
Genshin Impact Artifact Farming Routes: Best Domains by Set
How Genshin artifact domains drop gear, which domains to farm for crit and EM sets, and when to keep a piece or feed it away.
Artifacts are the long game in Genshin Impact. Characters and weapons come and go, but the Resin you pour into Domains of Blessing is a daily tax you'll be paying basically forever. The good news is that the system is pretty fair once you can see it. Every domain drops two specific sets, drop rates are identical across every domain at the top level, and the gap between a smart farming plan and a wasteful one mostly comes down to picking domains where you actually want both halves of the payout.
How Domain Drop Rates Actually Work
Every Domain of Blessing comes in levels, and the levels are gated by Adventure Rank. The number that matters is AR 45. That's when the highest domain level opens up, and it's the only one worth farming seriously, because it's the only level that guarantees a 5-star artifact on every single run.
| Domain level | What drops | |---|---| | 1-2 | 3-star and 4-star pieces | | 3 | 4-star and 5-star pieces, no 5-star guarantee | | 4 (AR 45+) | 4-star and 5-star pieces, at least one 5-star guaranteed |
A claim costs 20 Original Resin, or one Condensed Resin for a double payout. Resin regenerates at one point every eight minutes and the cap sits at 200, which works out to roughly 180 free Resin a day. Condensed Resin is crafted at any alchemy bench from 40 Original Resin, one Crystal Core, and 100 Mora, and it's the standard way to farm - two guaranteed 5-stars per run instead of one, and half the loading screens. Community drop logs put the long-run average at about 1.07 five-stars per 20 Resin, so every so often a claim slips you a bonus piece.
Here's what trips people up. The guarantee is where the good news ends, because the piece you get is random in basically every way that counts. Flower is always flat HP and plume is always flat ATK, but the other three slots roll their main stat from a pool:
| Slot | Main stat options | Notable values at +20 | |---|---|---| | Sands of Eon | HP%, ATK%, DEF%, Energy Recharge%, Elemental Mastery | 46.6% ATK%, 51.8% ER, 187 EM | | Goblet of Eonothem | 12 options, including 7 elemental DMG bonuses | 46.6% elemental DMG, 58.3% Physical, 187 EM | | Circlet of Logos | HP%, ATK%, DEF%, EM, CRIT Rate, CRIT DMG, Healing Bonus | 31.1% CRIT Rate, 62.2% CRIT DMG |
The goblet is the pain point. Twelve possible main affixes means one specific elemental DMG goblet lands somewhere around one drop in twenty, going by community tracking. Crit circlets are each closer to one in ten. That's why an on-set goblet with the right element feels like an event.
Substats pile another layer on top. A 5-star drops with three or four lines already rolled (the four-line start shows up roughly one time in five), and every four levels after that it either opens the fourth line or pumps a random line it already has, all the way to +20. Each pump lands somewhere between 70% and 100% of that stat's maximum, so a top-end roll is 3.9% CRIT Rate, 7.8% CRIT DMG, or 23 Elemental Mastery. Crit, EM, and Recharge lines are also slightly less likely to appear in the first place - the weighted pool favors the flat and percent HP, ATK, and DEF stats a touch.
One more system, because it changes everything: the Artifact Strongbox. At AR 45 the Mystic Offering tab opens at the crafting bench. Feed it three 5-star pieces you don't want and it hands back one random piece from a set you pick. That's your reroll machine, and it's the reason junk should never get sold for Mora.
Best Domains For Crit Damage Sets
Quick reality check before the list: almost no set hands you crit damage directly. What the good crit sets actually do is hand you a big pile of crit rate, so the substat rolls you do get can all go into crit damage instead. That's the trade, and it's usually a great one.
Denouement of Sin (Fontaine)
Two sets, both premium, which makes this the single best-value crit domain in the game. Marechaussee Hunter gives 15% Normal and Charged Attack DMG at two pieces, and the four-piece grants 12% CRIT Rate for five seconds whenever your HP moves, stacking three times. That's a free 36% CRIT Rate for anyone whose HP bounces around on its own - Neuvillette, Wriothesley, Lyney, Gaming - and Furina's HP drain switches it on for nearly anyone else you'd want it on.
Golden Troupe is the other half of the payout. Two pieces give 20% Elemental Skill DMG, the four-piece adds another 25%, and a further 25% while the wearer is off the field (it drops off two seconds after you swap in). Fischl, Furina, Yae, and Albedo all live on it. Even the domain's Ley Line Disorder gets in on the theme, adding CRIT DMG whenever a character gains or loses HP, so the dungeon is basically built to show off its own sets.
Sanctum of Rainbow Spirits (Natlan)
Obsidian Codex is the most blatant crit set in the game. Two pieces add 15% DMG while the wearer is in Nightsoul's Blessing and on field, and the four-piece grants a flat 40% CRIT Rate for six seconds after they spend a Nightsoul point, refreshing about once per second. For Natlan on-fielders like Mavuika, Mualani, Kinich, Chasca, and Varesa, that 40% means stacking almost pure crit damage on substats and still landing near a healthy 1:2 ratio.
