Artifact
ArtifactWallet
Wallet lets your Combat Abilities fall back on Health when you do not have enough Power to pay their normal cost. It is a trade-off, not free casting: the Ability still resolves, but the missing resource comes out of your survival pool, and Wallet's own Health floor keeps that spending from taking the last of your Health.
Pay for Combat Abilities with Health when Power is insufficient, down to a minimum Health threshold.
- Type
- Artifact
- Trigger
- Insufficient Power
- Fallback resource
- Health
- Health floor
- A minimum Health threshold
- Build role
- Trade Health for ability tempo
- Benefit
- Combat Abilities stay usable without enough Power
- Availability
- Digital Deluxe
- Crafting
- Untapped Wallet + materials
Wallet follows the Artifact lifecycle: obtain it from its Digital Deluxe entitlement, craft the Untapped version at The Gap with Artifact Formation, then equip it in your Loadout.
What Wallet Does
Wallet is a conditional resource substitution Artifact. When a Combat Ability would cost more Power than you currently have, Wallet lets that Ability be paid for with Health instead. Because it only changes how a cost is paid, it adds no damage, no Power and no passive stat; the value is that your rotation keeps going when Power would normally stop it.
Exact conversion values, the floor percentage and the partial-Power behaviour are only published once the shipped data verifies them, so this page never invents a number.
What Does Wallet Do?
It substitutes a resource; it does not restore one.
Wallet is a fallback, not a bonus. It does nothing while you have enough Power, and it activates only when a Combat Ability's Power cost cannot be met. At that point the missing cost can be covered by Health, within a minimum Health limit.
- What activates it
A Combat Ability whose Power cost is larger than your available Power. Wallet does nothing while Power is sufficient.
- What it grants
Permission to pay the shortfall with Health so the Ability can still resolve, instead of failing for lack of Power.
- What it targets
Combat Abilities the game classifies as such. It is not a general health-to-power conversion and it does not touch traversal abilities.
Wallet is a resource substitution: it changes which resource pays a cost. That is different from Power recovery, from a cost reduction and from a cost override.
When Does Wallet Use Health?
Only when the normal resource is short.
Wallet is a conditional fallback, so its first requirement is a shortage. If you have enough Power, the normal cost is paid and Wallet never comes into play. The Health fallback is tied to that shortage, not to a button or a timer.
- Condition
An insufficient-Power check for a Combat Ability. Wallet waits for that check to fail before it does anything.
- Priority
Wallet is a fallback resource, not a second pool you choose between. Whether it can act alongside full Power is a data question, not an assumption.
- Partial Power
When you have only part of the required Power, whether Wallet tops up the shortfall or pays the whole cost from Health has to be verified.
Because the trigger is a shortage, Wallet's uptime depends on how often your Power runs out, not on how often you cast.
Power Cost vs Health Cost
The Ability resolves either way; only the payer changes.
A Combat Ability has a Power cost. When that cost cannot be met, Wallet allows the shortfall to be settled with Health. The Power cost itself does not disappear and does not turn into Power; only the resource that pays it changes.
- Power cost
The Ability's normal cost in the primary resource. It is unchanged by Wallet and is only bypassed when Power cannot cover it.
- Health cost
The fallback payment. It is a resource cost, not incoming damage, so it is not the same event as being hit.
- Conversion
How much Health a unit of Power costs is not assumed. A 1:1 ratio or a percentage of maximum Health are both possible and unverified.
Health spent as a resource is not damage taken. That boundary matters for anything that reacts to damage, and it is confirmed from the shipped game rather than inferred.
How the Health Floor Works
A limit on Wallet's own spending, not on damage.
Wallet includes a minimum Health threshold. Its purpose is to stop Wallet's own substitution from spending the last of your Health, so the Artifact cannot by itself take Dylan to zero.
- What it covers
Health spent by Wallet's resource substitution. It protects against the Artifact's own cost, not against enemy attacks.
- Floor behaviour
When a cost would cross the floor, the game may clamp the payment, deny the cast or apply a partial payment. Which one is true is verified.
