* stack, but *do* apply to unique items. I was able to increase the stats of a Head Beacon (unique helmet) by +2 finesse, +1 Huntsman, but after attempting to apply a second Eternal Artifact, the stats remained the same while the second artifact was consumed.

        • Anonymous

          25 Aug 2020 21:56  

          There are also more eternal artifacts in The Doctors basement in Arx. Just loot desks and that in act 3 and you find loads. I had around 22 total eternal artifacts / phase capacitors and 16 eternal plates. Using the eternal artifact on boots at lvl 20 gave 1 finesse aswell as stats above.

          • Anonymous

            17 May 2020 00:05  

            So, do I understand it right, that Eternal Artefacts cannot be used to enhance the strength of any Staff type weapons?

            • Anonymous

              14 May 2020 12:32  

              By end of act 3, I can confirm I found total of 8 eternal artefacts: 4 armour, 4 weapon. For me AFAIK: "Water temple", one of automatons in proving ground quest, desk in library, on way to hidden tunnel to academy, like one of two reliquaries on mainland next to amadia temple iirc, reliquary in act 2 eternal area etc. etc.

              • Anonymous

                29 Oct 2019 11:37  

                This should be mentioned that they can be used multiple times on a single piece of equipment. Not exactly advised since you do have a limited number (unless you are on PC and using mods) but they can be used to stack their effects on one particular piece of gear. Useful for Lonewolf playthroughs maybe

                • Anonymous

                  24 Mar 2019 05:35  

                  In my latest playthrough, I've found 7 Armor type Eternal Artefacts (NOT Ancient Artefacts which have the same model/icon and I found only 2) General locations: Act 2: 1 (Blackpits cave ancient chest) Act 3: 4 (Lava zone dig spot, Temple dig spot, Academy's ancient chest, another I don't remember where) Act 4: 3 (Doctor's Basement, Kemm's Vault) These allowed my solo ranger to enhance his helm, belt, amulet and both rings (5 items). The first one was used immediately on the An Mey Falin unique belt.

                  • Anonymous

                    24 Jan 2018 13:36  

                    HINT: PHASE CAP. could be used to build the ETERNAL ARMOR, but nothing else ...
                    https://steamuserimages-a.akamaihd.net/ugc/924796033474446878/AEA8F2317D43C6228020A681AED0E1668093CD53/

                    • Anonymous

                      24 Jan 2018 01:50  

                      On my first (and so far only) play through, the 15% chance to shock on weapons seems to have disappeared after reloading a save.

                      • Anonymous

                        28 Oct 2017 14:05  

                        Someone smarter than me can figure out the math, but i tested the weapon artefact on a bow with the following relevant stats pre-combining:

                        24-26 air
                        120-127 phys
                        10% chance to set shocked

                        Bow stats post-combining:

                        54-57 air
                        120-127 physical
                        15% chance to set shocked

                        While my math didn't work out perfectly it does seem like the +25% air damage is, of course, based on the physical damage of the weapon (mine gave 24% to the lower damage value and 24.8% to the higher damage value) and will be added on top of any prior air damage the weapon had.

                        On the other hand, it would appear that combining will cap at 15% chance to shock.

                        • Anonymous

                          13 Oct 2017 23:02  

                          Using "Armor" Icon
                          Neck: 10% Fire Resist, +2% Crit, +5% Dodge
                          Ring: 10% Poison Resist, +1 Scoundrel

                          Slight Adjustments to above but I belt and chest swapped (maybe a patch or just recorded wrong)
                          Belt: +2 STR, 1 War
                          Chest: +10% Air resistance

                          Using the "Weapon" Icon (Dagger, Bow, Axe, Mace, Spear
                          +25% Air damage, +15% chance to set shocked for 1 turn.

                          As an FYI, it seems there is some slight level scaling as I tried the Eternal Artefact on the Gloves of teleportation (Level 2 item) and it only have +1 con, 10% earth resistance.

                          Couldn't get anything to work with a Wand, Staff, or Shield.

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