Reclamation: A Soul Unburied

Equipment and inlays

Equip gear and choose a ring slot

Between fights, open Inventory and select the gear you want to wear. Choose Equip or click its matching equipment slot.

For a ring, open Inlays & Jewelry, select the ring, and click Ring A or Ring B. Use the slot you want to fill or replace. The Equip button for a loose ring uses Ring A.

Replacing gear sends the old piece back to your bag. To remove gear without replacing it, select the worn piece and choose Unequip. If there is no room in a compatible bag for the old piece, the change is canceled.

Fit inlays into your gear or store spare gear in the Reliquary.

Find gear in Overflow

Make room in a compatible bag

Open Equipment and look for the Overflow bag tab. It appears when the game has preserved items that could not fit in a compatible bag. If there are more than 20 items, use Previous and Next to browse them.

The Equipment bag has 20 slots. Inlays & Jewelry has 10 slots for rings, amulets and inlays. At Rank 10, the 20-slot Multipurpose bag can hold either category.

Outside combat, select an item in Overflow and choose Move to multipurpose once that bag is unlocked and has a free slot. From Multipurpose, Move to category bag sends the selected item to its usual bag if there is room. For permanent gear you want to set aside between expeditions, see Using the Reliquary.

Remove an unwanted item

Move gear between Reliquary tabs

Make room in a compatible bag

If a reward says Bag full, open Inventory and check the slot count for the kind of item you want. Rings, amulets and loose inlays use Inlays & Jewelry. Other gear uses Equipment.

Once you have the Multipurpose bag at Rank 10, select an item in the full bag and choose Move to multipurpose if it has room. If Multipurpose is full too, check whether one of its items belongs in the other bag. Select it in Multipurpose and choose Move to category bag if its usual bag has space. Then move an item out of the full bag and return to the reward.

You can move items between bags outside combat. If you still need space, see Using the Reliquary for storing spare permanent gear.

Remove an unwanted item

Outside combat, open Equipment and find the gear or loose inlay in its bag, including Overflow. Right-click the item, or focus it and press Shift+F10. Choose Destroy.... Check the item name in the confirmation before choosing Destroy. This permanently removes the item and gives no payment.

Favorite and protected items cannot be destroyed. If you destroy gear with fitted inlays, the inlays return to your inventory. If they cannot fit, the gear and its inlays stay where they are.

If you want to keep the item, see Find gear in Overflow for ways to move it.

Fit and swap inlays

Use sockets to add bonuses to your gear for the current expedition.

Fit an inlay

Open Inventory and select the gear you want to use. Check the gear name above the sockets. In Inlays & Jewelry, select a loose inlay, then click an empty socket. You can also drag a loose inlay onto the socket. Equip the gear to gain the inlay bonuses.

Replace or remove an inlay

To swap inlays, select a loose one and click an occupied socket, or drag it there. The old inlay goes back to your bag. To empty a socket, click the fitted inlay without a loose inlay selected, then choose Remove from socket. If there is no compatible bag space for the returned inlay, the change is canceled.

When you can change inlays

Change inlays between fights during an active expedition. Inlays carry over if you continue the same expedition on another continent. Defeat ends the expedition and you lose its inlays. Your base gear stays with your character.

Apply a permanent equipment development

When you have a permanent development available, open Equipment between fights. Select a permanent piece you carry and choose Develop.... Choose an upgrade and confirm. This spends one development, and each piece can receive only one.

The upgrade stays on the piece after defeat. Gear marked THIS RUN cannot receive a permanent development.

Store gear and expand the Reliquary

Open Character, then Equipment. Choose The Reliquary - bank and Ember sales. Ember sales are closed.

Store or withdraw gear between expeditions

Choose a bank tab and select permanent gear to store. Unequip or unlock it first if needed. To take gear out, select it and choose Withdraw to inventory. If there is no room in a compatible bag, the gear stays in the bank.

Move gear between Reliquary tabs

Between expeditions, open the tab holding the gear and double-click the item to withdraw it. You can also select it and choose Withdraw to inventory. The Reliquary opens the bag holding the withdrawn piece.

Choose the destination bank tab, then double-click the piece in Your inventory to store it there. You can also select it and choose Store in selected bank tab. Dragging between the bank and inventory works too.

Make room in a compatible bag before withdrawing. If the destination tab is full, the gear stays in your inventory until you store it in a tab with space. Unequip or unlock the item if its move is blocked.

Unlock more space during an expedition

After reclaiming your first continent, open the Reliquary from the map outside a city while your expedition is active. Select + next to your bank tabs. Extra tabs cost 25, 100, and 200 Embers in order. Each adds 40 slots.

Check the cost and remaining Embers in the confirmation before choosing the unlock button. The new tab stays with your character after the expedition ends. You can move gear into and out of it between expeditions.

Protect gear with a favorite

Between expeditions, open Character, then Equipment and The Reliquary - bank and Ember sales. Select a piece of permanent gear in a carried bag or bank tab and choose Favorite - protect from sale. This protects that piece from destruction and from sale to city merchants. Ember sales in the Reliquary are closed.

To undo the protection, select the same piece and choose Remove favorite. You can also right-click the piece, or focus it and press Shift+F10, then choose Toggle favorite. A star can also indicate other protections. Check the selected item for the Remove favorite button to confirm it is a favorite.

Store gear in the Reliquary · Remove an unwanted item

Equip and use consumables

Put potions, scrolls, or wands in your consumable slots before a fight. Check the item description to see what it does and how long it lasts.

Fill your three slots

Between fights, open Character, then Consumables. Choose Equip 1, Equip 2, or Equip 3 beside the item you want. New consumables fill the first empty slot when you get them outside combat. If all three slots are full, the new item stays in your inventory.

See how to claim a victory consumable.

Use an item in combat

Select a target if the item needs one, then click its slot or press Ctrl+1, Ctrl+2, or Ctrl+3 by default. Using an item takes no Silver or Gold and shares the card cooldown. If the game says you are recovering, wait for the cooldown to finish.

Queue an item and check its uses

While paused, you can queue a consumable as your one action. Another queued action replaces it. The item spends a use only when it goes off. A wand shows its remaining uses. When an item runs out, its slot empties. Equip a replacement between fights.

Pause and queue one play

Equipment (331)

Equipment stays with your character between expeditions. This reference shows base stats. Check the item in Inventory for its current values.

Amulet of the Last Visitor

Amulet · Very Rare

  • Your first Gold ability converts Health above 10% into Ward, up to Ward capacity. At low Health, gain 12 Ward instead.

Archive Window

Amulet · Uncommon

  • Spend your last Silver on a card while you have no Gold, then gain 1 Silver. Once per encounter.

Ashwood Waymark

Amulet · Uncommon

  • After holding at least eight cards for 11 seconds, play a card that leaves fewer than eight, then gain Ward equal to 8% of your maximum Health. Once per encounter.

Boundary Root Cameo

Amulet · Rare

  • Directly damage an enemy bearing both your Burning and Bleeding, then gain Ward equal to 8% of your maximum Health. Once per encounter.

Burial Measure

Amulet · Uncommon

  • Choose to discard a card while holding at least five other cards, then gain 1 Silver. Once per encounter.

Charred Census Leaf

Amulet · Rare

  • Play a paid card after 20 active seconds without spending Silver, then gain Fortify 10. Once per encounter.

Coalsinger's Mouthpiece

Amulet · Uncommon

  • Play four cards costing Silver consecutively, then draw two cards. Once per encounter.

Cold Gate Rosette

Amulet · Rare

  • While the leader lives, have one of your summons defeat another enemy, then gain Might 8. Once per encounter.

Furnace Door Tag

Amulet · Uncommon

  • Restore 20% of maximum Health through effective healing to draw a card. Twice per encounter.

Gateward Chalk Case

Amulet · Uncommon

  • Your second Gold ability draws two cards. Once per encounter.

Greywater Pebble

Amulet · Uncommon

  • Let one non-equipment Ward grant expire with at least 5% of maximum Health remaining in it, then gain 1 Silver. Once per encounter.

Heart of the Decommissioned Forge

Amulet · Very Rare

  • Play a paid card after remaining continuously protected by non-equipment Ward for 11 seconds, then gain Fortify 10. Once per encounter.

Kett's Recipient Plate

Amulet · Rare

  • Your first reshuffle grants Ward equal to 8% of maximum Health.

Last Loaf Crumbcase

Amulet · Uncommon

  • Spend Gold on two different abilities, then gain Might 8. Once per encounter.

Linen over Obsidian

Amulet · Rare

  • When effective healing first brings you above 80% Health, gain 1 Silver.

Mended Saint's Frame

Amulet · Uncommon

  • Spend Gold on an ability while holding at least eight cards, then restore 6% of your maximum Health. Once per encounter.

Mothwing Trace

Amulet · Uncommon

  • Receive an automatic draw while holding at least ten cards and two Gold, then gain Ward equal to 8% of your maximum Health. Once per encounter.

Muster Counting Disc

Amulet · Uncommon

  • Restore at least 10% of one of your summons' maximum Health with one heal, then gain Fortify 10. Once per encounter.

Names Beneath the Regalia

Amulet · Very Rare

  • Lose one of your summons to an enemy while another of your summons survives, then gain 1 Silver. Once per encounter.

