
Armaments
Skill
1
Gain 5 Block.
Upgrade a card in your Hand.
Upgrade a card in your Hand.

Armaments+
Skill
1
Gain 5 Block.
Upgrade ALL cards in your Hand.
Upgrade ALL cards in your Hand.
Armaments
IroncladSkillCommon
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.
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.
Apply 2 Vulnerable.
BashBash gains damage and an extra Vulnerable.Deal 8 damage.
Apply 2 Vulnerable.
Apply 2 Vulnerable.

Barricade
Power
3
Block is not removed at the start of your turn.
BarricadeBarricade 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.
You cannot draw additional cards this turn.
Battle TranceBattle Trance draws a fourth card.Draw 3 cards.
You cannot draw additional cards this turn.
You cannot draw additional cards this turn.

Corruption
Power
3
Skills cost 0 .
Whenever you play a Skill, Exhaust it.
Whenever you play a Skill, Exhaust it.
CorruptionCorruption makes Armaments free.Skills cost 0 .
Whenever you play a Skill, Exhaust it.
Whenever you play a Skill, Exhaust it.

Whirlwind
Attack
X
Deal 5 damage to ALL enemies X times.
WhirlwindWhirlwind 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.
CascadeWhirlwind 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.
JuggernautJuggernaut 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 SlamBody 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.
Give another player Block equal to your Block.
Exhaust.
Demonic ShieldDemonic Shield makes Block count for more, and Armaments gains itLose 1 HP.
Give another player Block equal to your Block.
Exhaust.
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.
UnmovableUnmovable 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 HopeBeacon 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.
EntrenchEntrench makes Block count for more, and Armaments gains itDouble your Block.

Prolong
Skill
0
Next turn, gain Block equal to your current Block.
Exhaust.
Exhaust.
ProlongProlong makes Block count for more, and Armaments gains itNext turn, gain Block equal to your current Block.
Exhaust.
Exhaust.
Relics that synergize with Armaments
Parrying ShieldParrying ShieldParrying 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 ClampSturdy ClampSturdy Clamp makes Block count for more, and Armaments gains itUp to 10 Block persists across turns.
Pael's LegionPael's LegionPael's Legion makes Block count for more, and Armaments gains itDoubles Block gained from a card, then goes to sleep for 2 turns.
VambraceVambraceVambrace 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
- Fixed being able to select an upgraded card with Armaments card if it was added to your hand by Largesse+ card
- Can no longer upgrade Wither status card with Armaments or Drain Life cards
- 28 May 2026Bug fixLargesseFixed being able to select an already-upgraded card with Armaments when it was added to your hand by Largesse+
All 12 patch notes9 older
- Fixed being able to select an upgraded card with Armaments card if it is added to your hand by Largesse+ cardBug fixBeta branchFixed a rare issue in multiplayer when playing Armaments card during the Knight Gang encounter
- Fixed softlock when selecting a card to upgrade via Armaments card while Lethality power still applies
- 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
- Experimenting with removing all "For the rest of combat" language from relevant cards like Armaments and Hand Trick
- Choosing a Bound card to upgrade as a target for Armaments no longer softlocks the game after ending turn
- Cleaned up card portrait art for: Armaments, Bloodletting, Dismantle, Forgotten Ritual, Mangle, Shockwave, Tremble
- Armaments card upgrade previews now accounts for player powers
- Armaments was showing cancel button on card select screen
- 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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