Phase 1 · Content review · Draft

Equipment for
the next raid.

500 authored DRAFT designs: 420 equipment items and 80 consumable, ammunition, material or utility entries.

Design review only. This list enables no gameplay items or drops. Native definitions, assets, balance and real-client acceptance remain pending. No design is production-qualified.
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The proposed catalogue

71 existing concepts and 429 additions, including 25 native references and 475 proposed custom designs.

100 Common · 200 Magic · 160 Rare · 40 Legendary.

These totals describe catalogue composition. Drop probabilities and numeric item-level ranges are unpublished. B1–B5 are qualitative planning bands, rather than castle floors or character levels. Eligible loot may be empty; no pity counters, smart loot, guaranteed upgrades or guaranteed Legendaries are introduced.

Permanent equipment remains provisional until successful settlement. Legendary designs are loot-only; their signature numbers are initial test fixtures awaiting balance approval. Supply recipes and quartermaster trades remain proposed raid-local, non-exportable routes.

List revision
phase1-items-list.1
Review handoff source
68c7568351d6c09ab53faac5e0d11e9d3d5ca165

110 draft designs

Melee weapons

Melee weapons: proposed gameplay, tradeoffs and visual intent
DesignRarity and bandsProposed gameplay and tradeoffVisual intent
Breaching Mallet
castle:breaching_mallet
P1-001 · Added design
Common
B3, B4

Slow impact and strong qualified displacement create space for retreat.

Tradeoff: Reduced damage budget relative to the cleaver; displacement never bypasses arena bounds.

Broad wooden striking faces clamped between two exposed iron hoops.
Diamond Axe
castle:diamond_axe
P1-002 · Retained concept
Common
B1, B2, B3, B4, B5

High-damage native axe option for direct melee.

Tradeoff: Trades sword-style handling and enchantment profile for axe use.

Vanilla broad diamond axe head.
Diamond Sword
castle:diamond_sword
P1-003 · Retained concept
Common
B1, B2, B3, B4, B5

Native high-base sword with no Castle affixes.

Tradeoff: No guard, fleetness or signature contribution.

Vanilla straight diamond blade.
Dock Billhook
castle:dock_billhook
P1-004 · Added design
Common
B3, B5

Curved compact head trades raw impact for fast follow-up timing.

Tradeoff: No pulling, extended reach or passive benefit while unselected.

Forward-hooked blade seated beside a blunt rear hook on a short haft.
Drill Rapier
castle:drill_rapier
P1-005 · Added design
Common
B2, B4

Durable low-displacement duelling profile supports long encounters.

Tradeoff: Moderate impact and deliberately modest native enchantment eligibility.

Long narrow blade with a double-loop guard and squared practice-button pommel.
Gatehouse Pike
castle:gatehouse_pike
P1-006 · Added design
Common
B2, B3

Measured thrust timing favours repeated attacks on one reachable enemy.

Tradeoff: Normal qualified melee reach; slower target changes than the knife.

Compact leaf point above two blunt side lugs and a rope-bound socket.
Iron Axe
castle:iron_axe
P1-007 · Retained concept
Common
B1, B2, B3, B4, B5

Baseline native axe for direct melee.

Tradeoff: No Castle affix or special block-breaking authority.

Vanilla compact iron axe head.
Iron Sword
castle:iron_sword
P1-008 · Retained concept
Common
B1, B2, B3, B4, B5

Dependable native starter melee weapon.

Tradeoff: Lower base damage than later native material options.

Vanilla straight iron sword.
Netherite Sword
castle:netherite_sword
P1-009 · Retained concept
Common
B1, B2, B3, B4, B5

High native base sword for a build avoiding capped Castle bonuses.

Tradeoff: No signature or mixed affixes; level eligibility remains unpublished.

Vanilla dark netherite sword.
Parade Sabre
castle:parade_sabre
P1-010 · Added design
Common
B1, B2

Light main-hand profile preserves movement during guarded advance.

Tradeoff: Smaller intrinsic hit than a heavy sword; no bonus while carried.

Swept knuckle bow and a thin crescent blade with a flat-backed tip.
Portcullis Club
castle:portcullis_club
P1-011 · Added design
Common
B1, B2

Heavy single strikes prioritise bounded native knockback over sustained damage.

Tradeoff: Slow recovery risks retaliation when a hit misses.

