Reclamation: A Soul Unburied

Starter builds

Choose two disciplines. Learn the first few plays, then see which upgrades can help.

Choose a build

How to use these guides

Use these tiers to compare rewards from your two disciplines and General. Ratings estimate how well a card fits the build early. Gear, Fractals, and the cards you already own can change the pick.

S is a priority pick for this build. Check the card preview for any setup it needs. A works often. B fills a useful gap. C needs a specific fight or deck. D is usually worth passing on this build.

First Fractals have a base price of 8 Embers and require 10 Mastery in that discipline. Open Third discipline under your build for three options and their Crown prices.

Check how Journey Ember prices rise

First equipment upgrades

Check the Weapon Damage on your equipped primary weapon. The issued Gatewatch Hanger starts at 0, and the loot version has 10 at base. Any positive Weapon Damage is an upgrade from 0. An Uncommon Hearthguard Cudgel or Milestone Maul can get you started. Each point of Weapon Damage adds one point each to Veil, Steel and Vitality.

Ordinary loot starts offering Rare gear on Continent 3. The Rare weapons named below have the same base Weapon Damage of 12. Compare the stats on the item you actually find. For early armor, Shelterroot Hood is an Uncommon option with 30 Armor, 5 Veil and 5 Vitality.

What happens to your starter gear?

New characters receive the Steady Hand Robe as permanent gear. Each new journey issues a Gatewatch Hanger with 0 Weapon Damage and one inlay socket. If you resume that journey, the sword keeps its fitted inlay. When the journey ends, the issued sword and its inlay expire. The robe stays with your character.

Unlock a FractalChoose a victory rewardRead gear statsLearn a third discipline

When to learn a third discipline

Learn a new discipline permanently with run Crowns when a city or archive offers to teach it. Its ability uses the same Gold as your two starting abilities.

Spend Crowns when the new ability solves a problem you keep running into. For Oath of Bone + Phantom Arsenal, Iron Vow is worth considering if a heavy hit can get past your summons. If you already have enough Ward, keep your Crowns for gear or supplies that would help sooner.

Eligible cards can already appear in Unrestricted rewards. You can give the new discipline extra weight in Reward Preferences before your next expedition.

Ember Spear + Soul Mend

Burn a priority target and keep a heal in reserve.

First fight
Start Burning with Cinder Needle or Coalbrand, then use Kiln Pierce while the target is still Burning. Spend your first Gold on Ember Spear when damage will shorten the fight. Keep it for Soul Mend when another enemy action would put you in danger.
First Fractal
Once you have 10 Ember Spear Mastery, buy Burning Spear first for longer fights where you can keep Burning on a target. Consider Triage first if you routinely reach your first Gold under heavy pressure and need immediate Health.
Stats and gear
Prioritize Veil for Fire damage and Vitality for Health and healing. Last Lesson’s Foil is a Rare weapon example. Take an earlier Weapon Damage upgrade when you find one. Shelterroot Hood adds Veil and Vitality with Armor.
Rewards
Take a cheap Burning setup or a payoff you can already activate. When you have enough of both, fill a weak slot with Ward, draw, or a weapon upgrade. Leave spare copies if your hand is already crowded.
Card priorities · 80 cards

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Third discipline · three options
A Rime Shackles · 31 Crowns
Choose when delaying a dangerous enemy action gives Burning time to tick.
B Oath of Bone · 37 Crowns
Choose when a long fight gives Skeletons time to land several attacks.
D Iron Vow · 31 Crowns
Consider for a single hit you can forecast. Soul Mend already covers recovery after hits.

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Oath of Bone + Soul Mend

Raise a company, then keep it alive long enough to pay off.

