Artifacts and Magic Research are the two stat systems in VAMPIR that run on a loop you can automate. Artifacts open after Episode 1 main quest 101 and level up with enhancement stones; each attempt can fail, and a success adds one to three levels. Magic Research injects orbs from dungeons into a flask stage by stage, then spends Trinity or a catalyst to research and unlock the next flask. Both have an auto button that stops when you hit the target or run dry.
Artifacts
| Rule | Detail |
|---|---|
| Unlock | After Episode 1 main quest 101, "Arrival in the Future" |
| Material | Artifact enhancement stones |
| Outcome | Success or failure; success raises the level by 1 to 3 |
| Auto-enhance | Set a target level; stops at the target or when stones run out |
| Buttons | Applied effects (all active bonuses) and probability info (rates at the current level) |
Open probability info before you press enhance. The rate shown is for the level you are at, so the decision to keep going is made one level at a time, not for the whole run.
Source · guide.netmarble.comNetmarble Korea guide: Artifacts
Magic Research: inject, then research
- Collect magic orbs in dungeons.
- Inject them into the active flask. Each success raises the stage by one and adds an injection effect.
- At the final stage of that flask, start research. It costs Trinity or a Magic Research catalyst.
- A successful research grants the research effect and opens the next flask level; go back to step 1.

Source / rights
Trinity is the resource that also drives Discipline, processing and Blessing, so research competes with your gear for it. Use catalysts on research when you have them and keep Trinity for the systems that have no substitute.
Source · guide.netmarble.comNetmarble Korea guide: Magic Research





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