WANDERBURG WIKI

Wanderburg artifact unlocks: 22 prices and purchase choices

EARLY ACCESS · SEPTEMBER 2026

Check an item’s named requirement and silver price before planning a run around it. Spiderburg requires the four Golden Dunes bosses; Tankenburg requires the four Dusky Pines bosses. Artifacts, captains and vehicles change different parts of a loadout, so unlock the piece that enables your next build.

Wanderburg artifact unlock prices: 22 purchases compared

Start with an artifact that improves an attack or action you actually use. The table is ordered by Silver price; a higher price is not a build ranking. These purchases are part of the 87-artifact list, which also includes artifacts without a listed purchase price.

ArtifactSilver priceEffect and trigger
Electric Arrow450Adds chain lightning to arrows.
Bumper500Adds melee damage based on speed.
Catalyst500Boosting uses 20% less nitro.
Extra Rations500Crew works 10% faster.
Quick Reload750Cooldowns recover 50% faster while boosting.
Running Shoes800Friendly units accelerate when you boost.
Tax800Enemy vehicles have a 10% chance to drop a Silver coin.
Work Contract800Consuming a farmer has a 25% chance to turn it into a friendly sheeprider.
Hand Crank1,000Consuming a unit restores nitro.
Napalm1,000Enemy vehicles killed by fire leave fire craters.
Stiletto1,000Adds melee damage against enemies at full health.
Cluster Core1,400A cannonball kill on an enemy vehicle creates a bullet-star explosion.
Fast Quiver1,400Arrow kills accelerate cooldowns of arrow abilities.
Couldron1,600Consuming units accelerates magic-ability cooldowns.
Magma Core1,800Cannonballs leave a fire crater on ground impact.
Repair Wrench1,800Lets you discard an upgrade choice to heal 25%.
Campfire2,500Automatic attacks are 50% faster while you are not moving.
Reset Lever4,500Resets all module cooldowns on level-up.
Upgrade Dice8,000Adds 3 module-upgrade rerolls.
Four Leaf Clover16,000Improves upgrade luck.
Shovel18,000Vehicles have a 1% chance to drop an artifact chest.
Souvenir50,000Gains 0.75% luck per vehicle killed.

Which artifact should I unlock first?

  • Arrow loadout: compare Electric Arrow at 450 Silver before saving 1,400 for Fast Quiver. The first adds chain lightning to arrows; the second needs arrow kills to build its benefit.
  • Ram and boost loadout: Bumper and Catalyst each cost 500 Silver. Buy the damage effect if impacts are weak, or the consumption reduction if you run out of nitro. Together their listed prices total 1,000 Silver.
  • Summon loadout: Running Shoes costs 800 Silver and helps friendly units during your boost. It is not a substitute for a player-speed artifact.
  • Recovery problem: Repair Wrench costs 1,800 Silver and offers a healing choice when upgrading. Account for the lost upgrade choice before buying it.

For V8's 10% boost-speed effect and other entries without a listed price, do not infer a free unlock or a particular boss drop. Check the available choices in your run. Use one-time quest rewards and repeat-run earnings to budget purchases separately.

Spiderburg and Tankenburg unlock conditions

VehicleRequirementListed price
SpiderburgBeat all four Golden Dunes bosses2,500 silver
TankenburgBeat all four Dusky Pines bosses5,000 silver
WanderturmCheck availability in your loadout screen1,000 silver

After completing the boss requirement, return to the vehicle selection and inspect the purchase state. An unlock notification does not mean the new vehicle is equipped. Check its module slots before trying to transfer a build from the previous chassis.

Choose an artifact purchase by its trigger

ArtifactListed priceBuild question
Bumper500 silverDo you use speed-based melee impacts?
Catalyst500 silverIs boost consumption limiting your route?
Repair Wrench1,800 silverWould you trade an upgrade choice for healing?
Campfire2,500 silverCan you safely remain stationary to improve automatic attacks?

Read the condition before comparing the price. Campfire asks you to stop moving; that conflicts with a plan built around continuous retreat. Repair Wrench offers a choice at a cost rather than passive regeneration. Pick one useful effect instead of spending on unrelated bonuses.

Use the artifact catalogue for individual effects and prices. An entry without a listed price is not, by itself, an instruction to farm a particular boss or biome.

Captains come with a playstyle cost

The Count heals through consuming units and removes health-box spawns. Empress doubles friendly unit spawns but reduces speed by 30%. These change how you route the castle, not just how much damage you deal.

Choose the captain after deciding how the build survives. A summon plan with slower movement still needs an escape route; a consume-healing plan needs safe small targets. Check the captain list and test one change at a time.

Looking for an arcane tower?

Look up the actual module name and slot rather than treating “arcane tower” as a separate unlock family. Fire Mage is a top-slot module with a listed price of 2,000 silver. Force Mage occupies the front slot and costs 1,600 silver; its active forcefield pushes nearby enemies away.

On a loadout with one front position, Force Mage competes with Ram and Front Barracks. Fire Mage similarly competes with other top-slot choices such as Top Mortar. Browse modules by slot before paying for a combination.

Why is an unlocked item still unavailable?

  1. Check that the task is complete, including whether it says “in one run” or “overall.”
  2. Check whether the silver purchase is still outstanding.
  3. Check the selected vehicle and the required slot.
  4. Return to the loadout and select the item; task completion alone does not place it in your active build.

For crew-to-module requirements, use the Archer Tower and Turret Layer routes. For the next run’s artifact choices, read how to match artifacts to your build.

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