First fight
Start with your cheap cards and preserve Health while you build Gold. Cast Oath of Bone when there is time for your Skeletons to attack. Heal a summon if keeping it alive matters more than recovering yourself. Use Coffin Nail when you can spare the Health and your undead are still on the field.
First Fractal
Start with Triage if burst damage is ending your runs. It gives you immediate healing when the next enemy action is close. Choose Undead Host first if you need more bodies and a replacement if enemies slay both Skeletons. Chosen Champion is the concentrated summon option when you want a single sturdy body.
Stats and gear
Look for Vitality for healing and a larger Health buffer, then Veil for Shadow cards. Bellfounder’s Falchion is a Rare weapon example. Take an earlier Weapon Damage upgrade when you find one. Shelterroot Hood covers Armor, Vitality and Veil. If the weapon slot is covered, choose protection or a cheap card that helps keep your summons active.
Rewards
Take a summon or a card that benefits from one only if your deck can keep undead on the field. If you are arriving at fights injured, take recovery or Ward before adding another Health payment.
Card priorities · 82 cards

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Third discipline · three options
A Ember Spear · 30 Crowns
Take when summons need immediate Fire damage to finish off a target.
A Rime Shackles · 31 Crowns
Take when slowing the next enemy action gives your summons another attack.
D Iron Vow · 31 Crowns
Save the Crowns unless immediate Ward fills a gap your healing and summons leave open.

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Rime Shackles + Dreadbolt

Buy time with control and spend that time on damage.

First fight
Check the enemy’s next action before you slow it. Use the extra time to land Frost Debt or a direct damage card. Dreadbolt hits harder when you are injured. Keep enough Health or Ward to survive the next action while you wait for that payoff.
First Fractal
Start with Rime Bastion when incoming damage is your main problem. Winter Prison is the alternative when a short Stun gives you time before the enemy finishes preparing its action. Consider Held Arsenal later if you can already keep a safe damage window and usually have cards in hand.
Stats and gear
Start with Veil for Frost and Shadow damage. Add Vitality or Armor if you are falling before your second Gold. The Unbarred Thorn is a Rare weapon example. Take an earlier Weapon Damage upgrade when you find one. Shelterroot Hood is one early defensive option. Look for the same stats on other gear if it misses.
Rewards
Favor cheap cards that turn a delayed enemy action into damage. Add a second control card only when you have enough ways to cash in the extra time. Use a Ward or healing reward when you keep entering fights injured.
Card priorities · 81 cards

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Third discipline · three options
B Soul Mend · 30 Crowns
Choose when damage carries over from fight to fight and your control is already sufficient.
C Iron Vow · 31 Crowns
Choose when you can see a hit coming that control alone will struggle to cover.
D Ember Spear · 30 Crowns
Consider when a fast Fire hit fills a gap. Your starting abilities already cover direct damage and delay.

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Phantom Arsenal + Iron Vow

Use Emblem follow-ups and keep Ward for the hit that matters.

First fight
Read the Emblem on the card in your hand. Finish a valuable follow-up before its window closes. Use Quick Cut to fit a hit around your Silver plays. Spend Gold on Phantom Arsenal when a clear is in reach and on Iron Vow when you need to live through the next attack.
First Fractal
Start with Weapon Selection. Choose Dagger for two free follow-ups on manual Emblem cards, or Sword for a single follow-up that costs 1 Silver.
Stats and gear
Prioritize Steel and a higher Weapon Damage value. Black Petition Rapier is a Rare weapon example. Take an earlier Weapon Damage upgrade when you find one. Add Vitality or Armor if you are spending all your Gold on Ward.
Rewards
Take affordable Emblem cards and draw that rewards your hit count. Pick recovery or a strong Ward card if your damage is already good and a big hit keeps stopping you.
Card priorities · 79 cards

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Third discipline · three options
A Oath of Bone · 37 Crowns
Choose when Skeletons can keep attacking while you set up Emblem follow-ups.
B Thousand Mourning Cuts · 38 Crowns
Consider for another burst if you already have Steel and cheap physical attacks.
C Soul Mend · 30 Crowns
Choose when you routinely finish fights injured even after using Ward.

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Iron Vow + Thousand Mourning Cuts

Stack Bleeding, then decide whether to spend Gold on offense or Ward.

