| Name | Compare | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
Armor-Piercing Rounds | Common | Base game | Deal an additional 20% damage (+20% per stack) to bosses. | Linear; see the per-stack changes in Effect. | Boss damage | Unverified | Any Survivor facing a boss | Boss-only bonus; does not strengthen ordinary enemy hits. | Unverified | |
Backup Magazine | Common | Base game | Add +1 (+1 per stack) charge of your Secondary skill. | Linear; see the per-stack changes in Effect. | Secondary charges | Unverified | Survivors that use their Secondary repeatedly | Extra stored casts do not remove the skill cooldown. | Unverified | |
Bison Steak | Common | Base game | Increases maximum health by 25 (+25 per stack). | Linear; see the per-stack changes in Effect. | Maximum health | Unverified | Any Survivor needing a flat health increase | Flat health is not healing or damage prevention. | Unverified | |
| Common | Base game | After standing still for 1 second, create a zone that heals for 4.5% (+2.25% per stack) of your health every second to all allies within 3m (+1.5m per stack). | First copy: 4.5% health/s and 3m radius. Each additional copy: +2.25 percentage points/s and +1.5m; 1s stationary delay unchanged. | Stationary team healing | Corrupted by Weeping Fungus | Engineer with TR12 stationary turrets | Requires one second without moving; mobile turrets do not maintain the zone. | Unverified | ||
Cautious Slug | Common | Base game | Increases base health regeneration by +3 hp/s (+3 hp/s per stack) while outside of combat. | Linear; see the per-stack changes in Effect. | Recovery between attacks | Unverified | Survivors able to disengage | The regeneration condition requires leaving combat; does not provide an instant heal. | Unverified | |
| Common | Base game | Deal +75% (+75% per stack) damage to enemies above 90% health. | Each copy adds 75% opening damage; the target-health threshold stays above 90%. | Opening burst | Unverified | Railgunner or Loader with a large opening hit | Bonus ends once the target falls to 90% health or below. | Unverified | ||
Energy Drink | Common | Base game | Sprint speed is improved by 25% (+25% per stack). | Linear; see the per-stack changes in Effect. | Sprint mobility | Unverified | Survivors able to sprint during their main combat actions | Does not provide its sprint bonus while walking or using a skill that cancels sprint. | Unverified | |
Focus Crystal | Common | Base game | Increase damage to enemies within 13m by 20% (+20% per stack). | Linear; see the per-stack changes in Effect. | Close-range damage | Unverified | Loader, Mercenary, Acrid or Acolyte fighting close | Applies only within 13m; unsafe proximity can outweigh the bonus. | Unverified | |
Gasoline | Common | Base game | Killing an enemy ignites all enemies within 12m (+4m per stack) for 150% base damage. Additionally, enemies burn for 150% (+75% per stack) base damage. | Linear; see the per-stack changes in Effect. | On-kill group damage | Unverified | Any Survivor needing a way to spread a first kill | Must kill a target before it activates; no independent trigger on an isolated durable boss. | Unverified | |
Lens-Maker's Glasses | Common | Base game | Your attacks have a 10% (+10% per stack) chance to 'Critically Strike', dealing double damage. | Linear; see the per-stack changes in Effect. | Critical hits | Corrupted by Lost Seer's Lenses | Attack builds that can critically strike | Railgunner converts critical chance differently; do not use the ordinary crit calculation for her. | Unverified | |
Medkit | Common | Base game | 2 seconds after getting hurt, heal for 20 plus an additional 5% (+5% per stack) of maximum health. | Linear; see the per-stack changes in Effect. | Delayed recovery | Unverified | Survivors that can survive the delay after damage | The heal is delayed; it cannot prevent the hit that triggers it. | Unverified | |