Night Watch Whistle

Amulet · Uncommon

  • After spending at least six Silver, wait 10 active seconds without spending Silver, then restore 6% of your maximum Health. Once per encounter.

Old Work, New Hands

Amulet · Rare

  • Have your Searing harm two different living enemies, then restore 6% of your maximum Health. Once per encounter.

Quiet Arbitration

Amulet · Rare

  • Play a physical card, a magical card, then a physical card consecutively, then draw two cards. Once per encounter.

Reedheart Pendant

Amulet · Uncommon

  • Your first Gold ability grants Ward equal to 10% of maximum Health.

Riveter's Copper Tooth

Amulet · Uncommon

  • Spend Gold on an ability, play a paid card, then spend Gold on an ability consecutively, then gain Ward equal to 8% of your maximum Health. Once per encounter.

Root of the Unbuilt House

Amulet · Very Rare

  • Lose your last non-equipment Ward to an enemy direct hit while remaining at full Health, then draw two cards. Once per encounter.

Salt Thread Locket

Amulet · Uncommon

  • Play three cards costing Silver within 10 active seconds, then draw two cards. Once per encounter.

Schoolroom Key

Amulet · Uncommon

  • Receive effective healing totaling 30% of maximum Health after falling below half Health, then gain Might 8. Once per encounter.

Sexton's Linen Knot

Amulet · Uncommon

  • Every 3 Silver spent draws a card. Twice per encounter.

Stonebridge Washer

Amulet · Uncommon

  • Play four different card names, then restore 6% of your maximum Health. Once per encounter.

Sun Beneath the Stair

Amulet · Very Rare

  • Create your second living summon, then draw two cards. Once per encounter.

The Bell's Missing Tongue

Amulet · Rare

  • Play a magical card, a physical card, then a magical card consecutively, then gain 1 Silver. Once per encounter.

The Borrower's Lantern

Amulet · Rare

  • While the leader lives, defeat another enemy with your Burning, Bleeding or Searing, then gain 1 Silver. Once per encounter.

The Careful Margin

Amulet · Rare

  • After spending 5 Silver, restore 8% of maximum Health. Once per encounter.

The Duchess's Second Seal

Amulet · Very Rare

  • Play a card costing Silver after 44 active seconds, then restore 6% of your maximum Health. Once per encounter.

The Gate Left Unbarred

Amulet · Very Rare

  • Heal from below 30% Health to at least 60% Health, then restore 6% of your maximum Health. Once per encounter.

The Incomplete Letter

Amulet · Uncommon

  • Have non-equipment Ward absorb damage totaling 20% of your maximum Health, then draw two cards. Once per encounter.

The Matron's Unsent Apology

Amulet · Very Rare

  • Effectively heal two different other allies while you remain below full Health, then gain Might 8. Once per encounter.

The Patient's Button

Amulet · Uncommon

  • When incoming damage breaks your Ward, gain 1 Silver. Twice per encounter, 11-second cooldown.

The Refused Reliquary

Amulet · Rare

  • While the leader lives, defeat another enemy with a paid card while holding at most two cards, then gain Fortify 10. Once per encounter.

The Shore That Withdrew

Amulet · Very Rare

  • Have one of your summons complete three damaging actions while you play no cards, then gain 1 Silver. Once per encounter.

The Unassigned Instrument

Amulet · Rare

  • Spend Gold after 30 active seconds without spending Gold, then gain Ward equal to 8% of your maximum Health. Once per encounter.

The Witness Outside the Frame

Amulet · Very Rare

  • Survive two enemy direct hits to Health while having no Ward, then gain Ward equal to 8% of your maximum Health. Once per encounter.

Thorn in Pewter

Amulet · Uncommon

  • Play a paid card, spend Gold on an ability, then play another paid card consecutively, then gain Fortify 10. Once per encounter.

Three Angles of a Star

Amulet · Rare

  • Play a card costing Silver while below 30% Health and without Ward, then draw two cards. Once per encounter.

Tide-Worn Medal

Amulet · Uncommon

  • Reshuffle your discard pile into your deck a second time, then gain Might 8. Once per encounter.

Two Hearths Clasp

Amulet · Uncommon

  • Play your last card while you have no Gold, then gain Fortify 10. Once per encounter.

Untitled Offering

Amulet · Rare

  • Spend Gold on an ability while retaining at least three Gold afterward, then gain Might 8. Once per encounter.

Vigil's Closing Stitch

Amulet · Rare

  • Spend Gold on an ability while below 30% Health, then restore 6% of your maximum Health. Once per encounter.

Wardhouse Clay Palm

Amulet · Uncommon

  • Receive three effective heals from three different card or ability IDs, then gain Ward equal to 8% of your maximum Health. Once per encounter.

Wayhouse Lamp Token

Amulet · Uncommon

  • After holding five cards for 11 seconds, gain Ward equal to 8% of maximum Health. Once per encounter.

Answering Tower Coat

Chest · Rare

  • Armor 55.0 (5.5% reduction)
  • Steel +4.0
  • 1 inlay socket.

Blackthorn Interlace Corselet

Chest · Rare

  • Armor 55.0 (5.5% reduction)
  • Vitality +4.0
  • 1 inlay socket.

Coat of the Returned Letter

Chest · Very Rare

  • Armor 80.0 (8.0% reduction)
  • Vitality +4.0
  • 1 inlay socket.

Coat of the Unspent Hour

Chest · Very Rare

  • Armor 80.0 (8.0% reduction)
  • Steel +4.0
  • 1 inlay socket.

Faultline Jack

Chest · Uncommon

  • Armor 30.0 (3.0% reduction)
  • Vitality +4.0
  • 1 inlay socket.

First Light Harness

Chest · Rare

  • Armor 35.0 (3.5% reduction)
  • Veil +8.0
  • 1 inlay socket.

Gatewatch Brigandine

Chest · Uncommon

  • Armor 10.0 (1.0% reduction)
  • Vitality +8.0
  • 1 inlay socket.

Glassward Lamellar

Chest · Rare

  • Armor 55.0 (5.5% reduction)
  • Steel +4.0
  • 1 inlay socket.

Gravefield Measuring Coat

Chest · Uncommon

  • Armor 50.0 (5.0% reduction)
  • 1 inlay socket.

Half-Standard Mail

Chest · Rare

  • Armor 55.0 (5.5% reduction)
  • Veil +4.0
  • 1 inlay socket.

Harness of the Cut Rope

Chest · Very Rare

  • Armor 60.0 (6.0% reduction)
  • Vitality +8.0
  • 1 inlay socket.

Hearthward Quilt

Chest · Uncommon

  • Armor 50.0 (5.0% reduction)
  • 1 inlay socket.

Held Promise Plate

Chest · Uncommon

  • Armor 50.0 (5.0% reduction)
  • 1 inlay socket.

Kilnhand's Apron-Mail

Chest · Uncommon

  • Armor 10.0 (1.0% reduction)
  • Steel +8.0
  • 1 inlay socket.

Lamp Returned Coat

Chest · Uncommon

  • Armor 50.0 (5.0% reduction)
  • Using Recall the Lantern grants Ward equal to 5% of maximum Health. 11-second cooldown.
  • 1 inlay socket.

Lampwright's Ashcoat

Chest · Uncommon

  • Armor 50.0 (5.0% reduction)
  • Using Ember Spear grants Ward equal to 5% of maximum Health. 11-second cooldown.
  • 1 inlay socket.

Mail of the Dismissed Watch

Chest · Very Rare

  • Armor 80.0 (8.0% reduction)
  • Steel +4.0
  • 1 inlay socket.

Measured Release Jack

Chest · Rare

  • Armor 55.0 (5.5% reduction)
  • Steel +4.0
  • 1 inlay socket.

Merciful Seam Surcoat

Chest · Uncommon

  • Armor 50.0 (5.0% reduction)
  • 1 inlay socket.

Millstone Watch Coat

Chest · Uncommon

  • Armor 10.0 (1.0% reduction)
  • Vitality +8.0
  • 1 inlay socket.

Mourning Measure Mail

Chest · Rare

  • Armor 75.0 (7.5% reduction)
  • 1 inlay socket.

Namekeeper's Linen

Chest · Very Rare

  • Armor 100.0 (10.0% reduction)
  • 1 inlay socket.

Open Clasp Mantle

Chest · Uncommon

  • Armor 50.0 (5.0% reduction)
  • 1 inlay socket.

Passkeeper's Layered Coat

Chest · Uncommon

  • Armor 30.0 (3.0% reduction)
  • Vitality +4.0
  • 1 inlay socket.

Patient Iron Harness

Chest · Rare

  • Armor 35.0 (3.5% reduction)
  • Veil +8.0
  • 1 inlay socket.

Petition Hall Harness

Chest · Rare

  • Armor 35.0 (3.5% reduction)
  • Steel +8.0
  • 1 inlay socket.

Recordhide Hauberk

Chest · Uncommon

  • Armor 30.0 (3.0% reduction)
  • Veil +4.0
  • 1 inlay socket.

Reedwalker's Reedcoat

Chest · Uncommon

  • Armor 30.0 (3.0% reduction)
  • Steel +4.0
  • 1 inlay socket.