- Verification
The exact minimum percentage is confirmed against the shipped game before it is printed on this page.
The floor is a limit on a resource cost. It is not invulnerability and it is not a death-prevention effect.
Can Wallet Kill You?
Not through its own Health spending; combat can still kill you.
Wallet's Health floor applies to the Health it spends. Any damage that arrives from enemies, hazards or status effects is a separate event and still reduces your Health normally, so a Wallet cast near the floor leaves very little margin.
- Wallet's own cost
No. Its substitution is limited by the floor, so the Artifact alone does not take your Health below that minimum.
- Incoming damage
Yes, still lethal. Enemies and hazards are not bound by the floor, so you can die in combat as usual.
- Death prevention
Wallet does not prevent death. Refilling Health after a lethal hit is a different Artifact's job, not this one's.
Sitting near the floor is not a build goal. The floor keeps Wallet from finishing you, but it does not give you a safety net against what hits you next.
Wallet and Combat Abilities
The substitution names Combat Abilities, not every ability.
Wallet applies to abilities the game classifies as Combat Abilities. An ability being available to the player does not make it a Combat Ability, so a traversal ability is not assumed to draw on Wallet just because it is also an ability.
| Ability group | Uses Wallet when Power is short? |
|---|---|
| Combat | Inside scope - Combat Ability |
| Traversal | Outside scope - Traversal ability |
- Role does not decide
A defensive, control or status Combat Ability is still a Combat Ability. Its role does not decide whether Wallet can pay for it.
- Choose what you need
Because a Wallet cast spends Health, the Ability worth that cost is the one that solves your current problem, not automatically the most expensive.
- Verification
The exact selector and per-ability eligibility are confirmed against the shipped game before the page names specific abilities.
"Combat Ability" is a game category. It is not the same as "any ability Dylan can use", and it is not the same as an ability's damage role.
Partial Power: What Happens?
The most important unverified question on this page.
The public wording describes the case where you are out of Power, but it does not settle what happens when you have some Power but not enough. There are at least two plausible behaviours, and they change how much Health a cast actually costs.
- Full fallback
The Ability notices the shortage and pays the entire cost from Health, leaving your remaining Power untouched.
- Split payment
Your available Power is spent first and only the shortfall is converted to Health.
- Verification
Which behaviour applies is confirmed from the shipped game. The page does not pick one for you.
This single detail decides whether Wallet is a light top-up or a heavy Health sink, so it stays gated rather than guessed.
Wallet and Cost Reduction
If a cost changes, the fallback changes with it.
Other effects can change a Combat Ability's Power cost before it is paid. Whether Wallet's Health fallback is calculated from the base cost or from the reduced cost decides how much Health a discounted cast actually spends.
- Base cost
The Ability's unmodified Power cost. It is the upper bound for whatever fallback is applied.
- Pipeline order
Cost reductions, cost overrides and the substitution all act on the same cost, so the order in which they resolve decides the final payment.
- Verification
The real resolution order is confirmed from the shipped game and is not assumed from the wording of the effects.
This is why resource modifiers are not all one thing. A reduction, an override and a substitution behave differently once they are combined.
Wallet and Pickpocket's Tool
Two Artifacts that fix the same problem in opposite ways.
Pickpocket's Tool also touches Combat Ability Power cost, but it overrides a cost to zero after a Perfect Dodge. Wallet does not override anything; it substitutes Health when Power is short. If both are equipped, the expected result is that an already-free Ability never triggers Wallet, because there is no shortage left to cover.
- Expected order
An override applied before the shortage check would leave nothing for Wallet to pay, so the free cast wins and no Health is spent.
- Health risk
Pickpocket's Tool has no Health cost of its own. Wallet introduces the Health cost, so the two do not stack into extra free casts.
- Verification
The interaction order is confirmed against the shipped modifier pipeline before this page states it as fact.
Treat this as the concrete case of cost-override versus resource-substitution ordering, not as a promise that the combination is always safe.