Paul's Goat Hoof | Common | Base game | Increases movement speed by 14% (+14% per stack). | Linear; see the per-stack changes in Effect. | Movement speed | Unverified | Any Survivor needing ordinary movement speed | Adds speed rather than a jump or a dedicated escape skill. | Unverified | |
Soldier's Syringe | Common | Base game | Increases attack speed by 15% (+15% per stack). | Linear; see the per-stack changes in Effect. | Attack speed | Unverified | Survivors whose active attacks scale with attack speed | Does not shorten every skill cooldown; the value depends on the selected skills. | Unverified | |
Repulsion Armor Plate | Common | Base game | Reduce all incoming damage by 5 (+5 per stack). Cannot be reduced below 1. | Linear; see the per-stack changes in Effect. | Flat damage reduction | Unverified | Survivors exposed to repeated small hits | Incoming damage cannot be reduced below 1; large hits remain dangerous. | Unverified | |
Tougher Times | Common | Base game | 15% (+15% per stack) chance to block incoming damage. Unaffected by luck. | Block chance stacks hyperbolically; the listed +15% wording is not an additive 100% guarantee. Luck has no effect. | Random damage blocking | Corrupted by Safer Spaces | Any Survivor wanting passive protection | Hyperbolic, luck-independent chance; no finite stack count guarantees every block. | Unverified | |
Tri-Tip Dagger | Common | Base game | 10% (+10% per stack) chance to bleed an enemy for 240% base damage. | Linear; see the per-stack changes in Effect. | Bleed damage | Corrupted by Needletick | Frequent-hit builds with eligible attack procs | The displayed chance depends on attack proc rules; Needletick replaces bleed with collapse. | Unverified | |
Topaz Brooch | Common | Base game | Gain a temporary barrier on kill for 15 health (+15 per stack). | Linear; see the per-stack changes in Effect. | Barrier from kills | Unverified | Survivors clearing groups frequently | Barrier is temporary and needs kills; does not directly restore lost health. | Unverified | |
Mocha | Common | Survivors of the Void | Increases attack speed by 7.5% (+7.5% per stack) and movement speed by 7% (+7% per stack). | Linear; see the per-stack changes in Effect. | Attack and movement speed | Unverified | Attack builds that also need movement | Combines smaller bonuses; does not replace a missing mobility skill. | Unverified | |
Delicate Watch | Common | Survivors of the Void | Increase damage by 20% (+20% per stack). Taking damage to below 25% health breaks this item. | Linear; see the per-stack changes in Effect. | Damage with a health threshold | Unverified | Survivors able to protect their health | Taking damage below the break threshold destroys the damage benefit. | Unverified | |
Oddly-shaped Opal | Common | Survivors of the Void | Increase armor by 100 (+100 per stack) while out of danger. | Linear; see the per-stack changes in Effect. | Protection before taking damage | Unverified | Survivors vulnerable to an opening hit | Requires being out of danger; it is not permanent armor during a sustained exchange. | Unverified | |
| Uncommon | Base game | 10% chance to fire a missile that deals 300% (+300% per stack) TOTAL damage. | Each copy adds 300% TOTAL missile damage; the listed trigger chance remains 10%. | On-hit total damage | Corrupted by Plasma Shrimp | Frequent eligible hits or large triggering hits | Extra copies increase missile damage, not the listed 10% chance; infinite Runic Lens chains were fixed. | Unverified | ||
| Uncommon | Base game | 25% chance to fire chain lightning for 80% TOTAL damage on up to 3 (+2 per stack) targets within 20m (+2m per stack). | Each additional copy adds 2 targets and 2m range; 25% listed chance and 80% TOTAL lightning damage remain unchanged. | On-hit group coverage | Corrupted by Polylute | Frequent-hit builds fighting several targets | Extra copies add targets and range, not trigger chance or lightning damage. | Unverified | ||
Hopoo Feather | Uncommon | Base game | Gain +1 (+1 per stack) maximum jump count. | Linear; see the per-stack changes in Effect. | Additional jump | Unverified | Any Survivor needing vertical repositioning | A jump is not invulnerability; extra height still needs a safe landing. | Unverified | |
