Items & loot · 116 known objects

Pack for the risk.

Choose the weapon, supplies, and valuables worth risking on the next trip—and know exactly what you are fighting to bring home.

Cinderbrand GreatbladeGreater Healing PotionMagic Crystal
Cinderbrand GreatbladeFight your wayWeapons

Find the blade, bow, or staff that suits your next fight.

Greater Healing PotionStay standingSupplies

Pack healing for the moment the clean escape disappears.

Magic CrystalBuild the upgradeArtifice materials

Carry fragments home and turn the haul into something stronger.

The complete pack

Find something specific.

116 entries

Settler's SaberWeaponsSettler's SaberA plain borderland blade with enough bite for starter duels.Melee +7Iron SaberWeaponsIron SaberA heavier saber often carried by low-risk roamers.Melee +16AshbowWeaponsAshbowA short bow made for fast swaps and cheap training.Archery +8Ridge LongbowWeaponsRidge LongbowA taut longbow taken from ridge hunters who control Wilds sightlines.Archery +15Kindle StaffWeaponsKindle StaffA warm staff that channels simple combat sparks.Magic +7Magic defence +2Trapper's StaffWeaponsTrapper's StaffA hooked Wilds staff used by spell-trappers to hold targets in open ground.Magic +15Magic defence +2Cinderwake SaberWeaponsCinderwake SaberA court-forged one-handed saber that holds fast four-beat pressure before the Cinderbrand finishing handoff.Melee +20Cinderbrand GreatbladeWeaponsCinderbrand GreatbladeA two-handed court greatblade for one crushing overhead commitment after a fast weapon handoff.Melee +18Pyrecurve BowWeaponsPyrecurve BowA deep-curved court bow built for the strongest measured draw in the Wilds.Archery +18Witchglass StaffWeaponsWitchglass StaffAn ash-dark staff set with restrained witchglass, a strong Wilds focus with no defensive penalty.Magic +17Magic defence +2Scrapglass ShortbowWeaponsScrapglass ShortbowA compact Goblin bow braced with dull hushglass. It hits harder than a Ridge Longbow at close range but gives up one tile of reach.Archery +16Gravejaw GreatswordWeaponsGravejaw GreatswordA broad two-handed Troll sword built for relentless close pressure. Its strength costs the protection of a shield.Melee +24Skullroot StaffWeaponsSkullroot StaffThe strongest offensive staff, but only across three tiles. Its exposed root frame leaves the wielder especially vulnerable to Melee and Archery.Magic +18Melee defence -6Ranged defence -6Settler's Saber +1WeaponsSettler's Saber +1A borderland blade brought to a flawless Masterwork edge.Melee +7Iron Saber +1WeaponsIron Saber +1A weighty iron saber perfected for close Wilds pressure.Melee +16Ashbow +1WeaponsAshbow +1A quick ash bow refined for exact Masterwork shots.Archery +8Ridge Longbow +1WeaponsRidge Longbow +1A taut ridge bow perfected for exposed Wilds sightlines.Archery +15Kindle Staff +1WeaponsKindle Staff +1A warm spell focus refined to a precise Masterwork point.Magic +7Magic defence +2Trapper's Staff +1WeaponsTrapper's Staff +1A hooked Wilds staff perfected for binding pressure.Magic +15Magic defence +2Cinderwake Saber +1WeaponsCinderwake Saber +1A court-forged saber perfected for relentless pressure.Melee +20Cinderbrand Greatblade +1WeaponsCinderbrand Greatblade +1A greatblade perfected for one crushing commitment.Melee +18Pyrecurve Bow +1WeaponsPyrecurve Bow +1A deep-curved bow perfected for the strongest measured draw.Archery +18Witchglass Staff +1WeaponsWitchglass Staff +1An ash-dark focus perfected around restrained witchglass.Magic +17Magic defence +2Scrapglass Shortbow +1WeaponsScrapglass Shortbow +1A compact Scrapglass Shortbow perfected for hard close-range shots.Archery +16Gravejaw Greatsword +1WeaponsGravejaw Greatsword +1A broad Gravejaw Greatsword perfected for sustained two-handed contact.Melee +24Skullroot Staff +1WeaponsSkullroot Staff +1A Skullroot Staff perfected for raw spell offence without repairing its short reach or exposed frame.Magic +18Melee defence -6Ranged defence -6Hide JerkinArmourHide JerkinLight torso armor that keeps movement snappy.Melee defence +4Ranged defence +5Spellweave JerkinArmourSpellweave JerkinA Hide Jerkin reworked with Mosswool, Moss Hide, and Spell Shard Dust. It keeps the shop garment's physical guard while adding a modest anti-magic weave.Melee defence +4Ranged defence +5Magic defence +1Sunweave JerkinArmourSunweave JerkinA Hide Jerkin reworked with Sunhair, Dune Hide, and Spell Shard Dust. It adds Melee protection while keeping the shop garment's Ranged and Magic profiles.Melee defence +5Ranged defence +5Patched LegsArmourPatched LegsRugged leggings repaired more than once.Melee defence +3Ranged defence +2Spellweave LeggingsArmourSpellweave LeggingsPatched Legs reworked with Mosswool, Moss Hide, and Spell Shard Dust. They keep the shop garment's physical guard while adding a modest anti-magic weave.Melee defence +3Ranged defence +2Magic defence +1Sunweave LeggingsArmourSunweave LeggingsPatched Legs reworked with Sunhair, Dune Hide, and Spell Shard Dust. They add Melee protection while keeping the shop garment's Ranged and Magic profiles.Melee defence +4Ranged defence +2Hardhide JerkinArmourHardhide JerkinA Hide Jerkin rebuilt with layered commons hide and wool padding. Sturdier against blades and arrows, with no ward against magic.Magic -1Melee defence +9Ranged defence +9Hardhide LegsArmourHardhide LegsPatched Legs rebuilt with layered commons hide and wool padding. Sturdier against blades and arrows, with no ward against magic.Magic -1Melee defence +6Ranged defence +5Wildhide JerkinArmourWildhide JerkinA Hardhide Jerkin thickened with many more hides and tufts. It turns blades and arrows well but leaves magic unwarded.Magic -2Melee defence +14Ranged defence +14Wildhide LegsArmourWildhide LegsHardhide Legs thickened with many more hides and tufts. They turn blades and arrows well but leave magic unwarded.Magic -1Melee defence +10Ranged defence +8Elderhide JerkinArmourElderhide JerkinA Wildhide Jerkin built up from a whole herd's worth of hides and tufts. The strongest hide armour against blades and arrows, with no ward against magic.Magic -4Melee defence +21Ranged defence +21Elderhide LegsArmourElderhide LegsWildhide Legs built up from a whole herd's worth of hides and tufts. The strongest hide armour against blades and arrows, with no ward against magic.Magic -2Melee defence +15Ranged defence +13Tin BucklerArmourTin BucklerA noisy little shield that still blocks a slash.Melee defence +5Ranged defence +2Magic defence -1Glassbound ScaleArmourGlassbound ScaleA massive hushglass scale torn from the Wyrm that guards the Ring. Its layered faces turn blade and arrow, while a thinner inner ward leaves hostile magic as its intended weakness.Melee defence +24Ranged defence +19Magic defence +9Practice ArrowsAmmunitionPractice ArrowsCheap arrows for low-risk ranged training.Spark ArrowsAmmunitionSpark ArrowsSpell Shard Fragments fuse into blue diamond-shaped crystal tips for a stronger, steadier impact.Damage +10% over PracticeVow ArrowsAmmunitionVow ArrowsPrayer Shard Fragments fuse into violet diamond-shaped crystal tips for a harder impact.Damage +21% over PracticeCrystal ArrowsAmmunitionCrystal ArrowsMagic Crystal Fragments fuse into blue-violet faceted tips for the strongest crafted ammunition.Damage +33% over PracticeSpell ShardAmmunitionSpell