Open lattice iron cage around a thick wooden striking head.
Quarry Mattock
castle:quarry_mattock
P1-012 · Added design
Common
B2, B3

High single-target pressure with deliberately low knockback holds enemies near allies.

Tradeoff: Heavy recovery and no mining or terrain-breaking benefit in raids.

One narrow iron point opposite a short rectangular hammer face.
Trident
castle:trident
P1-013 · Retained concept
Common
B1, B2, B3, B4, B5

Native melee and attributed thrown attack reference.

Tradeoff: Throw ownership and recovery require proof; no extended melee reach.

Vanilla symmetric three-prong trident.
Watch Knife
castle:watch_knife
P1-014 · Added design
Common
B1, B2

Fast low-impact cuts let a shield user punish short openings.

Tradeoff: Low damage per successful hit and little displacement.

Short triangular blade with a broad thumb stop and stitched square pommel.
Weighted Cleaver
castle:weighted_cleaver
P1-015 · Added design
Common
B2, B3

Large base hits reward waiting for a safe committed swing.

Tradeoff: Proposed two-hand attack profile disables active shield benefits during attack.

Deep rectangular blade with a circular balance hole near the heel.
Anchor Chisel
castle:anchor_chisel
P1-016 · Added design
Magic
B3, B4

Stationary power and low knockback suit holding one narrow doorway.

Tradeoff: Movement cancels the conditional offensive modifier.

Square chisel point with an exposed anchor-shaped counterweight.
Ash Mortise
castle:ash_mortise
P1-017 · Added design
Magic
B3, B4

Power against armoured enemies rewards selecting a blunt-response intrinsic profile.

Tradeoff: Ordinary armoured-target modifier requires trusted target armour; not universal armour bypass.

Blackened rectangular head with a visible mortise-and-tenon wooden core.
Bastle Baton
castle:bastle_baton
P1-018 · Added design
Magic
B1, B2

Incoming projectile protection helps a melee fighter close archer lanes.

Tradeoff: Its protection budget provides little extra melee offence.

Thick baton with overlapping angled iron fins near the grip.
Blackmill Tooth
castle:blackmill_tooth
P1-019 · Added design
Magic
B2, B4

Power against freshly undamaged targets emphasises first contact.

Tradeoff: The bonus disappears after any valid damage lowers the target below its threshold.

Offset axe blade cut into a single mill-wheel tooth profile.
Braidbreaker
castle:braidbreaker
P1-020 · Added design
Magic
B3, B5

Conditional damage against interruptible-channel enemies supports coordinated punish windows.

Tradeoff: Does not interrupt; the channel must remain active at impact.

Twin hammer cheeks tied visually by a thick metal braid over the socket.
Cairn Knuckle
castle:cairn_knuckle
P1-021 · Added design
Magic
B3, B5

Projectile defence while grounded supports holding a ranged chokepoint.

Tradeoff: Airborne movement removes the condition and the heavy head slows attacks.

Stacked irregular stone-like metal lobes held within a tight iron frame.
Cantilever Blade
castle:cantilever_blade
P1-022 · Added design
Magic
B3, B5

A high base impact and attack-recovery affix reduce heavy-weapon commitment.

Tradeoff: Proposed two-hand profile suppresses shield benefit during the attack.

Long blade braced by one exposed diagonal spine beam above an open guard.
Chapel Shiver
castle:chapel_shiver
P1-023 · Added design
Magic
B2, B4

Power against slowed enemies exploits crowd control supplied by another qualified source.

Tradeoff: Cannot apply a slow itself.

Broad serrated-looking spine above a clean short edge and a tiny bell-shaped pommel.
Copper Vane
castle:copper_vane
P1-024 · Added design
Magic
B2, B4

A light sabre combines quick low-impact cuts with conditional low-health walking escape.

Tradeoff: Low base damage and displacement; no healing or movement benefit above its condition.

Sweeping blade with three copper vanes forming an asymmetrical guard.
Courtyard Reed
castle:courtyard_reed
P1-025 · Added design
Magic
B1, B3

Movement affix supports repeated approach-and-retreat melee positioning.

Tradeoff: Low impact; fleetness remains subject to the shared build cap.

Hollow reed-like haft with a split bronze collar and narrow leaf tip.
Ember Bracket
castle:ember_bracket
P1-026 · Added design
Magic
B3, B5

Damage against registered fire-resistant enemies offers an alternative to fire-themed offence.