The partner set is Scroll of the Hero of Cinder City, a support set that gives everyone 12% Elemental DMG Bonus for the elements involved in a reaction the wearer triggered, plus another 28% if the wearer was in Nightsoul's Blessing at the time. Point being, neither half of this domain is a dud - the DPS set and the support set both have obvious owners on the same account.
Frostladen Machinery (Nod-Krai)
Night of the Sky's Unveiling is the Lunar-reaction version of the same trick. Two pieces give 80 Elemental Mastery, and the four-piece grants 15% or 30% CRIT Rate depending on your Moonsign whenever nearby party members trigger Lunar Reactions while you're on field. If you're running Nod-Krai teams built around Flins, Nefer, or Zibai, this is the set. Everyone else can skip it, since the bonus needs a Moonsign character in the party to fire at all.
The situational picks
Peak of Vindagnyr in Dragonspine drops Blizzard Strayer, still the freeze-team special: 20% CRIT Rate against Cryo-affected enemies and another 20% against frozen ones. It's a lot of free crit, but plenty of bosses can't be frozen, so it's a conditional set rather than a default. Momiji-Dyed Court in Inazuma earns a mention for a different reason - Emblem of Severed Fate gives no crit at all, but its four-piece (Elemental Burst DMG increased by 25% of your Energy Recharge, capped at 75%) sits on nearly every burst DPS in the game, and crit substats are exactly what those characters are hunting for anyway.
| Domain | Region | Sets | Best for | |---|---|---|---| | Denouement of Sin | Fontaine | Marechaussee Hunter, Golden Troupe | HP-fluctuating DPS, off-field skill users | | Sanctum of Rainbow Spirits | Natlan | Obsidian Codex, Scroll of the Hero of Cinder City | Natlan on-field carries, Natlan supports | | Frostladen Machinery | Nod-Krai | Night of the Sky's Unveiling, Silken Moon's Serenade | Lunar reaction and Moonsign teams | | Momiji-Dyed Court | Inazuma | Emblem of Severed Fate, Shimenawa's Reminiscence | Burst DPS, normal-attack carries |
Best Domains For Elemental Mastery Sets
EM gear splits into two very different jobs, and knowing which one you're farming for saves weeks. Full-EM builds (hyperbloom and bloom triggers, mostly) want EM main stats on all three rolling slots at 187 each plus EM everywhere else. Hybrid builds - aggravate, spread, vape - want crit and ATK% first with EM layered on top. The domains below serve both.
Spire of Solitary Enlightenment (Sumeru)
The best EM route in the game, because both halves pull weight. Gilded Dreams gives 80 Elemental Mastery at two pieces, and its four-piece grants 14% ATK for each party member sharing your element plus 50 EM for each member with a different one, for eight seconds after you trigger a reaction. In a typical team that's a real chunk of both stats, which is why it shows up on so many Dendro and reaction carries.
Deepwood Memories is the other half. Two pieces give 15% Dendro DMG, and the four-piece shreds 30% Dendro RES for eight seconds after a Skill or Burst hits - and it works from off field. Every serious Dendro team wants exactly one holder of this set, so the "leftover" pieces from a Gilded Dreams hunt aren't leftovers at all.
City of Gold (Sumeru desert)
Flower of Paradise Lost is the bloom specialist. Two pieces give 80 EM, and the four-piece ramps up Bloom, Hyperbloom, and Burgeon damage, with the bonus capped around 80% once it's fully stacked. For a dedicated hyperbloom trigger like Kuki Shinobu or Thoma in a burgeon comp, it edges out Gilded Dreams. The catch is the partner set, Desert Pavilion Chronicle, is an Anemo set - so this domain is only worth it if you're all-in on bloom teams or also building an Anemo unit.
Frostladen Machinery (Nod-Krai, again)
Worth repeating here because it's a two-for-one. Night of the Sky's Unveiling carries 80 EM on its two-piece, so Lunar teams can mix two-piece bonuses instead of chasing a four-piece. Silken Moon's Serenade, its domain partner, gives 20% Energy Recharge at two pieces and a party-wide EM bump plus 10% Lunar Reaction DMG at four, which makes it the support set for those same comps. One domain, both halves of a Lunar team's gear.
Who actually wants EM
Short version so you don't waste Resin. Full EM goes on the reaction triggers themselves: hyperbloom, bloom, burgeon, and swirl drivers. Those don't scale with ATK at all and can't crit, so EM main stats are the whole build. Aggravate and spread characters (Keqing, Cyno, Tighnari, Raiden in a quicken comp) still want crit first, because that reaction bonus rides on top of a hit that can crit. And a plain vape or melt carry mostly treats EM as a nice extra, not a target.