ShardCheap arcane-blue shards spent to cast combat spells.Healing PotionConsumablesHealing PotionA finite amber-green restorative. Drinking it commits the attack timer but can keep a fight alive.Greater Healing PotionConsumablesGreater Healing PotionA Spell Shard Dust-fortified ruby restorative. It restores 12 HP through the standard three-tick drinking commitment.Superior Healing PotionConsumablesSuperior Healing PotionA Prayer Shard Dust-fortified crimson-violet restorative. It restores 18 HP through the standard three-tick drinking commitment.Supreme Healing PotionConsumablesSupreme Healing PotionA Magic Crystal Dust-fortified violet-blue restorative. It restores 25 HP through the standard three-tick drinking commitment.Prayer ShardFaith itemsPrayer ShardA small charm used to practice Faith rituals.Mosswool TuftArtifice materialsMosswool TuftA soft tuft shorn in battle from Sheep in Mossmere. It is woven with Moss Hide and Spell Shard Dust into both pieces of Spellweave clothing.Moss HideArtifice materialsMoss HideA sturdy green-brown hide from Cows in Mossmere. It is worked with Mosswool and Spell Shard Dust into both pieces of Spellweave clothing.Sunhair TuftArtifice materialsSunhair TuftA coarse golden tuft from a Desert Goat in Amberfield. Free Houses artificers weave it with Dune Hide and Spell Shard Dust into both pieces of Sunweave clothing.Dune HideArtifice materialsDune HideA durable cured hide from a Camel in Amberfield. Free Houses artificers work it with Sunhair and Spell Shard Dust into both pieces of Sunweave clothing.Spell Shard FragmentsArtifice materialsSpell Shard FragmentsFine blue Spell Shard Fragments ground from Spell Shards. Used in Artifice recipes.Prayer Shard FragmentsArtifice materialsPrayer Shard FragmentsWarm violet Prayer Shard Fragments ground from Prayer Shards. Used in higher-order Artifice recipes.Spell Shard DustArtifice materialsSpell Shard DustFine arcane-blue Spell Shard Dust refined only from Spell Shard Fragments. Used for Greater Healing Potions, Spellweave and Sunweave garments, and Masterwork forges at Artifice levels 20 and 45.Prayer Shard DustArtifice materialsPrayer Shard DustFine violet Prayer Shard Dust refined only from Prayer Shard Fragments. Used for Superior Healing Potions and higher-order Artifice recipes.Magic CrystalArtifice materialsMagic CrystalA fused arcane focus made from one Spell Shard and one Prayer Shard. Crystal spells consume it.Magic Crystal FragmentsArtifice materialsMagic Crystal FragmentsSharp blue-violet Magic Crystal Fragments ground from Magic Crystals. Used for Crystal Arrows and Magic Crystal Dust.Magic Crystal DustArtifice materialsMagic Crystal DustFine blue-violet Magic Crystal Dust ground from Magic Crystal Fragments. Used for Supreme Healing Potions.Scroll of Ember NovaSpell scrollsScroll of Ember NovaA tradeable ash-scroll consumed when a level-25 mage permanently learns Ember Nova.GlasshornCharmsGlasshornA Glasshorn Stag's glowing antler. Carry it in your pack.+20% vs creatures in the WildsRepairs left 3Cracked GlasshornCharmsCracked GlasshornIts glow is gone. Repair it at the Artifice station.No boostRepairs left 3Mended Glasshorn ICharmsMended Glasshorn IA repaired Glasshorn, glowing again along its seams.+20% vs creatures in the WildsRepairs left 2Cracked Glasshorn ICharmsCracked Glasshorn IIts glow is gone. Repair it at the Artifice station.No boostRepairs left 2Mended Glasshorn IICharmsMended Glasshorn IIA repaired Glasshorn, glowing again along its seams.+20% vs creatures in the WildsRepairs left 1Cracked Glasshorn IICharmsCracked Glasshorn IIIts glow is gone. Repair it at the Artifice station.No boostRepairs left 1Mended Glasshorn IIICharmsMended Glasshorn IIIA repaired Glasshorn, glowing again along its seams.