Wallet Trade-offs
A benefit with a survival cost attached.
Wallet is not a straight upgrade. It buys flexibility with a resource that also keeps Dylan alive, so the trade-off is the whole point of the Artifact.
- Benefit
Combat Abilities remain usable when Power is insufficient, so a shortage costs you tempo instead of the cast.
- Cost
Health becomes a spendable resource, lowering the margin you have against incoming damage.
- Risk
The floor bounds Wallet's own spending, but it cannot protect you from damage that arrives during or after the cast.
Wallet is an emergency and aggressive flexibility Artifact. It is not unlimited casting and it is not a survival tool.
Wallet Build Synergies
A risk-reward loop, not a flat stat.
Check ability demand
Wallet matters most when Combat Abilities carry your rotation, because that is when a Power shortage actually stops you.
Check recovery
A reliable source of Health recovery makes the fallback cost cheaper to absorb, while weak recovery makes every Wallet cast riskier.
Check your safety margin
Casting near the Health floor trades survivability for tempo. Wallet fits builds that can afford to spend that margin and recovers it afterwards.
Is Wallet Good?
It depends on how often you run dry and how well you heal.
A substitution Artifact cannot be ranked without a build. Its value moves with your Power economy, your ability usage and your access to healing, so the useful question is how often a shortage would otherwise cost you a cast.
Wallet is a good fit when
Power starvation stops your rotation
If you regularly cannot cast when you need to, Wallet converts that wall into a Health cost you can choose to pay.
Combat Abilities are central to your build
The more your rotation leans on Combat Abilities, the more often the fallback has something worth paying for.
You have reliable Health recovery
Steady recovery makes the Health cost easier to absorb, so the trade-off stays manageable.
You value tempo over a safety margin
Wallet suits players willing to spend survivability to keep pressure up and recover afterwards.
Wallet may be less valuable when
You are already struggling to survive
When Health is your bottleneck, turning it into a Power substitute makes a bad situation worse.
Your build barely uses Combat Abilities
With few Combat Abilities in the loop there is little for the fallback to pay for.
Power is rarely a constraint
If you almost never run out of Power, the substitution rarely activates and the trade-off buys nothing.
Your healing is weak
Without recovery, each Wallet cast permanently lowers the Health you have to work with.
You often sit at low Health
The floor bounds Wallet itself, but staying near low Health leaves little room for the damage you still take.
How to Get Wallet
Entitlement, in-game unlock and crafting are separate steps.
Wallet is not an ordinary map find. The Untapped Artifact is part of Digital Deluxe content, so ownership starts with the entitlement, and the path to a usable Artifact runs through the Untapped version and Artifact Formation.
- 1 · Hold the entitlement
Wallet's Untapped Artifact comes from Digital Deluxe content, so the account has to own that content before the Artifact is reachable.
- 2 · Reach the in-game unlock
The entitlement makes the Artifact reachable; the point where it becomes usable in game is a separate, confirmed condition.
- 3 · Craft at The Gap
Use Artifact Formation and provide the required materials to turn the Untapped Wallet into Wallet.
- 4 · Equip it
Once crafted, Wallet equips through your Loadout like any other Artifact.
Owning the entitlement does not equip the finished Artifact. Entitlement, in-game unlock and crafting stay distinct.
Digital Deluxe Availability
An entry entitlement, not a pre-order bonus.
Wallet's Untapped Artifact is listed as Digital Deluxe content on the store listings, so its availability is tied to the edition rather than to a pre-order window. That is a different entitlement from a pre-order reward.
- Entitlement type
Digital Deluxe content, granted by owning the Digital Deluxe Edition or the equivalent upgrade.
- Upgrade path
A Digital Deluxe Upgrade grants the same content, so a standard-edition owner can add it later through the upgrade.
- Unlock timing
When Wallet becomes usable in game is a separate condition and is confirmed from the shipped entitlement and progression data.
- Platform rules
Whether the entitlement is tied to a store, edition or account is confirmed before it is stated on this page.