First fight
Start with cheap hits. Play Split Stitch close after a zero-Silver card, then use Blood Hem when the target is Bleeding enough to draw. Spend Gold on Thousand Mourning Cuts when the target is ready for a burst. Use Iron Vow if an incoming hit would stop that plan.
First Fractal
Consider Blood Reaver first when you can safely pay Health for the extra strike. Crimson Dance is the safer fallback when you can build Bleeding before Gold and want to avoid a Health payment. Second Line is an Iron Vow alternative for spaced hits.
Stats and gear
Start with Steel for physical strikes. The Court’s Polite Threat is a Rare weapon example. Take an earlier Weapon Damage upgrade when you find one. Look for Vitality or Armor to cover chip damage and the Blood Reaver Health payment.
Rewards
Favor cheap hits and Bleeding that turns on the rest of the deck. Keep enough Ward to get through the next enemy action. Pass on another conditional payoff if you are still missing the setup.
Card priorities · 78 cards

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Third discipline · three options
A Phantom Arsenal · 30 Crowns
Choose a Steel-friendly burst when you need a fast hit to close a fight.
B Rime Shackles · 31 Crowns
Choose when delaying a threatening action gives your Bleeding time to tick.
C Soul Mend · 30 Crowns
Consider if Health payments and repeated hits are wearing you down.

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Ember Spear + Rime Shackles

Burn an enemy while slowing the action that threatens you.

First fight
Put Burning on the target with Cinder Needle or Coalbrand, then hit it with Kiln Pierce. Use Pale Needle or Rime Shackles when delaying an enemy action gives you time to land another hit. Winter’s Edge pays off while its target is Slowed.
First Fractal
Choose Rime Bastion once you have 10 Rime Shackles Mastery. It adds Ward to your control cast so your Fire setup has time to work. Winter Prison is the fallback when you need a short Stun to delay action readiness. Consider Burning Spear later for fights where you can keep Burning active.
Stats and gear
Aim for Veil for Fire and Frost damage. Open Gate Poleaxe is a Rare weapon example. Take an earlier Weapon Damage upgrade when you find one. Shelterroot Hood adds Veil, Vitality and Armor. Fill any empty armor slots when you need more time to cast.
Rewards
Take an affordable Burning or Slow payoff you can already activate. When both setups are covered, a General heal or Ward can fill the gap left by two offensive disciplines.
Card priorities · 81 cards

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Third discipline · three options
B Soul Mend · 30 Crowns
Choose when chip damage carries into your next fight and you need recovery.
C Iron Vow · 31 Crowns
Choose for a predictable hit if your Rime setup needs more time.
D Dreadbolt · 30 Crowns
Consider when your build can safely turn missing Health into burst damage.

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Oath of Bone + Phantom Arsenal

Let summons keep attacking while you finish Emblem follow-ups.

First fight
Use Bone Chit to summon a Skeleton early. Finish an Emblem follow-up when it is worth the time and Silver. Open with Oath when an ally will keep working through a long fight. Use Phantom Arsenal when a direct strike can finish it. Check your Health before Coffin Nail.
First Fractal
Choose Dagger through Weapon Selection if you can use both free follow-ups on manual Emblem cards. Sword gives you one follow-up for 1 Silver. Chosen Champion is the first Oath option when you want one sturdy summon.
Stats and gear
Start with Steel for Emblems. Add Veil if Coffin Nail and other Shadow cards do most of your damage. Linen-Handled Verdict is a Rare weapon example. Take an earlier Weapon Damage upgrade when you find one. Add Vitality or Armor when Health payments limit your choices.
Rewards
Take inexpensive attacks and draw to keep your hand moving. Take another summon when the bodies are doing useful work or when Coffin Nail keeps waiting for setup.
Card priorities · 82 cards

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Third discipline · three options
A Iron Vow · 31 Crowns
Choose if a predictable hit can get through your summons before you can finish it.
B Soul Mend · 30 Crowns
Consider when Coffin Nail and incoming hits keep draining your Health.
C Thousand Mourning Cuts · 38 Crowns
Consider for another Steel payoff if your cheap physical attacks already have a Bleeding setup.

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Dreadbolt + Soul Mend

Turn missing Health into damage when you can survive the next action.