Release Clause Hauberk

Chest · Uncommon

  • Armor 50.0 (5.0% reduction)
  • Using Oath of Bone grants Ward equal to 5% of maximum Health. 11-second cooldown.
  • 1 inlay socket.

Roadmender's Jack

Chest · Rare

  • Armor 75.0 (7.5% reduction)
  • 1 inlay socket.

Room to Grow Vest

Chest · Rare

  • Armor 75.0 (7.5% reduction)
  • Using Verdant Covenant grants Ward equal to 5% of maximum Health. 11-second cooldown.
  • 1 inlay socket.

Saltwake Scale-Jack

Chest · Uncommon

  • Armor 50.0 (5.0% reduction)
  • 1 inlay socket.

Shelterroot Mantle

Chest · Uncommon

  • Armor 10.0 (1.0% reduction)
  • Veil +8.0
  • 1 inlay socket.

Steady Hand Robe

Chest · Uncommon

  • Armor 30.0 (3.0% reduction)
  • Veil +4.0
  • 1 inlay socket.

The Unfastened Burden

Chest · Very Rare

  • Armor 100.0 (10.0% reduction)
  • 1 inlay socket.

The Unowned Harness

Chest · Very Rare

  • Armor 100.0 (10.0% reduction)
  • 1 inlay socket.

Three-Receipt Cuirass

Chest · Rare

  • Armor 75.0 (7.5% reduction)
  • 1 inlay socket.

Tidekeeper's Shellplate

Chest · Very Rare

  • Armor 60.0 (6.0% reduction)
  • Steel +8.0
  • 1 inlay socket.

Unfallen Remnant Surcoat

Chest · Rare

  • Armor 55.0 (5.5% reduction)
  • Veil +4.0
  • 1 inlay socket.

Unseen Inventory Jack

Chest · Rare

  • Armor 55.0 (5.5% reduction)
  • Vitality +4.0
  • 1 inlay socket.

Unstitched Vigil Coat

Chest · Rare

  • Armor 75.0 (7.5% reduction)
  • 1 inlay socket.

Vigil House Vestments

Chest · Rare

  • Armor 75.0 (7.5% reduction)
  • 1 inlay socket.

Witnessed Thread Vestment

Chest · Rare

  • Armor 35.0 (3.5% reduction)
  • Veil +8.0
  • 1 inlay socket.

Answering Tower Circlet

Helmet · Rare

  • Armor 50.0 (5.0% reduction)
  • Steel +6.0
  • Vitality +4.0
  • After casting Veil Storm: Gain 1 Silver. 11-second cooldown.
  • 1 inlay socket.

Blackthorn Interlace Crown

Helmet · Rare

  • Armor 45.0 (4.5% reduction)
  • Veil +5.0
  • Vitality +5.0
  • 1 inlay socket.

Brow of the Unburdened

Helmet · Very Rare

  • Armor 70.0 (7.0% reduction)
  • Veil +4.0
  • Steel +4.0
  • Vitality +4.0
  • 1 inlay socket.

Faultline Browguard

Helmet · Rare

  • Armor 50.0 (5.0% reduction)
  • After casting Sunder: Apply Exposed 15 to the target for 11 seconds. 11-second cooldown.
  • 1 inlay socket.

First Light Visor

Helmet · Rare

  • Armor 50.0 (5.0% reduction)
  • Veil +1.0
  • After casting Dawn's Judgement: If you are wounded, restore 7% of maximum Health. 11-second cooldown.
  • 1 inlay socket.

Gatewatch Sallet

Helmet · Uncommon

  • Armor 50.0 (5.0% reduction)
  • Steel +4.0
  • 1 inlay socket.

Glassward Visor

Helmet · Rare

  • Armor 75.0 (7.5% reduction)
  • Steel +2.0
  • 1 inlay socket.

Half-Standard Helm

Helmet · Rare

  • Armor 75.0 (7.5% reduction)
  • Veil +1.0
  • Steel +1.0
  • 1 inlay socket.

Hearthward Coif

Helmet · Uncommon

  • Armor 10.0 (1.0% reduction)
  • Vitality +8.0
  • 1 inlay socket.

Held Promise Helm

Helmet · Rare

  • Armor 50.0 (5.0% reduction)
  • Steel +2.0
  • Vitality +2.0
  • After casting Iron Vow: Remove 1 removable debuff from yourself, if any. 11-second cooldown.
  • 1 inlay socket.

Helm of the Last Ringer

Helmet · Very Rare

  • Armor 100.0 (10.0% reduction)
  • Vitality +4.0
  • 1 inlay socket.

Kilnhand's Browguard

Helmet · Uncommon

  • Armor 50.0 (5.0% reduction)
  • 1 inlay socket.

Lamp Returned Hood

Helmet · Rare

  • Armor 50.0 (5.0% reduction)
  • Vitality +8.0
  • After casting Recall the Lantern: Draw 1 card. 11-second cooldown.
  • 1 inlay socket.

Lampwright's Heat Hood

Helmet · Rare

  • Armor 50.0 (5.0% reduction)
  • Veil +6.0
  • Vitality +4.0
  • After casting Ember Spear: Draw 1 card. 11-second cooldown.
  • 1 inlay socket.

Measured Release Hood

Helmet · Rare

  • Armor 50.0 (5.0% reduction)
  • After casting Piercing Volley: Apply Hamstring to the target for 11 seconds. 11-second cooldown.
  • 1 inlay socket.

Merciful Seam Hood

Helmet · Rare

  • Armor 50.0 (5.0% reduction)
  • Vitality +10.0
  • After casting Soul Mend: Remove 1 removable debuff from yourself, if any. 11-second cooldown.
  • 1 inlay socket.

Millstone Watch Cap

Helmet · Uncommon

  • Armor 10.0 (1.0% reduction)
  • Steel +4.0
  • Vitality +4.0
  • 1 inlay socket.

Mourning Measure Coif

Helmet · Rare

  • Armor 50.0 (5.0% reduction)
  • Steel +10.0
  • Vitality +4.0
  • After casting Thousand Mourning Cuts: Apply 1 Bleed to the target after the strikes. 11-second cooldown.
  • 1 inlay socket.

Namekeeper's Hood

Helmet · Uncommon

  • Armor 10.0 (1.0% reduction)
  • 1 inlay socket.

Open Clasp Hood

Helmet · Rare

  • Armor 50.0 (5.0% reduction)
  • After casting Rime Shackles: If the target is Slowed or Frozen, draw 1 card. 11-second cooldown.
  • 1 inlay socket.

Passkeeper's Felt Helm

Helmet · Uncommon

  • Armor 10.0 (1.0% reduction)
  • Steel +5.0
  • Vitality +5.0
  • 1 inlay socket.

Patient Iron Bascinet

Helmet · Rare

  • Armor 75.0 (7.5% reduction)
  • Veil +2.0
  • 1 inlay socket.

Petition Hall Armet

Helmet · Rare

  • Armor 75.0 (7.5% reduction)
  • Steel +1.0
  • Vitality +1.0
  • 1 inlay socket.

Recordhide Cap

Helmet · Uncommon

  • Armor 30.0 (3.0% reduction)
  • Veil +3.0
  • Steel +2.0
  • 1 inlay socket.

Reedwalker's Cowl

Helmet · Uncommon

  • Armor 10.0 (1.0% reduction)
  • Steel +6.0
  • Vitality +4.0
  • 1 inlay socket.

Release Clause Coif

Helmet · Rare

  • Armor 50.0 (5.0% reduction)
  • Veil +4.0
  • Steel +4.0
  • Vitality +4.0
  • After casting Oath of Bone: Your summons gain Rally 10 for 11 seconds. 11-second cooldown.
  • 1 inlay socket.

Roadmender's Cap

Helmet · Very Rare

  • Armor 40.0 (4.0% reduction)
  • Steel +8.0
  • Vitality +12.0
  • 1 inlay socket.

Room to Grow Hood

Helmet · Rare

  • Armor 50.0 (5.0% reduction)
  • Veil +4.0
  • Steel +3.0
  • Vitality +3.0
  • After casting Verdant Covenant: Your summons gain Rally 10 for 11 seconds. 11-second cooldown.
  • 1 inlay socket.

Saltwake Cap

Helmet · Uncommon

  • Armor 50.0 (5.0% reduction)
  • 1 inlay socket.

Shelterroot Hood

Helmet · Uncommon

  • Armor 30.0 (3.0% reduction)
  • Veil +5.0
  • Vitality +5.0
  • 1 inlay socket.

Steady Hand Cowl

Helmet · Rare

  • Armor 50.0 (5.0% reduction)
  • Veil +5.0
  • Steel +5.0
  • After casting Dreadbolt: If you still hold at least 5 cards, draw 1 card. 11-second cooldown.
  • 1 inlay socket.

Surveyor's Veiled Hat

Helmet · Uncommon

  • Veil +13.0
  • 1 inlay socket.

The Unclaimed Coronet

Helmet · Very Rare

  • Armor 70.0 (7.0% reduction)
  • Veil +6.0
  • Steel +6.0
  • 1 inlay socket.

Three-Receipt Helm

Helmet · Rare

  • Armor 75.0 (7.5% reduction)
  • Vitality +2.0
  • 1 inlay socket.