Resin Efficiency: Farming Two Sets At Once
Every domain run pays out from two sets, and over any decent sample the split works out to roughly half and half. Since drop rates are identical everywhere, efficiency isn't about finding a lucky dungeon - it's about never trashing half your runs. Pick domains where both sets have a home on your account.
That's why Denouement of Sin keeps topping these lists. A week of farming it builds Golden Troupe for your Fischl and Marechaussee for your Neuvillette at the same time, and every single 5-star that drops is a piece you'd at least consider keeping. Compare that to a domain where one set is dead for your roster: you've quietly paid double the Resin per useful piece, which is the most common way players burn weeks without noticing.
Use the Strongbox for the rest
The Strongbox is how you farm sets whose domain partner you don't want. Three junk 5-stars in, one random piece of a set you choose out, and you can batch up to 39 artifacts at a time. Farm the double-value domain, then funnel the garbage into Emblem of Severed Fate or Viridescent Venerer or whatever else you need - that's 13 aimed rolls per 39 pieces fed, aimed at sets that would otherwise cost you a domain you half-waste.
Two rules make it work. Only strongbox sets you'd genuinely use multiple pieces of, since the slot and main stat are still random. And don't strongbox a set whose domain you're actively farming anyway - the Strongbox is for the sets with bad domain partners for you, not a substitute for farming.
Condensed Resin discipline
The 200 cap is a trap if you play once a day, because Resin past the cap just stops. Craft Condensed Resin before you log off if you're near the top. Crystal Cores come from catching Crystalflies near any city gate at dawn, and 100 Mora per craft is nothing.
| Resin source | Amount | What it buys | |---|---|---| | Natural regen over 24h | ~180 | 9 domain runs, or 4 Condensed plus 1 normal | | Cap drained from full | 200 | 10 runs, 5 of them with Condensed |
Spend your elixirs on goblets
The Artifact Transmuter (unlocked in Natlan) takes a Sanctifying Elixir and lets you pick the set, the slot, the main stat, and two substats. The cost scales with how painful the slot is: one elixir for a flower or plume, two for a sands, three for a circlet, four for a goblet. Elixirs are rare, so the move is almost always the goblet. You're skipping the one-in-twenty slot roll that no amount of farming reliably fixes.
One last thing, and it's the biggest one: don't farm artifacts before AR 45. Every pre-45 claim rolls from a pool with no 5-star guarantee, so the same Resin buys far less. Spend it on character ascension, talents, and weapons instead, and start the domain grind the day you hit 45.
When to Reroll Versus Keep Substats
First, a definition, because the game never says this anywhere: you cannot reroll substats. "Rerolling" a piece means feeding it away - into the Strongbox for a shot at a replacement, or into another piece as enhancement fodder - and pulling again. There's no undo, so the whole skill is deciding early which pieces deserve more levels.
The keep rules
Correct main stat always keeps, full stop. A 5-star with the right main stat and terrible substats is still a candidate, because you can level it later and the main stat alone carries real value. That's doubly true for goblets and crit circlets, where the main stat itself is the rare part. Flowers and plumes are worth a look no matter what, since their main stats are fixed - the only question is whether the lines are any good.
For judging lines, crit value is the quick gut check: two times CRIT Rate plus CRIT DMG, substats only. A flower sitting on 3.5% CRIT Rate and 14% CRIT DMG scores a 21. Most people call 20 usable for a working build and 30 genuinely good, so that flower is worth taking further.
The +4 ladder
Level in steps of four and check after each one. At +4 a piece either opens its fourth line or pumps an existing one; if a crit circlet opens a fourth line that's flat DEF, that's usually the exit. Stopping at +4 or +8 costs almost nothing, and doing it every time saves a genuinely surprising amount of Mora and fodder across a month. The pieces that survive three checkpoints with two or more useful lines getting fatter are the ones you take to +20.
Roll quality matters as much as which line got picked. Every upgrade lands on a random line at a random tier, so the same "crit rate went up" can mean 2.7% or 3.9%. Two pieces with identical-looking lines can be several percent of crit apart once maxed.
When to feed it
Feed the piece when the main stat is wrong for a rolling slot (an ATK% sands on a DEF scaler, say), when it opens with two or more flat stats, or when it's stacked with Energy Recharge on a character who bursts fine already. Also feed anything 4-star and below once you're established - they cap at +16 and exist to be fuel.
Keep one exception in mind: only four of five slots need to match for the four-piece bonus, so the fifth slot is free. A spectacular off-set goblet or circlet with the right main stat isn't a disappointment, it's exactly what that flex slot is for. Plenty of finished builds run an off-set goblet and lose nothing for it.
So the loop looks like this: farm a domain where you want both sets, judge every 5-star at +4, feed the failures into the Strongbox aimed at whatever set has the worst domain for you, and hold your rare elixirs for the goblet that never drops. Do that for a few weeks and the pieces start showing up - the goblet's just always last.