Harvester's Scythe | Uncommon | Base game | Gain 5% critical chance. Critical strikes heal for 8 (+4 per stack) health. | First copy grants 5% crit and 8 health per critical hit; additional copies add 4 healing, not more of that 5% crit bonus. | Healing on critical hits | Unverified | Crit builds with repeated attacks | The 5% crit bonus is a first-copy benefit; extra copies improve healing. | Unverified | |
Predatory Instincts | Uncommon | Base game | Gain 5% critical chance. Critical strikes increase attack speed by 12%. Maximum cap of 36% (+24% per stack) attack speed. | First copy grants 5% crit and a 36% attack-speed cap; further copies add 24 percentage points to the cap, not additional crit chance. | Attack speed from critical hits | Unverified | Crit builds using attack speed | More copies raise the attack-speed cap; they do not repeatedly grant the first-copy 5% crit bonus. | Unverified | |
Fuel Cell | Uncommon | Base game | Hold an additional equipment charge (+1 per stack). Reduce equipment cooldown by 15% (+15% per stack). | Each copy adds an equipment charge and multiplies remaining equipment cooldown by 0.85. | Equipment charges and cooldown | Corrupted by Lysate Cell | Equipment-focused builds | Corruption into Lysate Cell removes equipment benefits in favor of Special skills. | Unverified | |
Runald's Band | Uncommon | Base game | Hits that deal more than 400% damage also blasts enemies with a runic ice blast, slowing them by 80% for 3s (+3s per stack) and dealing 250% (+250% per stack) TOTAL damage. Recharges every 10 seconds. | Each copy adds 250% TOTAL blast damage and 3s slow duration; 80% slow and 10s cooldown remain unchanged. | Heavy-hit burst and slow | Corrupted by Singularity Band | Loader, Railgunner or other heavy-hit loadouts | Requires a qualifying damage hit and a ready cooldown; Singularity Band replaces both normal bands. | Unverified | |
| Uncommon | Base game | Hits that deal more than 400% damage also blasts enemies with a runic flame tornado, dealing 300% (+300% per stack) TOTAL damage over time. Recharges every 10 seconds. | Each copy adds 300% TOTAL tornado damage; listed 10s cooldown and heavy-hit condition remain unchanged. | Heavy-hit area damage | Corrupted by Singularity Band | Loader, Railgunner or other heavy-hit loadouts | Requires a qualifying damage hit and a ready cooldown; flame coverage matters against mobile targets. | Unverified | ||
Ignition Tank | Uncommon | Survivors of the Void | Ignite effects deal +300% (+300% per stack) more damage over time. | Linear; see the per-stack changes in Effect. | Burn amplification | Unverified | Artificer or any loadout with dependable ignite | Does not add ignite to attacks that lack a burn source. | Unverified | |
| Uncommon | Survivors of the Void | Activating your Primary skill also throws a shuriken that deals 400% (+100% per stack) base damage. You can hold up to 3 (+1 per stack) shurikens which all reload over 10 seconds. | Linear; see the per-stack changes in Effect. | Supplemental Primary-triggered damage | Unverified | Survivors that actively use Primary skills | Limited stored shurikens and reload time; do not assume unlimited throws. | Unverified |
257 item and equipment reference records from the October 12, 2026 community Wiki Items table: includes Meal, Hallowed, Hex, N'tormat pages, consumed objects and elite aspects. All 11 Hallowed items are included. Separate categories reflect their different acquisition and use rules; these are not 257 ordinary chest drops. Base game and four expansions are covered. Reviewed October 13 for the October 8 update. Listed effects are sourced; conditional fit and tradeoffs for the selected build-oriented entries are editorial judgments, not game-tested rankings. Null means not independently verified or not applicable. Equipment cooldown is the listed base value before inventory modifiers.