Tidekeeper's Empty Helm

Helmet · Very Rare

  • Armor 100.0 (10.0% reduction)
  • Steel +2.0
  • Vitality +2.0
  • 1 inlay socket.

Unfallen Remnant Helm

Helmet · Rare

  • Armor 50.0 (5.0% reduction)
  • After casting Banner of the Unfallen: Gain Rally 10 for 11 seconds. 11-second cooldown.
  • 1 inlay socket.

Unseen Inventory Mask

Helmet · Rare

  • Armor 50.0 (5.0% reduction)
  • After casting Phantom Arsenal: Gain 1 Silver. 11-second cooldown.
  • 1 inlay socket.

Unstitched Vigil Hood

Helmet · Rare

  • Armor 30.0 (3.0% reduction)
  • Veil +10.0
  • Steel +4.0
  • 1 inlay socket.

Veil of the Unanswered

Helmet · Rare

  • Armor 60.0 (6.0% reduction)
  • Veil +8.0
  • Steel +4.0
  • Vitality +8.0
  • After casting Widow's Malediction: Apply 1 Bleed to the target. 11-second cooldown.
  • 1 inlay socket.

Vigil House Veil

Helmet · Rare

  • Armor 30.0 (3.0% reduction)
  • Veil +7.0
  • Vitality +7.0
  • 1 inlay socket.

Visor of the Borrowed Evening

Helmet · Rare

  • Armor 50.0 (5.0% reduction)
  • After casting Stolen Hour: Gain Quickening for 11 seconds. 11-second cooldown.
  • 1 inlay socket.

Visor of the Open Ranks

Helmet · Very Rare

  • Armor 100.0 (10.0% reduction)
  • Steel +4.0
  • 1 inlay socket.

Witnessed Thread Veil

Helmet · Rare

  • Armor 50.0 (5.0% reduction)
  • After casting Sanguine Thread: Restore 7% of maximum Health. 11-second cooldown.
  • 1 inlay socket.

A Second Opinion, Then a Third

Keepsake · Uncommon

  • Trigger: Receive healing from three different cards or abilities.
  • Reward: Gain Might 8 for 11 seconds. Once per combat.

Advance Burial Reservation

Keepsake · Uncommon

  • Trigger: Survive a hit that leaves you below 30% Health.
  • Reward: Gain Ward equal to 10% of your maximum Health. Once per combat.

Attendance Taken at the Morgue

Keepsake · Rare

  • Trigger: Remain in combat for 11 seconds.
  • Reward: Gain Ward equal to 12% of your maximum Health. Twice per combat.

Complete Surgical Kit

Keepsake · Uncommon

  • Trigger: Fall below half Health, then recover Health totaling 30% of your maximum Health.
  • Reward: Draw 2 cards. Once per combat.

Discharged Against Advice

Keepsake · Rare

  • Trigger: While the enemy leader lives, defeat another enemy with a card that costs Silver while holding at most three cards.
  • Reward: Gain 1 Silver and draw one card. Twice per combat.

Emergency Replacement Saint

Keepsake · Rare

  • Trigger: Play your last card while you have no Gold.
  • Reward: Gain 2 Silver. Twice per combat.

Fit for Consumption, Allegedly

Keepsake · Uncommon

  • Trigger: Play two magical damage cards, then two physical damage cards in a row.
  • Reward: Gain Might 10 for 11 seconds. Once per combat.

Funeral Clothes, Adjustable

Keepsake · Uncommon

  • Trigger: Play four cards that cost Silver in a row.
  • Reward: Gain Ward equal to 8% of your maximum Health. Once per combat.

Kett's Refund Policy

Keepsake · Rare

  • Trigger: Spend 1 Gold on abilities.
  • Reward: Draw one card. Three times per combat.

Last Words, First Draft

Keepsake · Uncommon

  • Trigger: Play four different cards.
  • Reward: Gain Fortify 10 for 10 seconds. Once per combat.

Lifetime Warranty, Expired

Keepsake · Uncommon

  • Trigger: Play a zero-cost card.
  • Reward: Gain Ward equal to 8% of your maximum Health. Once per combat.

Load-Bearing Optimism

Keepsake · Uncommon

  • Trigger: Choose to discard a card while holding at least five other cards.
  • Reward: Restore 6% of your maximum Health. Once per combat.

Mandatory Overtime, Posthumous

Keepsake · Very Rare

  • Trigger: Survive two direct enemy hits to Health while you have no Ward.
  • Reward: Gain Might 25 for 11 seconds. Three times per combat.

Measure Once, Bury Twice

Keepsake · Uncommon

  • Trigger: Go 40 seconds without spending Gold.
  • Reward: Draw one card. Once per combat.

Mother's Spare Button

Keepsake · Uncommon

  • Trigger: Start combat.
  • Reward: Gain 1 Gold. Once per combat.

Non-Lethal, In Theory

Keepsake · Uncommon

  • Trigger: Hold at least eight cards for 11 seconds, then play a card that leaves fewer than eight.
  • Reward: Gain Might 8 for 11 seconds. Once per combat.

Overdue, Like Its Owner

Keepsake · Rare

  • Trigger: Spend Gold on an ability while below 30% Health.
  • Reward: Gain Fortify 20 for 10 seconds. Twice per combat.

Posthumous Planning Permission

Keepsake · Rare

  • Trigger: Have your Searing harm two different living enemies.
  • Reward: Gain Fortify 15 for 10 seconds. Twice per combat.

Retirement, Pending Death

Keepsake · Very Rare

  • Trigger: Go 20 seconds without spending Silver, then play a card that costs Silver.
  • Reward: Gain 1 Silver. No combat limit.

Secondhand Assistance

Keepsake · Uncommon

  • Trigger: Have an enemy defeat one of your summons while another of your summons survives.
  • Reward: Gain Might 10 for 11 seconds. Once per combat.

The Bell Heard from Outside

Keepsake · Very Rare

  • Trigger: Fall below 40% Health, then recover to at least 60% Health.
  • Reward: Gain Fortify 25 for 10 seconds. Three times per combat.

The Captain's Pension

Keepsake · Uncommon

  • Trigger: Play a card, spend Gold on an ability, then play another card.
  • Reward: Gain 1 Silver. Once per combat.

The Choir's Severance Pay

Keepsake · Uncommon

  • Trigger: Spend Gold on an ability while holding at least eight cards.
  • Reward: Gain Fortify 10 for 10 seconds. Once per combat.

The City in a Thimble

Keepsake · Very Rare

  • Trigger: Summon an ally while you already have another living summon.
  • Reward: Gain Ward equal to 25% of your maximum Health. Three times per combat.

The Communal Last Meal

Keepsake · Uncommon

  • Trigger: Reshuffle your discard pile into your deck twice.
  • Reward: Draw 2 cards. Once per combat.

The Coroner's Qualifications

Keepsake · Rare

  • Trigger: While the enemy leader lives, have your Burning or Bleeding defeat another enemy.
  • Reward: Gain Might 20 for 11 seconds. Twice per combat.

The Court's Final Invoice

Keepsake · Very Rare

  • Trigger: Let one of your summons complete three damaging actions without playing a card.
  • Reward: Restore 6% of your maximum Health. No combat limit. At most once every 11 seconds.

The Courteous Rejection

Keepsake · Rare

  • Trigger: Play a physical damage card, a magical damage card, then a physical damage card in a row.
  • Reward: Gain Ward equal to 12% of your maximum Health. Twice per combat.

The Cremator's Last Spark

Keepsake · Uncommon

  • Trigger: Spend at least six Silver, then go 10 seconds without spending Silver.
  • Reward: Gain Fortify 10 for 10 seconds. Once per combat.

The Dead Man's Tab

Keepsake · Uncommon

  • Trigger: Spend Gold on two different abilities.
  • Reward: Draw 2 cards. Once per combat.

The Door That Was Not Locked

Keepsake · Very Rare

  • Trigger: Draw ten cards.
  • Reward: Gain 3 Silver. Three times per combat.

The Healer's Favorite Pawn

Keepsake · Uncommon

  • Trigger: Restore at least 10% of one of your summons' maximum Health with one heal.
  • Reward: Gain 1 Silver. Once per combat.

The Inherited Repair Kit

Keepsake · Rare

  • Trigger: Play a magical damage card, a physical damage card, then a magical damage card in a row.
  • Reward: Restore 10% of your maximum Health. Twice per combat.

The Inspector Went First

Keepsake · Rare

  • Trigger: While the enemy leader lives, defeat another enemy with your Burning, Bleeding or Searing.
  • Reward: Restore 10% of your maximum Health. Twice per combat.

The Landlord's Condolences

Keepsake · Uncommon

  • Trigger: Survive an enemy hit that breaks your Ward.
  • Reward: Gain Ward equal to 8% of your maximum Health. Once per combat.

The Last Uncounted Child

Keepsake · Very Rare

  • Trigger: Go 40 seconds without spending Gold, then spend Gold on an ability.
  • Reward: Gain Might 20 for 11 seconds. No combat limit.

The Master's Last Demonstration

Keepsake · Rare

  • Trigger: While the enemy leader lives, have one of your summons defeat another enemy.
  • Reward: Draw 2 cards. Twice per combat.

The Meal After the Vigil

Keepsake · Very Rare

  • Trigger: Remain in combat for 30 seconds.
  • Reward: Gain Fortify 25 for 10 seconds. Three times per combat.

