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Wireframe example for Artifact Enchantment UI
An example interpretation of the prompt
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Artifact Enchantment UI

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Design the artifact enchantment screen where players place an item into a socketed slot to add enchantments or gems. This lives inside the inventory/loadout flow, so it should feel like a game action, not a settings form.

The core job is to make the socket outcome legible before the player commits. Show what item is inserted, what kind of slot it can use, and what changes after the placement: added enchantment, gem effect, or blocked placement if it does not fit.

The screen needs to support comparison at a glance. Players should be able to read current stats, see available sockets, and understand which outcomes are guaranteed versus random or conditional.

Build tension around the decision without hiding the rules. The player is choosing whether to spend a valuable item on a slot, so the UI should make the reward, risk, and final state clear in one pass.

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Use a strong preview state on the slot itself: before confirm, show the exact socket result directly in the artifact silhouette, not only in text.

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