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Items are looted from Chests in the Halls or unlocked from Quests.

There are 4 item types:

  • Equipment
  • Bottles
  • Marks
  • Artifacts

Equipment items can be equipped from the Item Stash.

Well[]

The Well is a meta-progression mechanic which allows looted items to be reused in future rounds.

Upon completing the quest Chapter II: Ember Grounds: The WellkeeperChapter II: Ember Grounds
The Wellkeeper
, the Wellkeeper NPC is unlocked, and the Well in every Hall becomes active for use.

To make a looted item reusable:

  1. In any Hall, loot an unretrieved item from a chest.
  2. Move to and interact with the Well.
  3. Select the item, then select Retrieve.
  4. In the Camp, select the Wellkeeper and purchase the item.

Notes[]

  • Sending an Equipment up the Well depletes it for that round. Collecting Extra Buckets increases its number of uses.
  • For retrieval rules for the different Rarities, see Rarity § Retrieval.
  • Upon defeating the Lord of the Hall, the Well is immediately warped near the Hero for convenience.

Bag[]

In a Hall, the Hero has a Bag which allows them to store 4 additional items, on top of what is equipped.

Equipment[]

There are 6 types of equipment:

Only 1 equipment of each type can be equipped, except for Rings of which 2 can be equipped.

Item Stash[]

The Item Stash is a storage space where equipment items can be equipped on the Hero after they are retrieved and purchased.

Loadout[]

You can save up to 4 Loadouts in the Item Stash. Each loadout allows you to save/load a specific set of equipment.

Bottles[]

Main article: Bottle

There is no limit to how many Bottles can be retrieved per round.

Bottles stored in the Bag after a Hall is completed are automatically acquired.

Marks[]

Main article: Mark

Marks cannot be retrieved in a round. They are unlocked by completing certain Quests.

Artifacts[]

Main article: Artifact

Artifacts are retrieved by defeating Lords with Agony active, then interacting with the dropped Artifact.

Use of the Well is not required.

Rarity[]

There are currently 3 item rarities:

  1. Common
  2. Uncommon
  3. Rare

By default, items are of Common rarity. When Agony is enabled, Uncommon or Rare items have a chance to drop in chests.

Retrieval[]

Each Rarity has different rules for retrieval:

  • Common: Retrieved via the Well with a Bucket.
  • Uncommon: Retrieved via the Shrine of Archeologists with a Bucket.
    • The Archeologist's Thread Artifact is required to enable the Shrine of Archeologists.
    • Buckets are shared across the Well and the Shrine, i.e. using a Bucket for one reduces the available Buckets for the other.
    • Upon defeating the Lord of the Hall, the Shrine is immediately warped near the Hero for convenience.
  • Rare: Cannot be retrieved.


Chest Rarities[]

Items rolled in Chests have their minimum and maximum rarities determined by the Torment Level (TL) & Agony Rank (AR).

  • Standard & Small Chests
    • Minimum Rarity:
    • Maximum Rarity:
  • Red Chests
    • Minimum Rarity:
    • Maximum Rarity:

TL + AR
Standard/Small Red
Common 0 - 11 N/A
Uncommon 0 - 23 0 - 18
Rare 16 - 35 11 - 35

Mechanics[]

Roll[]

A Roll occurs when a Chest is opened, which calculates the odds for each Item to appear according to these mechanics:

  • Every Item has a base odds to roll determined by Rarity.
    • Common: 4
    • Uncommon: 2
    • Rare: 1
  • Certain Items automatically have 0 odds:
    • Item variants under the Minimum Rarity
    • Item variants above the Maximum Rarity
    • Locked Items behind Quests
    • Equipped Items
  • Certain Items have additional odds ("Available Items" refers to unequipped variants of any Rarity):
    • Common Items that are Not Sent Up:
    • Variants of Equipped Items:

Growth[]

Certain items have a Growth (Uncommon) or Growth ↑ (Rare) variant, with a bonus that scales with levels gained while the item is equipped.

  • For these items, the other variant is always Boost (Uncommon) or Boost ↑ (Rare).
  • If the item is equipped from the start:
    • Growth bonus = Boost bonus at Level 100.
    • Growth ↑ bonus = Boost bonus at Level 50.
    • Growth bonus = Boost ↑ bonus at Level 200.
    • Growth ↑ bonus = Boost ↑ bonus at Level 100.
  • Levels gained with any variant of the item (including Common) will count for the level bonus.
  • For Rings, equipping 2 of the same Ring does not result in a double bonus per level.

Power Law[]

Certain items provide an Output that is related to some Input by a power law. The general formula is:

  • is the value of the Input when the Output value is exactly 1 or 100%.
  • is the exponent. if and only if there are diminishing returns.

The items that use this formula (or some variant) are:

Type Item Variant(s)
Helmet War Chief's Visor All
Amulet Maiden's Tear All
Duelist's Spark All
Collar of Confidence All
Shepherd's Boon All
Blood Catcher All
Chest Hunter's Garb All
Blood-Soaked Shirt All
Boots Electrostatic Treads Dynamo
Berserker Boots Aggregation
Gloves Bloodstained Wrappings All
Thundercharge Gauntlets All

On their respective pages, the relation is graphed on a log-log plot for linearity.

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