The Nursery's Last Line of Defense

Keepsake · Uncommon

  • Trigger: Reshuffle your discard pile into your deck.
  • Reward: Gain 1 Silver. Once per combat.

The Root Around the Nail

Keepsake · Very Rare

  • Trigger: Heal two different other allies while you are below full Health.
  • Reward: Draw one card. No combat limit. At most once every 11 seconds.

The Safety Inspector's First Attempt

Keepsake · Uncommon

  • Trigger: Let a Ward expire with at least 5% of your maximum Health still unspent.
  • Reward: Restore 6% of your maximum Health. Once per combat.

The Smallest Possible Burial

Keepsake · Uncommon

  • Trigger: Absorb damage with Ward totaling 20% of your maximum Health.
  • Reward: Gain Ward equal to 8% of your maximum Health. Once per combat.

The Third Copy

Keepsake · Rare

  • Trigger: Spend Gold on an ability and have at least 1 Gold left.
  • Reward: Draw 2 cards. Twice per combat.

The Twice-Repaired Compass Case

Keepsake · Rare

  • Trigger: Defeat three enemies.
  • Reward: Gain 1 Gold. Twice per combat.

The Unaccepted Title

Keepsake · Rare

  • Trigger: Draw a card automatically while holding at least ten cards and two Gold.
  • Reward: Gain Might 15 for 11 seconds. Twice per combat.

The Watchman's Wedding Ribbon

Keepsake · Rare

  • Trigger: Play a card that costs Silver while below 50% Health and without Ward.
  • Reward: Gain Ward equal to 15% of your maximum Health. Twice per combat.

The Witness's Missing Portrait

Keepsake · Very Rare

  • Trigger: Remain protected by any Ward for 20 seconds.
  • Reward: Gain 1 Silver. No combat limit.

Twin Hearthstones

Keepsake · Uncommon

  • Trigger: Spend your last Silver on a card while you have no Gold.
  • Reward: Restore 6% of your maximum Health. Once per combat.

Answering Tower Cuisses

Legs · Rare

  • Armor 75.0 (7.5% reduction)
  • Using Veil Storm grants Ward equal to 5% of maximum Health. 11-second cooldown.
  • 1 inlay socket.

Blackthorn Interlace Greaves

Legs · Rare

  • Armor 55.0 (5.5% reduction)
  • Vitality +4.0
  • 1 inlay socket.

Faultline Greaves

Legs · Uncommon

  • Armor 30.0 (3.0% reduction)
  • Vitality +4.0
  • 1 inlay socket.

First Light Tassets

Legs · Uncommon

  • Armor 50.0 (5.0% reduction)
  • Using Dawn's Judgement grants Ward equal to 5% of maximum Health. 11-second cooldown.
  • 1 inlay socket.

Gatewatch Cuisses

Legs · Uncommon

  • Armor 10.0 (1.0% reduction)
  • Vitality +8.0
  • 1 inlay socket.

Glassward Legplates

Legs · Rare

  • Armor 55.0 (5.5% reduction)
  • Steel +4.0
  • 1 inlay socket.

Greaves of the Last Retreat

Legs · Very Rare

  • Armor 80.0 (8.0% reduction)
  • Steel +4.0
  • 1 inlay socket.

Half-Standard Greaves

Legs · Rare

  • Armor 55.0 (5.5% reduction)
  • Veil +4.0
  • 1 inlay socket.

Hearthward Trousers

Legs · Uncommon

  • Armor 50.0 (5.0% reduction)
  • 1 inlay socket.

Held Promise Greaves

Legs · Rare

  • Armor 75.0 (7.5% reduction)
  • Using Iron Vow grants Ward equal to 5% of maximum Health. 11-second cooldown.
  • 1 inlay socket.

Kilnhand's Leg Irons

Legs · Uncommon

  • Armor 10.0 (1.0% reduction)
  • Steel +8.0
  • 1 inlay socket.

Lamp Returned Strides

Legs · Rare

  • Armor 75.0 (7.5% reduction)
  • 1 inlay socket.

Lampwright's Firecloth Leggings

Legs · Uncommon

  • Armor 10.0 (1.0% reduction)
  • Vitality +8.0
  • 1 inlay socket.

Legplates of the Late Witness

Legs · Very Rare

  • Armor 80.0 (8.0% reduction)
  • Steel +4.0
  • 1 inlay socket.

Legwraps of the Unsurrendered Name

Legs · Uncommon

  • Armor 50.0 (5.0% reduction)
  • Using Widow's Malediction grants Ward equal to 5% of maximum Health. 11-second cooldown.
  • 1 inlay socket.

Measured Release Strides

Legs · Rare

  • Armor 55.0 (5.5% reduction)
  • Steel +4.0
  • 1 inlay socket.

Merciful Seam Wraps

Legs · Uncommon

  • Armor 50.0 (5.0% reduction)
  • Using Soul Mend grants Ward equal to 5% of maximum Health. 11-second cooldown.
  • 1 inlay socket.

Millstone Watch Legguards

Legs · Uncommon

  • Armor 10.0 (1.0% reduction)
  • Vitality +8.0
  • 1 inlay socket.

Mourning Measure Strides

Legs · Uncommon

  • Armor 50.0 (5.0% reduction)
  • Using Thousand Mourning Cuts grants Ward equal to 5% of maximum Health. 11-second cooldown.
  • 1 inlay socket.

Namekeeper's Wraps

Legs · Very Rare

  • Armor 100.0 (10.0% reduction)
  • 1 inlay socket.

Open Clasp Legguards

Legs · Uncommon

  • Armor 50.0 (5.0% reduction)
  • 1 inlay socket.

Passkeeper's Snow Strides

Legs · Uncommon

  • Armor 30.0 (3.0% reduction)
  • Vitality +4.0
  • 1 inlay socket.

Patient Iron Cuisses

Legs · Rare

  • Armor 35.0 (3.5% reduction)
  • Veil +8.0
  • 1 inlay socket.

Petition Hall Tassets

Legs · Rare

  • Armor 35.0 (3.5% reduction)
  • Steel +8.0
  • 1 inlay socket.

Recordhide Leggings

Legs · Uncommon

  • Armor 30.0 (3.0% reduction)
  • Veil +4.0
  • 1 inlay socket.

Reedwalker's Waders

Legs · Uncommon

  • Armor 30.0 (3.0% reduction)
  • Steel +4.0
  • 1 inlay socket.

Release Clause Greaves

Legs · Rare

  • Armor 75.0 (7.5% reduction)
  • 1 inlay socket.

Roadmender's Leggings

Legs · Rare

  • Armor 75.0 (7.5% reduction)
  • 1 inlay socket.

Room to Grow Legwraps

Legs · Uncommon

  • Armor 50.0 (5.0% reduction)
  • 1 inlay socket.

Saltwake Greaves

Legs · Uncommon

  • Armor 50.0 (5.0% reduction)
  • 1 inlay socket.

Shelterroot Bindings

Legs · Uncommon

  • Armor 10.0 (1.0% reduction)
  • Veil +8.0
  • 1 inlay socket.

Steady Hand Legwraps

Legs · Uncommon

  • Armor 50.0 (5.0% reduction)
  • Using Dreadbolt grants Ward equal to 5% of maximum Health. 11-second cooldown.
  • 1 inlay socket.

Strides Beyond the Gate

Legs · Very Rare

  • Armor 100.0 (10.0% reduction)
  • 1 inlay socket.

Surveyor's Strides

Legs · Uncommon

  • Armor 50.0 (5.0% reduction)
  • 1 inlay socket.

Tassets of the Vacant Seat

Legs · Very Rare

  • Armor 100.0 (10.0% reduction)
  • 1 inlay socket.

Three-Receipt Greaves

Legs · Rare

  • Armor 75.0 (7.5% reduction)
  • 1 inlay socket.

Tidekeeper's Silt Greaves

Legs · Very Rare

  • Armor 60.0 (6.0% reduction)
  • Steel +8.0
  • 1 inlay socket.

Unfallen Remnant Legplates

Legs · Rare

  • Armor 55.0 (5.5% reduction)
  • Veil +4.0
  • 1 inlay socket.

Unseen Inventory Leggings

Legs · Rare

  • Armor 55.0 (5.5% reduction)
  • Vitality +4.0
  • 1 inlay socket.

Unstitched Vigil Wraps

Legs · Rare

  • Armor 75.0 (7.5% reduction)
  • 1 inlay socket.

Vigil House Legwraps

Legs · Rare

  • Armor 75.0 (7.5% reduction)
  • 1 inlay socket.

Witnessed Thread Bindings

Legs · Rare

  • Armor 35.0 (3.5% reduction)
  • Veil +8.0
  • 1 inlay socket.

