Amulet
Amulet gives +5% melee Critical Chance with no condition or trade-off in its core effect. Choose it for safer, consistent Crit frequency.
Artifact · Combat
Combat Artifact
At maximum Health
+30% Melee Critical Chance
While equipped
+20% Damage Taken
Best for Full-health melee Crit builds
Energy Drink is a high-risk melee Crit Artifact. It offers a large Critical Chance bonus only while Health is full, while its incoming-damage penalty makes that condition harder to keep.
Adds +30% Critical Chance for all melee attacks when Dylan is at maximum Health. Dylan takes +20% more damage while this Artifact is equipped.
The +30% modifies how often melee attacks crit. It is not Critical Damage and does not make each Critical Hit 30% stronger.
The condition is maximum Health, not high Health and not a hidden percentage threshold. Taking any damage means the verified Crit condition is no longer satisfied.
Active · Maximum Health
+30% Melee Critical Chance
Crit bonus inactive
Health is not full
The +20% Damage Taken penalty remains active whenever Energy Drink is equipped, even when the Crit bonus is inactive.
It is excellent for players who can reliably avoid damage and maintain full Health. Frequent chip damage removes the bonus while leaving the risk in place.
Full-health melee Crit
Excellent
Skilled dodge / avoidance player
Excellent
Hiss Shield Crit build
Strong with Water Pistol
General melee Crit
Strong but risky
Frequently takes chip damage
Poor
Low-health build
Very poor
Ranged / non-melee focus
Poor
Use it when melee Critical Hits are the offense plan and staying untouched is realistic. Energy Drink is high-skill, high-risk Crit frequency, not an automatic best Crit Artifact.
Damage avoidance, Perfect Dodge, Shield, and careful positioning protect the trigger more directly than taking damage and healing it back. The Artifact's own +20% Damage Taken penalty makes every mistake more expensive.
Crit frequency, Crit damage, and targeted Crit payoff are separate jobs.
Amulet gives +5% melee Critical Chance with no condition or trade-off in its core effect. Choose it for safer, consistent Crit frequency.
Compact gives Critical Hits +50% Damage but reduces their Falter by 30%. Together, crits can be more frequent and stronger, at the cost of +20% incoming Damage and 30% less Falter from Critical Hits.
Water Pistol makes Critical Hits deal +50% Damage to Hiss Shield. Energy Drink can create more melee Crit events for that targeted payoff.
Listed modifiers may be compared, but this page does not claim that Energy Drink and Amulet produce exactly +35% final Critical Chance. Base chance, caps, and stacking order are not closed.
Shiny Pebble restores Health only up to 50%, so it cannot activate a maximum-Health condition by itself. Do not label it an Energy Drink activation engine.
Bar Blade slowly regenerates Health near a Summon and may support recovery, but its exact cap and regeneration behavior are not modeled. It cannot promise permanent Energy Drink uptime.
Current launch-era Artifact guides list Untapped Energy Drink as an Unknown Zone Level 12 reward. After obtaining the blueprint, form Energy Drink through the Forgemaster system in the Gap.
One current 43-Artifact guide reports Unknown Zone progression at Zone Level 12. Production data does not bind this Artifact to a direct source, fixed pickup, chest, or specific vendor.
Game data confirms that Untapped Energy Drink forms through the Forgemaster in the Gap, but it does not name a direct reward source.
Bring Untapped Energy Drink to the Forgemaster in the Gap to form the finished Artifact.

No exact finished Artifact image is matched. The verified blueprint image is used only in this acquisition section; internal asset names are not player-facing.
This page owns Energy Drink's maximum-Health trigger, +30% melee Critical Chance, always-on +20% Damage Taken trade-off, and acquisition evidence. Use the Artifacts hub for the wider catalog.