First fight
Use Graveglint for direct damage and Sepulchral Ward to buy time. Dreadbolt hits harder when you are injured. Pause to read the next action before you commit. Spend Gold on Soul Mend when the next hit would end your run.
First Fractal
Start with Living Font if damage keeps arriving in waves. Its regeneration helps you recover through repeated smaller hits. Choose Held Arsenal if damage is the problem and you usually have cards in hand. Devouring converts Health above 10% into Ward, so check what happens if that Ward breaks.
Stats and gear
Look for Veil for Shadow damage and Vitality for recovery. The Unbarred Thorn is a Rare weapon example. Take an earlier Weapon Damage upgrade when you find one. Shelterroot Hood gives early Armor and Vitality. Take another defensive piece if you need more time to cast Dreadbolt.
Rewards
Take a cheap setup such as Exposed or draw when healing is covered. If you keep spending Gold to survive, take Ward or healing you can play with Silver.
Card priorities · 80 cards

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Third discipline · three options
B Rime Shackles · 31 Crowns
Choose when delaying one action creates a safe window to use Dreadbolt at low Health.
B Iron Vow · 31 Crowns
Choose when Ward before a known hit will buy time for the next heal or Dreadbolt.
C Ember Spear · 30 Crowns
Consider when you need an immediate hit and can spend Gold without giving up a needed heal.

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Rime Shackles + Thousand Mourning Cuts

Slow a threat to make room for Bleeding and follow-up attacks.

First fight
Use a zero-Silver attack immediately before Split Stitch. Let Bleeding build so Blood Hem can draw. Spend Gold on Rime if you need time to act. Choose Thousand Mourning Cuts when its hits can finish the target and you can survive the next action.
First Fractal
Choose Rime Bastion first. It adds Ward when you slow the enemy and helps you reach the Bleeding payoff. Winter Prison is the fallback when you need a short Stun to delay action readiness. Consider Crimson Dance when your hand consistently sets up Bleeding before Gold.
Stats and gear
Choose Steel if physical attacks do most of your damage. Choose Veil if you rely on Rime and Frost cards. Kett’s Deliberate Edge is a Rare weapon example. Take an earlier Weapon Damage upgrade when you find one. Use Shelterroot Hood or another piece with Vitality and Armor to survive the next attack.
Rewards
Add a reliable hit before taking another copy of a defensive control card. When damage is covered, choose protection that will get you to the next Bleeding payoff.
Card priorities · 80 cards

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Third discipline · three options
A Iron Vow · 31 Crowns
Choose when Ward before a known hit gives your Bleeding time to finish the enemy.
B Soul Mend · 30 Crowns
Consider if injury carries forward and your other two options already handle damage and control.
C Phantom Arsenal · 30 Crowns
Consider for fast physical damage if your Steel is high and your deck lacks burst.

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Ember Spear + Iron Vow

Set up Burning and keep Ward for a dangerous hit.

First fight
Apply Burning with Cinder Needle or Coalbrand, then land Kiln Pierce. Build enough Ward to take the next enemy action. Spend Gold on Ember Spear when you can finish sooner. Hold Iron Vow when the next hit threatens the run.
First Fractal
Start with Burning Spear when fights give Burning time to pay off. Choose Black Iron for one heavy hit or Second Line for spaced hits if you need protection first.
Stats and gear
Prioritize Veil for Fire. The Court’s Polite Threat is a Rare weapon example. Take an earlier Weapon Damage upgrade when you find one. Add Vitality and Armor if you need more time to attack. Shelterroot Hood provides both.
Rewards
Pick a Burning payoff or a card that keeps Burning up. Add draw or defense when you have enough damage. Leave a slow heal or expensive defense card when it would sit in your hand.
Card priorities · 79 cards

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Third discipline · three options
A Oath of Bone · 37 Crowns
Choose for longer fights where Skeletons have time to deal damage while your Burning ticks.
B Rime Shackles · 31 Crowns
Choose when slowing an enemy action gives you time to finish or prepare Ward.
B Soul Mend · 30 Crowns
Choose when you need recovery after repeated hits and already have a way to block the biggest one.

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