Ash Rake Glaive

Primary weapon · Uncommon

  • Weapon Damage 8.0 (+8.0 Veil, Steel and Vitality)

Ashen Receipt Hammer

Primary weapon · Rare

  • Weapon Damage 12.0 (+12.0 Veil, Steel and Vitality)

Bellfounder's Falchion

Primary weapon · Rare

  • Weapon Damage 12.0 (+12.0 Veil, Steel and Vitality)

Black Petition Rapier

Primary weapon · Rare

  • Weapon Damage 12.0 (+12.0 Veil, Steel and Vitality)

Blackthorn Walking Blade

Primary weapon · Uncommon

  • Weapon Damage 8.0 (+8.0 Veil, Steel and Vitality)

Brass-Pommel Hewer

Primary weapon · Uncommon

  • Weapon Damage 8.0 (+8.0 Veil, Steel and Vitality)

Canal Warden's Hook

Primary weapon · Uncommon

  • Weapon Damage 8.0 (+8.0 Veil, Steel and Vitality)

Edge of the Broken Measure

Primary weapon · Very Rare

  • Weapon Damage 14.0 (+14.0 Veil, Steel and Vitality)

Fenwood Spear

Primary weapon · Uncommon

  • Weapon Damage 10.0 (+10.0 Veil, Steel and Vitality)

Frostpath Hand Axe

Primary weapon · Uncommon

  • Weapon Damage 8.0 (+8.0 Veil, Steel and Vitality)

Gatewatch Hanger

Primary weapon · Uncommon

  • Weapon Damage 10.0 (+10.0 Veil, Steel and Vitality)

This is the loot version. The issued blade shares the name and starts at 0 Weapon Damage. Compare early upgrades.

Gravefield Sickle

Primary weapon · Uncommon

  • Weapon Damage 8.0 (+8.0 Veil, Steel and Vitality)

Hearthguard Cudgel

Primary weapon · Uncommon

  • Weapon Damage 8.0 (+8.0 Veil, Steel and Vitality)

Kett's Deliberate Edge

Primary weapon · Rare

  • Weapon Damage 12.0 (+12.0 Veil, Steel and Vitality)

Last Lesson's Foil

Primary weapon · Rare

  • Weapon Damage 12.0 (+12.0 Veil, Steel and Vitality)

Linen-Handled Verdict

Primary weapon · Rare

  • Weapon Damage 12.0 (+12.0 Veil, Steel and Vitality)

Mercy Without a Witness

Primary weapon · Very Rare

  • Weapon Damage 14.0 (+14.0 Veil, Steel and Vitality)

Milestone Maul

Primary weapon · Uncommon

  • Weapon Damage 10.0 (+10.0 Veil, Steel and Vitality)

Millstone Falchion

Primary weapon · Uncommon

  • Weapon Damage 8.0 (+8.0 Veil, Steel and Vitality)

Muster Issue Pike

Primary weapon · Uncommon

  • Weapon Damage 8.0 (+8.0 Veil, Steel and Vitality)

Open Gate Poleaxe

Primary weapon · Rare

  • Weapon Damage 12.0 (+12.0 Veil, Steel and Vitality)

Practice-Court Sabre

Primary weapon · Uncommon

  • Weapon Damage 10.0 (+10.0 Veil, Steel and Vitality)

Quarry Wedge Axe

Primary weapon · Uncommon

  • Weapon Damage 10.0 (+10.0 Veil, Steel and Vitality)

Reedbinder's Knife

Primary weapon · Uncommon

  • Weapon Damage 8.0 (+8.0 Veil, Steel and Vitality)

Sexton's Long Spade

Primary weapon · Uncommon

  • Weapon Damage 10.0 (+10.0 Veil, Steel and Vitality)

The Cooper's Spare

Primary weapon · Uncommon

  • Weapon Damage 8.0 (+8.0 Veil, Steel and Vitality)

The Court's Polite Threat

Primary weapon · Rare

  • Weapon Damage 12.0 (+12.0 Veil, Steel and Vitality)

The Furnace Refused Its Due

Primary weapon · Very Rare

  • Weapon Damage 14.0 (+14.0 Veil, Steel and Vitality)

The Gravedigger's Unused Spade

Primary weapon · Very Rare

  • Weapon Damage 14.0 (+14.0 Veil, Steel and Vitality)

The Last Dismissal

Primary weapon · Very Rare

  • Weapon Damage 14.0 (+14.0 Veil, Steel and Vitality)

The Loosened Oath

Primary weapon · Rare

  • Weapon Damage 12.0 (+12.0 Veil, Steel and Vitality)

The River Finished the Blade

Primary weapon · Very Rare

  • Weapon Damage 14.0 (+14.0 Veil, Steel and Vitality)

The Standard's Last Spar

Primary weapon · Very Rare

  • Weapon Damage 14.0 (+14.0 Veil, Steel and Vitality)

The Sword That Left the Court

Primary weapon · Very Rare

  • Weapon Damage 14.0 (+14.0 Veil, Steel and Vitality)

The Tree Outlived the Quarrel

Primary weapon · Very Rare

  • Weapon Damage 14.0 (+14.0 Veil, Steel and Vitality)

The Unbarred Thorn

Primary weapon · Rare

  • Weapon Damage 12.0 (+12.0 Veil, Steel and Vitality)

Tide-Scraped Trident

Primary weapon · Uncommon

  • Weapon Damage 8.0 (+8.0 Veil, Steel and Vitality)

Vigil House Mace

Primary weapon · Uncommon

  • Weapon Damage 8.0 (+8.0 Veil, Steel and Vitality)

Witness Line Lance

Primary weapon · Rare

  • Weapon Damage 12.0 (+12.0 Veil, Steel and Vitality)

Apothecary's Small Circle

Ring · Uncommon

  • Veil +4.0
  • While an inlay is active in this ring: +2 Steel, +2 Resolve.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Ash-Gatherer's Twist

Ring · Uncommon

  • Steel +4.0
  • While an inlay is active in this ring: +3 Veil, +1 Resolve.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Blueglass Insight

Ring · Rare

  • Veil +6.0
  • While this ring’s inlay grants Veil: Your single-target magical damage cards split their damage equally between two enemies.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the inlay in this ring can activate this effect.
  • A 12-damage card deals 6 to your chosen enemy and 6 to one other enemy, before their defenses. It does not deal 12 to both.
  • If only one enemy remains, that enemy takes the original full damage. The card’s other effects stay on your chosen target.
  • 1 inlay socket.

Chromatic Signet

Ring · Rare

  • Veil +3.0
  • Steel +3.0
  • Resolve +3.0
  • While an inlay is active in this ring:
  • Once per combat, after you play a qualifying 1-Silver card, add a copy to your hand. The copy costs 1 Silver and vanishes after one play or 15s.
  • Steel-only: copies physical damage cards.
  • Veil-only: copies magical damage cards.
  • Resolve-only: copies healing or Ward cards.
  • Mixed-stat: copies any card.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Qualifying cards have a printed1Silver cost and actually cost1Silver on the original play. Gold abilities, discounted higher-cost cards, zero-cost plays, generated reflections and automatic/free replays cannot be imprinted. A paid manual original Persist play can qualify, but the reflection never inherits its extra plays.
  • The copy is a temporary one-play reflection. Resolve its card text once, then remove that instance even if the original has Persist. The original’s own Persist/Forsaken/discard behavior is unchanged. A copied Forsaken card still performs its text and then vanishes; it is not returned to the source deck.
  • 1 inlay socket.

Gatewife's Copper

Ring · Uncommon

  • Resolve +4.0
  • While an inlay is active in this ring: +4 Steel.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Grain-Rent Seal

Ring · Uncommon

  • Resolve +4.0
  • While an inlay is active in this ring: +2 Steel, +2 Resolve.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Hearth Ledger Band

Ring · Uncommon

  • Resolve +4.0
  • While an inlay is active in this ring: +3 Veil, +1 Resolve.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Hinge-Smith's Loop

Ring · Uncommon

  • Veil +4.0
  • While an inlay is active in this ring: +4 Veil.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Kett's Open Seam

Ring · Rare

  • Steel +6.0
  • While this ring’s inlay grants Steel: When your physical damage card defeats a Bleeding enemy, move 1 of its Bleeding stacks to another enemy.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the inlay in this ring can activate this effect.
  • Transfers one of your existing Bleeding stacks when the card kills its target. The stack keeps only its remaining time; it does not start again at full duration.
  • The enemy leader is preferred. If no other enemy can receive the stack, nothing is transferred. Existing Bleeding limits still apply.
  • 1 inlay socket.

Lampwright's Thumb Ring

Ring · Uncommon

  • Veil +4.0
  • While an inlay is active in this ring: +4 Steel.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Long-Step Band

Ring · Uncommon

  • Resolve +4.0
  • While an inlay is active in this ring: +3 Steel, +1 Veil.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Muster Clerk's Iron

Ring · Uncommon

  • Steel +4.0
  • While an inlay is active in this ring: +2 Veil, +2 Resolve.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Name-Turner's Band

Ring · Uncommon

  • Resolve +4.0
  • While an inlay is active in this ring: +4 Veil.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Notched Choir Brass

Ring · Uncommon

  • Veil +4.0
  • While an inlay is active in this ring: +3 Steel, +1 Veil.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Pale Thread Band

Ring · Uncommon

  • Resolve +4.0
  • While an inlay is active in this ring: +4 Resolve.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Passage Nail Ring

Ring · Uncommon

  • Steel +4.0
  • While an inlay is active in this ring: +3 Resolve, +1 Steel.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Prism-Seam Band

Ring · Uncommon

  • Veil +2.0
  • Steel +2.0
  • Resolve +2.0
  • While an inlay is active in this ring:
  • Steel-only: +3 Steel.
  • Veil-only: +3 Veil.
  • Resolve-only: +3 Resolve.
  • Mixed-stat: +1 Steel, +1 Veil and +1 Resolve.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only this ring’s own active inlay selects its mode. Empty or invalid socket grants no secondary benefit; base stats remain.
  • 1 inlay socket.