+20% vs creatures in the WildsRepairs left 0Shattered GlasshornTreasureShattered GlasshornDull shards of a Glasshorn. It cannot be repaired.Ashen Reaver SigilArmourAshen Reaver SigilA scorched reaver shield angled to spoil incoming arrows while offering only a token ward against spellcraft.Melee defence +3Ranged defence +18Magic defence +3Ranger HatArmourRanger HatA stitched green archer hat with a small arrow tucked through the band.Archery +2Magic defence +1Wizard HatArmourWizard HatA dark blue felt hat sewn with a small brass charm for apprentice mages.Magic +2Melee defence +1Iron HelmArmourIron HelmA plain iron helmet for blade fighters who expect to trade hits.Melee +1Ranged defence +2Saber KnotArmourSaber KnotA plain leather neck-knot worn by Wilds Duelists to keep a blade hand steady.Melee +3Ranged defence +3Trail CharmArmourTrail CharmA simple cord charm from Ridge Archers, kept for steady aim on exposed paths.Archery +3Magic defence +3Cinder TorqueArmourCinder TorqueA rare blackened iron torque from the Cinder Knight, balanced for close pressure.Melee +6Ranged defence +6Pyre Talon NecklaceArmourPyre Talon NecklaceA rare hooked pendant from Pyre Marksmen, cut to sit still through a full draw.Archery +6Magic defence +6Wilds Oath NecklaceArmourWilds Oath NecklaceA rare oath pendant from Wilds spell-trappers, prized for calm focus under pressure.Magic +3Melee defence +3Ashen Vow NecklaceArmourAshen Vow NecklaceA black-glass vow pendant from the Ash Witch, cool and steady against close pressure.Magic +6Melee defence +6Reaver BraceletArmourReaver BraceletA rare blackened bracelet from Ash Reavers, weighted for blade work and to turn bow pressure.Melee +3Ranged defence +3Thornstring BraceletArmourThornstring BraceletA rare thorn-bound wrist loop from the Briar Camp, braced against spell pressure.Archery +3Magic defence +3Sparkcoil BraceletArmourSparkcoil BraceletA rare copper-and-glass coil from Spark Trappers, warm with a novice spellwright's focus.Magic +3Melee defence +3Glassfang BraceletArmourGlassfang BraceletA boss-tier hushglass band set with a fang shed by the Glassbound Wyrm, weighted for close combat.Melee +6Ranged defence +6Glassflight BraceletArmourGlassflight BraceletA boss-tier hushglass wristguard set with arrow-like spurs from the Glassbound Wyrm, balanced to steady a full draw.Archery +6Magic defence +6Witchglass BraceletArmourWitchglass BraceletA boss-tier witchglass bracelet shed from the Wyrm that guards the Ring, alive with contained glassfire.Magic +6Melee defence +6Wardweave BraceletArmourWardweave BraceletA rare ward-thread bracelet from the Hushglass Seer, woven to turn hostile spellcraft aside.Magic defence +15Copperbound BadgeArmourCopperbound BadgeA hammered Free Houses badge stripped of its oath ribbon by the Copperbound exiles. Its weight steadies a blade while its old oath turns spell pressure.Melee +3Magic defence +3Dunewatch CharmArmourDunewatch CharmA sun-marked lookout charm from a Copperbound Scout, balanced for aim while an enemy closes.Archery +3Melee defence +3Veilglass PendantArmourVeilglass PendantA thin veilglass pendant from a Copperbound Binder, focused for spellcraft under arrow pressure.Magic +3Ranged defence +3Gravejaw GorgetArmourGravejaw GorgetA heavy bone gorget from the Gravejaw Troll, scored to steady brutal blade work against hostile spellcraft.Melee +6Magic defence +6Bonehide TalismanArmourBonehide TalismanA hide-bound Troll talisman that steadies a full draw and braces its wearer against close blows.Archery +6Melee defence +6Skullroot ReliquaryArmourSkullroot ReliquaryA root-caged reliquary from the Skullroot Mystic, alive with spell focus and protection from arrows.Magic +6Ranged defence +6Scrapglass BucklerArmourScrapglass BucklerA small goblin shield pieced from copper strapping and dull hushglass scraps. It trades the Tin Buckler's blade bias for balanced protection.Melee defence +12Ranged defence +12Magic defence +3Gravebone HelmArmourGravebone HelmA troll-worked helm cut from old giant bone. Heavy brow and ritual scoring protect against close blows and hostile glasscraft without adding offence.Melee defence +9Ranged defence +3Magic defence +9Saber Knot +1ArmourSaber Knot +1A plain leather neck-knot with a Magic Crystal set at its knot for a steadier blade hand.Melee +6Ranged defence +3Trail Charm +1ArmourTrail Charm +1A Ridge Archer's cord charm with a Magic Crystal set beneath the cord for steadier aim.Archery +6Magic defence +3Wilds Oath Necklace +1ArmourWilds Oath Necklace +1A Wilds oath pendant with a Magic Crystal set into its face for calmer spell focus.Magic +6Melee defence +3Copperbound Badge +1ArmourCopperbound Badge +1A hammered Copperbound badge with a Magic Crystal set where its oath ribbon hung.Melee +6Magic defence +3Dunewatch Charm +1ArmourDunewatch Charm +1A sun-marked lookout charm with a Magic Crystal set at its center for surer aim.Archery +6Melee defence +3Veilglass Pendant +1ArmourVeilglass Pendant +1A veilglass pendant with a Magic Crystal set behind the glass for sharper spellcraft.Magic +6Ranged defence +3Cinder Torque +1ArmourCinder Torque +1The Cinder Knight's blackened torque with a Magic Crystal set at its clasp.Melee +9Ranged defence +6Pyre Talon Necklace +1ArmourPyre Talon Necklace +1A hooked Pyre Marksman pendant with a Magic Crystal set in the talon's grip.Archery +9Magic defence +6Ashen Vow Necklace +1ArmourAshen Vow Necklace +1The Ash Witch's black-glass vow pendant with a Magic Crystal set at its heart.Magic +9Melee defence +6Gravejaw Gorget +1ArmourGravejaw Gorget +1The Gravejaw Troll's bone gorget with a Magic Crystal set into its scored front.Melee +9Magic defence +6Bonehide Talisman +1ArmourBonehide Talisman +1A hide-bound Troll talisman with a Magic Crystal set among its bones.Archery +9Melee defence +6Skullroot Reliquary +1ArmourSkullroot Reliquary +1The Skullroot reliquary with a Magic Crystal set inside its root cage.Magic +9Ranged defence +6Reaver Bracelet +1ArmourReaver Bracelet +1An Ash Reaver's blackened bracelet with a Magic Crystal set into the band.Melee +6Ranged defence +3Thornstring Bracelet +1ArmourThornstring Bracelet +1A thorn-bound wrist loop with a Magic Crystal set among its thorns.Archery +6Magic defence +3Sparkcoil Bracelet +1ArmourSparkcoil Bracelet +1A copper-and-glass Spark Trapper coil with a Magic Crystal set at its center.Magic +6Melee defence +3Glassfang Bracelet +1ArmourGlassfang Bracelet +1The Wyrm's glassfang band with a Magic Crystal set beside the fang.Melee +9Ranged defence +6Glassflight Bracelet +1ArmourGlassflight Bracelet +1The Wyrm's glassflight wristguard with a Magic Crystal set between its spurs.Archery +9Magic defence +6Witchglass Bracelet +1ArmourWitchglass Bracelet +1The Wyrm's witchglass bracelet with a Magic Crystal set into its glassfire.Magic +9Melee defence +6Wardweave Bracelet +1ArmourWardweave Bracelet +1The Hushglass Seer's ward-thread bracelet with a Magic Crystal woven into its ward.Magic defence +18Copper CrownsTreasureCopper CrownsCommon border coins. Enough of them can rebuild a kit.Victim's ToothTreasureVictim's ToothA trophy engraved at the moment of a player kill. It grants no power and is worth one Copper Crown.