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AKF Journey‘s gameplay revolves around gathering a cast of heroes (excluding the one you made) and making them fight for you. However, that doesn’t mean you can’t contribute and join the fray. AFK Journey Artifacts ensure that you can affect combat in a certain aspect. Artifacts are practically spells that you can auto-trigger to buff up your team. In any case, here’s how to make your Magister duties count — using the most effective AFK Journey Artifacts. Don’t forget to equip or change them before the start of each combat encounter.
6. Awakening Spell
Five seconds after the battle starts, summons Radiant Life to restore three weakest allies heroes Max HP by seven percent every 10s.
The Awakening Spell is one of the first few spells you get to unlock in the game and it has its niche uses as a healing spell. Its strategic value boils down to how well it can save you a team slot since it has the potential to replace a healer.
However, each combat encounter refreshes the HP of your whole team anyway. Moreover, you want healing on demand, something more dedicated healers can give, not just every 10 seconds. Hence, the Awakening Spell might find limited uses once you reach high enough levels.
5. Enlightening Spell
At the start of a battle, the ATK SPD of one rearmost allied hero in the back is increased by 80 for 15s. While the skill takes effect, the buffed allied hero gains control immunity.
More attack speed for your most powerful back-line hero is always welcome, especially if it’s Cecia. But it still has one glaring problem similar to other single-target spells in that it only buffs one hero. That would be random if you have several spell slingers and arrow shooters at the back.
It’s great for when your whole team is a min-maxed party of capable S-level heroes as any of them could use the attack speed. But such an ideal situation isn’t something you can consistently achieve in the Arcane Labyrinth.
4. Ironwall Spell
Blesses the frontmost allied hero at the start of a battle, increasing their Phys DEF and Magic DEF by 15 percent and Energy on Hit by 20 for the rest of the battle. At the start of a battle and every 12s thereafter, it grants the blessed ally a shield by 20 percent of their max HP for six seconds. The blessing effects can’t be dispelled.
Prevention is better than cure, and the Ironwall Spell does that much better than the Awakening Spell. It’s also percentage-based so it scales quite well into the late-game, especially if you want your tank to actually tank better.
Still, since it only affects one of your heroes, it’s not that great if you opt to forego the tanks, especially once you start unlocking more functional AFK Journey Artifacts. At the very least, the Ironwall Spell might let you save a hero slot since you only need one tank if you have it.
3. Blazing Spell
Shoots a fireball at the weakest enemy every five seconds, dealing magic damage equal to 20 percent of the Team ATK.
If you want a more active combat role as the Magister, then the Blazing Spell ought to be your choice. It’s no slouch either as finishing off the weakest enemy (usually the one with the lowest HP) lets your heroes move on to bigger targets.
In case all enemies have full HP, then that means the enemy back-liners will be chosen as targets. Suddenly, enemy spellcasters and bow users don’t feel too threatening.
2. Confining Spell
Three seconds into a battle, deals magic damage equal to 25 percent of the team’s ATK to 2 enemies in the back, making them unable to move or act for 1.5s. Repeats the attack every every 12s.
Too bad the Blazing Spell is easily outclassed by this one as soon as you unlock it. It’s more crowd-control-oriented and has a lower damage output, but it will paralyze the enemy’s high-damage, low-HP targets in case the enemy tanks are keeping your heroes too busy.
Dealing damage to more than one enemy is also an icing on the cake here. If there’s only one enemy, then it’s their unlucky day.
1. Starshard Spell
Every four Ultimate cast by allies creates a flame wave that attacks all enemies, dealing true damage equal to 16 percent of their current HP and up to 60 percent of Team ATK. The flame wave also reduces their ATK SPD by 60 for four seconds.
The Starshard Spell is the best finisher you could ever ask for, at least until more AFK Journey Artifacts are introduced. While four heroes need to pop off their Ultimates for this spell to happen, those Ultimates are no guarantee that the enemy team will be all dead by then.
That’s why this will help you finish off the stragglers. It can be quite the clutch move. And in the off-chance that the targets survive, the next four seconds for them are going to be hell.