Ration Witness

Ring · Uncommon

  • Steel +4.0
  • While an inlay is active in this ring: +4 Steel.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Reed-Knot Ring

Ring · Uncommon

  • Steel +4.0
  • While an inlay is active in this ring: +4 Resolve.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Riverstone Renewal

Ring · Very Rare

  • Resolve +8.0
  • While this ring’s inlay grants Resolve: your regeneration effects restore 10% more Health.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • Adjust newly applied player-owned regeneration totals once. Removal ends this amplifier for future applications, but does not retroactively rewrite funded ticks. No extra application/tick or compounding on save/load.
  • 1 inlay socket.

Roadside Brass

Ring · Uncommon

  • Steel +4.0
  • While an inlay is active in this ring: +4 Veil.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Rootwarden’s Circle

Ring · Rare

  • Resolve +6.0
  • While this ring’s inlay grants Resolve: Your summons perform their first action immediately, but have 15% less maximum Health.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the inlay in this ring can activate this effect.
  • A newly summoned ally immediately performs its normal first action: an attack or its own support action. Later actions follow its usual timing.
  • A summon that would have 100 maximum Health instead starts with 85. Existing summons are unaffected.
  • 1 inlay socket.

Seal of the Checked Step

Ring · Very Rare

  • Veil +8.0
  • While this ring’s inlay grants Veil: your magical damage cards also apply Hamstring.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Silt-Silver Ring

Ring · Uncommon

  • Veil +4.0
  • While an inlay is active in this ring: +3 Veil, +1 Resolve.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Stonecutter's Half Moon

Ring · Uncommon

  • Resolve +4.0
  • While an inlay is active in this ring: +2 Steel, +2 Veil.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

The Breaching Writ

Ring · Very Rare

  • Steel +8.0
  • While this ring’s inlay grants Steel: your physical damage cards deal 10% more damage to Warded enemies.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

The Broken Aegis

Ring · Rare

  • Resolve +6.0
  • While this ring’s inlay grants Resolve: Your physical damage cards spend up to 3 Ward to add that much damage to their primary target.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Scale the3-Ward spending cap with player Resolve/level once. Spend only existing Ward, then add that resolved amount once to the primary damage package, without a second offensive multiplier. This is voluntary Ward removal, not hostile break/expiry. Zero Ward means no bonus; no free Ward is granted.
  • Pay original card costs once; count one original card action for payment, sequence and refraction mechanics. Extra hits/targets are not extra card plays.
  • 1 inlay socket.

The Cleansing Thorn

Ring · Rare

  • Resolve +6.0
  • While this ring’s inlay grants Resolve: Every fifth debuff an enemy would apply to you is reflected back to that enemy instead.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the inlay in this ring can activate this effect.
  • The first four hostile debuff applications affect you normally. The fifth is prevented and returned to the enemy that applied it.
  • The same attack can still deal damage. One application counts once even if it adds several stacks. Your own costs and penalties do not count. An immune enemy cannot receive the returned debuff.
  • 1 inlay socket.

The Crimson Portion

Ring · Rare

  • Resolve +6.0
  • While this ring’s inlay grants Resolve: Unused healing from your cards is stored as up to 6 damage for your next damage card.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Pay original card costs once; count one original card action for payment, sequence and refraction mechanics. Extra hits/targets are not extra card plays.
  • 1 inlay socket.

The Duelist’s Open Promise

Ring · Rare

  • Steel +6.0
  • While this ring’s inlay grants Steel: Overkill from your single-target physical damage cards spills onto the enemy leader.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Pay original card costs once; count one original card action for payment, sequence and refraction mechanics. Extra hits/targets are not extra card plays.
  • 1 inlay socket.

The Fivefold Setting

Ring · Uncommon

  • Veil +4.0
  • While an inlay is active in this ring: +4 Resolve.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

The Garnet’s Claim

Ring · Very Rare

  • Steel +8.0
  • While this ring’s inlay grants Steel: your physical damage cards deal 10% more damage to Bleeding enemies.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

The General’s Last Command

Ring · Very Rare

  • Steel +8.0
  • While this ring’s inlay grants Steel: Your single-target physical damage cards also strike one other enemy for a quarter of their damage.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

The Iron Muster

Ring · Rare

  • Steel +6.0
  • While this ring’s inlay grants Steel: +6 Steel.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

The Kindled Crest

Ring · Rare

  • Veil +6.0
  • While this ring’s inlay grants Veil: Your magical damage cards extend existing Burning by 1s, up to 2s total.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the inlay in this ring can activate this effect.
  • The target must already have your Burning before the magical card hits. This adds time, not another stack or an immediate damage tick.
  • Once that Burning has gained 2 seconds this way, the ring cannot extend it again until it wears off or is removed. Applying more Burning does not restore this allowance.
  • 1 inlay socket.

The Living Safeguard

Ring · Very Rare

  • Resolve +8.0
  • While this ring’s inlay grants Resolve: Your healing cards also remove 1 Burning or Bleeding stack from their target.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

The Mended Gold

Ring · Uncommon

  • Veil +4.0
  • While an inlay is active in this ring: +2 Veil, +2 Resolve.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

The Nine-Rivet Aegis

Ring · Rare

  • Steel +6.0
  • While this ring’s inlay grants Steel: Your single-target Ward cards split their Ward equally between two allies.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the inlay in this ring can activate this effect.
  • A 12-Ward card grants 6 to your chosen ally and 6 to another ally, not 12 to both. The second ally is chosen automatically, favoring the least Ward relative to maximum Health.
  • If there is no second eligible ally, your chosen ally receives the full original Ward. Normal Ward limits still apply.
  • 1 inlay socket.

The Open Hospice

Ring · Very Rare

  • Resolve +8.0
  • While this ring’s inlay grants Resolve: your healing cards restore 10% more Health to targets below half Health.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

The Patient Observation

Ring · Rare

  • Veil +6.0
  • While this ring’s inlay grants Veil: Magical damage from your cards lands 3s later and deals 20% more damage.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Pay original card costs once; count one original card action for payment, sequence and refraction mechanics. Extra hits/targets are not extra card plays.
  • 1 inlay socket.

The Restorative Measure

Ring · Rare

  • Resolve +6.0
  • While this ring’s inlay grants Resolve: Regeneration from your cards restores the same total Health 25% faster.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the inlay in this ring can activate this effect.
  • The total healing stays the same. Ordinary 10-second regeneration finishes in 8 seconds: four ticks instead of five.
  • For example, 20 Health is restored in four ticks of 5 instead of five ticks of 4. Only regeneration created by your cards is accelerated.
  • 1 inlay socket.

The Returning Door

Ring · Rare

  • Resolve +6.0
  • Requires a Resolve inlay in this ring. When you sacrifice an undead ally, it has a 25% chance to return at full Health if there is room. The Returning Door resolves before other return effects. An ally it returns cannot be returned by another effect for the rest of this fight, even after a later death. The sacrifice still counts and the return does not extend the ally’s lifetime.
  • 1 inlay socket.

The Second Opening

Ring · Rare

  • Steel +6.0
  • While this ring’s inlay grants Steel: Every third single-hit physical damage card you pay Silver for strikes twice, each for half the damage.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the inlay in this ring can activate this effect.
  • After two qualifying cards, the next one splits its damage between two hits. A 12-damage card becomes two 6-damage hits, before defenses.
  • It costs Silver once and applies its other effects once. Free plays and reflected copies do not advance the count. Armor can reduce each hit.
  • 1 inlay socket.

The Shelterer’s Seal

Ring · Very Rare

  • Resolve +8.0
  • While this ring’s inlay grants Resolve: Every third overheal you cause grants that ally 4 Ward. Regeneration ticks count.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the inlay in this ring can activate this effect.
  • An overheal counts when some healing would exceed an ally’s maximum Health. Fully wasted healing and partially wasted healing both count.
  • Your direct healing and Renew/regeneration ticks count. Every third qualifying event gives Ward to the ally you overhealed, including yourself. Ward increases with Resolve like other equipment Ward effects.
  • 1 inlay socket.

The Unbound Current

Ring · Very Rare

  • Veil +8.0
  • While a Very Rare inlay is active in this ring, gain Quickening.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • This source stays active only while its inlay requirement is met. It ends immediately on removal, invalidation or unequipping; it leaves no lingering 10s/11s buff.
  • Ordinary Very Rare ring. Does not count toward the God-touched equip cap. Can be worn with one discipline God-touched item.
  • Very Rare is the rarity of the socketed inlay, independent of its continent-scaled stat values.
  • 1 inlay socket.

