Items are the system new Halls of Torment players get wrong, and the mistake is understandable: you find a piece of gear, it works for the rest of the run, and then it is gone. Finding an item is not keeping it.
Keeping it takes a separate process, and this guide is mostly about that process.
How to actually keep an item
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1
Loot it from a chest during a run
Chests usually drop from bosses and come from completing quests. Each one offers three randomly generated items and you pick one, with each filling a different equipment slot.
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2
Carry it to the Well and choose Retrieve
This sends the item out of the run so it survives your death. Doing this depletes the Well for that round, so what you send up is a real decision.
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3
Buy it from the Wellkeeper in camp
The step people miss. Sending an item up the Well does not give it to you — you still have to purchase it from the Wellkeeper before it exists permanently in your Item Stash.
Skipping the third step is the most common way players lose gear they thought they had saved. Retrieving puts the item in front of the Wellkeeper, not in your stash. Go and buy it.
The Well's one-use limit, and why Extra Buckets matter
The Well can only be used a limited number of times per run, and by default that is once. Sending an item up depletes it for that round.
Extra Buckets increase the number of uses, which turns a run from "one salvaged item" into "several". That makes them one of the more valuable things to collect, and it is worth understanding early because it changes how you treat chests.
| Before Extra Buckets | After Extra Buckets |
|---|---|
| One item saved per run, so what you send up is a real decision | Several items saved per run, so chests become a collection engine |
| Send up the item you are least likely to see again | Send up anything filling an empty slot, and be less precious about it |
The six slots, and the ring exception
There are six types of equipment, and you may equip one item per type — with one exception: rings, where you can wear two.
That exception matters when you decide what to send up the Well. A strong ring is effectively worth double a similarly strong item in a single-slot category, because you have two ring slots competing for it rather than one. When two candidates look equally good and one is a ring, send up the ring.
What to send up, in priority order
| Priority | Send up this | Why |
|---|---|---|
| 1 | **Anything filling a slot you have nothing in** | An empty slot is a flat loss on every run. Filling it is worth more than upgrading a slot that already has something adequate |
| 2 | **Rings** | Two slots compete for them, so each good ring pays off twice as often as a single-slot item |
| 3 | **Items you are unlikely to see again** | Chest offerings are randomly generated, so a rare-looking piece may not reappear for many runs. Common upgrades will come back |
| 4 | **Straight upgrades to what you already wear** | Real value, but the lowest urgency — you are improving a slot that already works rather than fixing a gap |
Loadouts stop the busywork
The Item Stash saves up to four loadouts, each a complete saved set of equipment.
This exists because different heroes want different gear, and without loadouts every hero switch means re-equipping piece by piece from your collection. Set one up for each hero you play regularly and that friction disappears entirely.
Pair this with the Shrine of Blessings, which is also fully refundable. Between saved loadouts and free blessing respecs, switching heroes in this game costs you nothing but the few seconds of loading a preset — so there is no reason to play a hero with the wrong setup.
How this connects to the rest of the game
Items are the slowest of the three progression systems, and it is worth knowing where they sit:
- Blessings are bought with gold, apply to every hero, and are refundable. This is where your early gold should go — see the beginner guide
- Traits are chosen during a run and vanish when it ends — see the traits guide
- Items are permanent once purchased from the Wellkeeper, but they accumulate slowly because the Well limits how many you can save per run
The practical consequence is that items are a long game. You will not build a complete set quickly, and you should not try — send up what fills gaps, collect Extra Buckets when you see them, and let the collection grow across dozens of runs rather than chasing it.
Bringing it together
Loot it, send it up the Well, then buy it from the Wellkeeper — all three, or you do not have it. Collect Extra Buckets so the Well stops limiting you to one save per run. Remember that rings get two slots. And save a loadout per hero so that switching characters is a single action rather than a rebuild.