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.
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.
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.
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.
Inscribed adds 8 to the chosen stat. A secondary weapon offers only its matching stat.
Heirloom starts each encounter with Ward equal to 5% of your maximum Health while the piece is equipped.
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.
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.
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.
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.