The Unbroken Spectrum

Ring · Very Rare

  • Veil +8.0
  • Steel +8.0
  • Resolve +8.0
  • While an inlay is active in this ring:
  • Every third qualifying 1-Silver card you play adds a free copy of that card to your hand. The copy vanishes after one play or 15s.
  • Steel-only: copies physical damage cards.
  • Veil-only: copies magical damage cards.
  • Resolve-only: copies healing or Ward cards.
  • Mixed-stat: copies any card.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Qualifying cards have a printed1Silver cost and actually cost1Silver on the original play. Gold abilities, discounted higher-cost cards, zero-cost plays, generated reflections and automatic/free replays cannot be imprinted. A paid manual original Persist play can qualify, but the reflection never inherits its extra plays.
  • The copy is a temporary one-play reflection. Resolve its card text once, then remove that instance even if the original has Persist. The original’s own Persist/Forsaken/discard behavior is unchanged. A copied Forsaken card still performs its text and then vanishes; it is not returned to the source deck.
  • The effect remains available throughout combat. Count three qualifying paid original card plays, then reflect the third and reset progress to zero. The same original card name may count again. One manually paid original play contributes one count, regardless of hits or targets. A manual Persist replay actually paying1Silver may count; an automatic/free replay or generated reflection never does.
  • This ring’s copies cost0Silver once regardless of current inlay mode. They do not receive a second discount, Persist cycle or extra free use. Base card effects still use normal resource and target rules.
  • 1 inlay socket.

The Unclaimed Heart

Ring · Rare

  • Resolve +6.0
  • While this ring’s inlay grants Resolve: +6 Resolve.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

The Unclouded Witness

Ring · Very Rare

  • Veil +8.0
  • While this ring’s inlay grants Veil: your magical damage cards deal 10% more damage to Exposed enemies.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Tinker's Solder Line

Ring · Uncommon

  • Resolve +4.0
  • While an inlay is active in this ring: +2 Veil, +2 Resolve.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Unlettered Signet

Ring · Uncommon

  • Steel +4.0
  • While an inlay is active in this ring: +3 Steel, +1 Veil.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Wayhouse Pewter

Ring · Uncommon

  • Steel +4.0
  • While an inlay is active in this ring: +2 Steel, +2 Resolve.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Widow's Plain Gold

Ring · Uncommon

  • Veil +4.0
  • While an inlay is active in this ring: +2 Steel, +2 Veil.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Wirebound Riverglass

Ring · Uncommon

  • Steel +4.0
  • While an inlay is active in this ring: +2 Steel, +2 Veil.
  • Only the inlay in this ring can activate its bonus. Inlays in other equipment do not count.
  • Only the single inlay socketed into this ring can activate its effect. Inlays in other equipment do not count.
  • 1 inlay socket.

Copperbound Practice Staff

Secondary weapon · Uncommon

  • Veil +30.0
  • Staff specialization

Folded Discharge Cloth

Secondary weapon · Uncommon

  • Vitality +37.5
  • Healing Relic specialization

Glass Witness Longbow

Secondary weapon · Rare

  • Steel +45.0
  • Bow specialization

Lampwright's Rod

Secondary weapon · Uncommon

  • Veil +37.5
  • Wand specialization

Pressed Fen Flower

Secondary weapon · Uncommon

  • Vitality +37.5
  • Healing Relic specialization

Roofwatch Crossbow

Secondary weapon · Uncommon

  • Steel +37.5
  • Crossbow specialization

Runes in Two Hands

Secondary weapon · Rare

  • Veil +45.0
  • Staff specialization

Slate-Headed Staff

Secondary weapon · Uncommon

  • Veil +37.5
  • Staff specialization

The Quiet Instrument

Secondary weapon · Rare

  • Veil +45.0
  • Wand specialization

The Restored Recurve

Secondary weapon · Rare

  • Steel +45.0
  • Bow specialization

The Unfired Bow

Secondary weapon · Very Rare

  • Steel +52.5
  • Bow specialization

Unlettered Wand

Secondary weapon · Uncommon

  • Veil +30.0
  • Wand specialization

Watchfield Bow

Secondary weapon · Uncommon

  • Steel +37.5
  • Bow specialization

Inlays (50)

Socket an inlay into equipment through Inventory to gain its bonuses. Inlays carry across continents during the same run and are lost on death. Check each offered inlay for its exact bonuses.

Anvilglass

Uncommon

  • Pristine inlay
  • Possible bonuses: Steel.

Archive Fluorite

Uncommon

  • Pristine inlay
  • Possible bonuses: Veil.

Before the First Reflection

Very Rare

  • Pristine inlay
  • Possible bonuses: Veil.

Cinder Corundum

Uncommon

  • Pristine inlay
  • Possible bonuses: Steel.

Claybed Garnet

Uncommon

  • Pristine inlay
  • Possible bonuses: Vitality.

Deepwindow Glass

Uncommon

  • Pristine inlay
  • Possible bonuses: Veil.

Discharge in Violet

Rare

  • Fractured inlay
  • Possible bonuses: Veil, Vitality.

Ember Beneath Snow

Rare

  • Pristine inlay
  • Possible bonuses: Vitality.

Gateiron Spinel

Uncommon

  • Pristine inlay
  • Possible bonuses: Steel.

Green Mantle Stone

Uncommon

  • Pristine inlay
  • Possible bonuses: Vitality.

Hearth and Hinge

Uncommon

  • Fractured inlay
  • Possible bonuses: Steel, Vitality.

Hearth Jasper

Uncommon

  • Pristine inlay
  • Possible bonuses: Vitality.

Kett's Honest Facet

Rare

  • Pristine inlay
  • Possible bonuses: Steel.

Lantern's Inner Glass

Rare

  • Pristine inlay
  • Possible bonuses: Veil.

Lantern-Slag Twin

Uncommon

  • Fractured inlay
  • Possible bonuses: Veil, Steel.

Merciful Red

Rare

  • Pristine inlay
  • Possible bonuses: Vitality.

Midnight Margin

Rare

  • Pristine inlay
  • Possible bonuses: Veil.

Mist Agate

Uncommon

  • Pristine inlay
  • Possible bonuses: Veil.

Mourning Chalcedony

Uncommon

  • Pristine inlay
  • Possible bonuses: Veil.

Oath in Red Iron

Rare

  • Fractured inlay
  • Possible bonuses: Steel, Vitality.

Patient Glass

Uncommon

  • Fractured inlay
  • Possible bonuses: Veil, Vitality.

Quarry Hematite

Uncommon

  • Pristine inlay
  • Possible bonuses: Steel.

Red Quarry Seam

Uncommon

  • Fractured inlay
  • Possible bonuses: Steel, Vitality.

Reedheart Carnelian

Uncommon

  • Pristine inlay
  • Possible bonuses: Vitality.

Root in the Rivet

Uncommon

  • Fractured inlay
  • Possible bonuses: Steel, Vitality.

Slate Eye

Uncommon

  • Pristine inlay
  • Possible bonuses: Steel.

Sooted Window Seam

Uncommon

  • Fractured inlay
  • Possible bonuses: Veil, Steel.

Steel beneath the Mirror

Rare

  • Fractured inlay
  • Possible bonuses: Veil, Steel.

The Brace and the Pulse

Rare

  • Fractured inlay
  • Possible bonuses: Steel, Vitality.

The Corrected Measure

Rare

  • Fractured inlay
  • Possible bonuses: Veil, Steel.

The Court's Divided Heart

Very Rare

  • Fractured inlay
  • Possible bonuses: Veil, Steel.

The Defender's Unpaid Share

Very Rare

  • Fractured inlay
  • Possible bonuses: Steel, Vitality.

The Ember's Witness

Rare

  • Fractured inlay
  • Possible bonuses: Veil, Vitality.

The Final Unclaimed Fragment

Very Rare

  • Double-fractured inlay
  • Possible bonuses: Veil, Steel, Vitality.

The Mason's Offcut

Uncommon

  • Fractured inlay
  • Possible bonuses: Steel, Vitality.

The Orchard's Measure

Rare

  • Pristine inlay
  • Possible bonuses: Vitality.

The Patient's Last Yes

Very Rare

  • Pristine inlay
  • Possible bonuses: Vitality.

The River between Two Names

Very Rare

  • Fractured inlay
  • Possible bonuses: Veil, Vitality.

The Shattered Petition

Rare

  • Fractured inlay
  • Possible bonuses: Veil, Steel.

The Still Hammer

Rare

  • Pristine inlay
  • Possible bonuses: Steel.

The Unclosed Orchard

Rare

  • Fractured inlay
  • Possible bonuses: Veil, Vitality.

The Unsorted Dawn

Very Rare

  • Double-fractured inlay
  • Possible bonuses: Veil, Steel, Vitality.

The Unstruck Foundation

Very Rare

  • Pristine inlay
  • Possible bonuses: Steel.

The Weathered Index

Uncommon

  • Fractured inlay
  • Possible bonuses: Veil, Steel.

The Witness at the Fault

Very Rare

  • Fractured inlay
  • Possible bonuses: Veil, Steel.

Three Hands, No Master

Very Rare

  • Double-fractured inlay
  • Possible bonuses: Veil, Steel, Vitality.

Vesper Quartz

Uncommon

  • Pristine inlay
  • Possible bonuses: Veil.

Violet Rootline

Uncommon

  • Fractured inlay
  • Possible bonuses: Veil, Vitality.

Winter Hearth Split

Uncommon

  • Fractured inlay
  • Possible bonuses: Steel, Vitality.

Winter Rose Quartz

Uncommon

  • Pristine inlay
  • Possible bonuses: Vitality.