Wallet is Deluxe content, not a pre-order bonus. Looking for it in the open world is the wrong first step; check the edition and the upgrade first.
Wallet Crafting Recipe
Materials and station, with the numbers still gated.
Crafting Wallet consumes its Untapped version plus additional materials. The materials and the station are listed here; exact quantities appear only after the recipe is verified, so a balance change never leaves stale numbers on this page.
| Materials | Quantity |
|---|---|
| Untapped Wallet | Required |
| Nostalgic Echo | Not verified yet |
| Source | Not verified yet |
| Station | Artifact Formation, at The Gap |
How to craft it
Bring the Untapped Wallet and the materials to Artifact Formation at The Gap, then craft the Artifact and equip it from your Loadout.
Materials are stored as data, not written into this page's prose, so a future recipe change updates one value instead of fifteen localized pages.
Artifact Slots and Equip Restrictions
A Loadout limit, not a Wallet effect.
Wallet occupies an Artifact slot like every other Artifact. Whether it can be equipped alongside a specific other Artifact is decided by the Loadout and by the game's Artifact grouping, not by the effect text.
- Loadout slots
Artifacts equip into the Loadout's Artifact slots, so a full Loadout has to drop something to fit Wallet.
- Artifact grouping
If the game groups Artifacts into families, two Artifacts from the same group may be mutually exclusive. That grouping is a game rule, and this page does not invent one.
- Conflict is a validity rule
An equip conflict means the combination is not legal, not that the two effects are weak together.
A resource role label is not a game family. The page never derives an equip restriction from the role it displays.
Wallet vs Pickpocket's Tool
Two ways to keep casting when Power is short.
Wallet and Pickpocket's Tool are not ranked against each other by the size of their effect, because they solve the same problem differently. Wallet substitutes Health for missing Power; Pickpocket's Tool overrides a Power cost to zero after a Perfect Dodge.
| Dimension | Wallet | Pickpocket's Tool |
|---|---|---|
| Pattern | Fallback substitution | Event-triggered free cast |
| Trigger | Insufficient Power | Perfect Dodge |
| Power cost | Paid by Health | Overridden to zero |
| Health risk | Yes, Health is spent | No Health cost |
| Skill condition | Low skill demand | Requires Perfect Dodge timing |
| Reliability | Available whenever Power is short | Depends on dodge timing |
| Acquisition | Digital Deluxe | Pre-order |
| Build focus | Ability-heavy, risk-reward | Reactive ability economy |
The real question is not which is stronger, but whether you want to spend Health to keep casting or to be rewarded for defensive timing.
Common Problems
Check the cause before calling it a bug.
| Symptom | Check |
|---|---|
| The ability still will not cast | Check that Wallet is equipped, that the ability is a Combat Ability, that Power really is insufficient and that your Health is above Wallet's floor. |
| Health is not being spent | Check that you actually ran out of Power. Wallet only activates on a shortage, so a cast paid with full Power never touches Health. |
| My Health dropped below the floor | Check what caused the loss. Wallet's floor only limits the Health Wallet itself spends, so enemy or hazard damage still applies normally. |
| Pickpocket's proc was active but Wallet still spent Health | Check whether the proc was actually active, whether the ability qualified and whether the cost override had already resolved before the shortage check. |
| I cannot find the Untapped Wallet | Check whether your account owns the Digital Deluxe content or the upgrade. It is granted by the entitlement, not found in the open world. |
| I own Deluxe but Wallet is not craftable | Check that the entitlement is recognized, that the in-game unlock is reached, that the Untapped Wallet is in your inventory, that Artifact Formation is unlocked and that the materials are complete. |
If all of these check out and it still misbehaves, treat it as a technical problem rather than a build problem.
Where to Go Next
Wallet owns this Artifact's identity, its Health-for-Power substitution, its Health floor and its acquisition and crafting. The full Artifact list, the role and trigger taxonomy and the lifecycle and slot rules live on the Artifacts hub, which is where you compare resource options before spending a Loadout slot.