Armaments

IroncladSkillCommon
Gain 5 Block.
Upgrade a card in your Hand.

You gain 5 Block, then pick one card in your hand and upgrade it for the rest of the combat. The upgraded version skips the choice and upgrades every upgradable card in your hand at once. Upgrades made this way do not touch your deck; they last until the fight ends.

Character
Type
Skill
Rarity
Common
Cost
1 Energy
Target
Yourself

When to take Armaments

Take it early and prioritize the upgrade at your first rest site, since Armaments+ turns a five card hand into five upgraded cards for 1 Energy.

Cards that synergize with Armaments

Bash
Attack
2
Deal 8 damage.
Apply 2 Vulnerable.
Bash gains damage and an extra Vulnerable.Deal 8 damage.
Apply 2 Vulnerable.
Barricade
Power
3
Block is not removed at the start of your turn.
Barricade drops to 2 Energy.Block is not removed at the start of your turn.
Battle Trance
Skill
0
Draw 3 cards.
You cannot draw additional cards this turn.
Battle Trance draws a fourth card.Draw 3 cards.
You cannot draw additional cards this turn.
Corruption
Power
3
Skills cost 0 .
Whenever you play a Skill, Exhaust it.
Corruption makes Armaments free.Skills cost 0 .
Whenever you play a Skill, Exhaust it.
Whirlwind
Attack
X
Deal 5 damage to ALL enemies X times.
Whirlwind and Cascade hit harder for each X.Deal 5 damage to ALL enemies X times.
Cascade
Skill
X
Play the top X cards of your Draw Pile.
Whirlwind and Cascade hit harder for each X.Play the top X cards of your Draw Pile.
Juggernaut
Power
2
Whenever you gain Block, deal 6 damage to a random enemy.
Juggernaut makes Block count for more, and Armaments gains itWhenever you gain Block, deal 6 damage to a random enemy.
Body Slam
Attack
1
Deal damage equal to your Block.
Body Slam makes Block count for more, and Armaments gains itDeal damage equal to your Block.
Demonic Shield
Skill
0
Lose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Demonic Shield makes Block count for more, and Armaments gains itLose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Unmovable
Power
2
The first time you gain Block from a card each turn, double the amount gained.
Unmovable makes Block count for more, and Armaments gains itThe first time you gain Block from a card each turn, double the amount gained.
Beacon of Hope
Power
1
Whenever you gain Block on your turn, other players gain half that much Block.
Beacon of Hope makes Block count for more, and Armaments gains itWhenever you gain Block on your turn, other players gain half that much Block.
Entrench
Skill
2
Double your Block.
Entrench makes Block count for more, and Armaments gains itDouble your Block.
Prolong
Skill
0
Next turn, gain Block equal to your current Block.
Exhaust.
Prolong makes Block count for more, and Armaments gains itNext turn, gain Block equal to your current Block.
Exhaust.

Relics that synergize with Armaments

Parrying Shield
Parrying Shield makes Block count for more, and Armaments gains itIf you end a turn with at least 10 Block, deal 6 damage to a random enemy.
Sturdy Clamp
Sturdy Clamp makes Block count for more, and Armaments gains itUp to 10 Block persists across turns.
Pael's Legion
Pael's Legion makes Block count for more, and Armaments gains itDoubles Block gained from a card, then goes to sleep for 2 turns.
Vambrace
Vambrace makes Block count for more, and Armaments gains itThe first time you gain Block from a card each combat, double the amount gained.

Changes by version

  1. 18 Jun 2026Bug fixLargessev0.107.1
    Fixed being able to select an upgraded card with Armaments card if it was added to your hand by Largesse+ card
  2. 4 Jun 2026Bug fixWitherBeta branch
    Can no longer upgrade Wither status card with Armaments or Drain Life cards
  3. Fixed being able to select an already-upgraded card with Armaments when it was added to your hand by Largesse+
All 12 patch notes9 older
  1. 26 Apr 2026Bug fixLargesseBeta branch
    Fixed being able to select an upgraded card with Armaments card if it is added to your hand by Largesse+ card
    Bug fixBeta branch
    Fixed a rare issue in multiplayer when playing Armaments card during the Knight Gang encounter
  2. 2 Apr 2026Bug fixLethalityBeta branch
    Fixed softlock when selecting a card to upgrade via Armaments card while Lethality power still applies
  3. 5 Feb 2026Bug fixStrengthInternal playtest
    Strength and other in-combat value modifiers are now properly included in the values shown on in-combat card upgrade previews from effects like Armaments card
  4. 12 Jun 2025TextHand TrickInternal playtest
    Experimenting with removing all "For the rest of combat" language from relevant cards like Armaments and Hand Trick
  5. 17 Apr 2025Bug fixInternal playtest
    Choosing a Bound card to upgrade as a target for Armaments no longer softlocks the game after ending turn
  6. 30 Aug 2024Bug fixInternal playtest
    Armaments card upgrade previews now accounts for player powers
  7. 5 May 2023Bug fixInternal playtest
    Armaments was showing cancel button on card select screen
  8. 21 Apr 2023Bug fixInternal playtest
    Stop Armaments upgrades from persisting

Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.

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