Tradeoff: Target-family filter gives no general elemental damage or reward effect.

Heavy blade framed by two dark brackets enclosing a recessed ceramic slab.
Gallery Foil
castle:gallery_foil
P1-027 · Added design
Magic
B2, B3

Short attack recovery and small melee guard favour controlled duels.

Tradeoff: Lower damage and no multi-target effect.

Thin blade with a broad flat cup guard pierced by a gallery-arch opening.
Glazier Awl
castle:glazier_awl
P1-028 · Added design
Magic
B2, B4

Conditional damage against currently shielded enemies creates an anti-defence choice.

Tradeoff: Trusted active defence is required; no unconditional block bypass.

Fine spike projecting through a thick translucent-looking faceted collar.
Grave Mason
castle:grave_mason
P1-029 · Added design
Magic
B3, B5

Undead damage and short recovery specialise a heavy strike for crypt elites.

Tradeoff: Two-hand attack condition and no bonus against living targets.

Stone-faced cube head with three inset funerary arch panels.
Gutter Stitch
castle:gutter_stitch
P1-030 · Added design
Magic
B1, B3

A narrow poison-resistance modifier supports attrition-heavy routes.

Tradeoff: No poison application, curing, healing or immunity.

Straight stitched leather hilt behind a deeply notched knife spine.
Hearthbound Edge
castle:hearthbound_edge
P1-031 · Added design
Magic
B1, B3

Fire protection provides a safe weapon choice for known furnace routes.

Tradeoff: Does not prevent the triggering damage or grant fire immunity.

Broad double-edged blade above a small closed hearth-shaped guard.
Hinge Lancet
castle:hinge_lancet
P1-032 · Added design
Magic
B2, B4

Damage while crouched supports deliberate close-range stance changes.

Tradeoff: No bonus on jumping or ordinary running attacks.

Narrow knife folded around a visible immobile hinge-shaped spine.
Kiln Tooth
castle:kiln_tooth
P1-033 · Added design
Magic
B2, B3

Conditional power favours registered burning targets.

Tradeoff: Requires an independently applied legitimate burn; never ignites terrain.

Single ceramic axe tooth cradled in an open iron jaw.
Oxbow Tine
castle:oxbow_tine
P1-034 · Added design
Magic
B3, B4

Melee guard during grounded movement supports mobile defensive thrusting.

Tradeoff: Thrown attacks do not gain the melee-only conditional protection.

Deep curved yoke joining three uneven short tines to a low-set socket.
Pale Writ
castle:pale_writ
P1-035 · Added design
Magic
B2, B4

Small melee power plus projectile guard fits mixed melee-and-archer rooms.

Tradeoff: Neither modifier reaches the focused specialist allocation on its own.

Broad pale inlay shaped like a torn strip through a square-ended blade.
Parapet Crescent
castle:parapet_crescent
P1-036 · Added design
Magic
B2, B4

Strong ordinary knockback affix favours space control at safe arena boundaries.

Tradeoff: Lower power budget; displacement remains bounded and respects boss immunity.

Half-moon blade with two square parapet teeth on the blunt rear.
Rafter Talon
castle:rafter_talon
P1-037 · Added design
Magic
B2, B4

Power during grounded movement rewards repositioning before ordinary hits.

Tradeoff: The qualified movement condition excludes knockback, teleport and airborne movement.

Three blunt claw sockets around a small forward-set axe blade.
Raincut
castle:raincut
P1-038 · Added design
Magic
B2, B3

Wet-state guard helps the wielder trade hits in exposed wet areas.

Tradeoff: The wearer must be authoritatively wet; cannot create water or extend the state.

Hooked raindrop guard beneath a shallow scalloped sabre spine.
Reeve Hook
castle:reeve_hook
P1-039 · Added design
Magic
B1, B3

A guard affix makes an aggressive compact weapon usable in defensive builds.

Tradeoff: Lower native impact than the offensive billhook profiles.

Near-circular hooked head with a long flat wooden hand guard.
Rivetfang
castle:rivetfang
P1-040 · Added design
Magic
B1, B2

Ordinary damage bonus specialises in enemies below the published health threshold.

Tradeoff: Weak opening strikes against healthy targets.

Triangular knife with three exposed rivets following the cutting edge.
Silt Needle
castle:silt_needle
P1-041 · Added design
Magic
B1, B3

Wet-enemy damage pairs with modest movement for moat encounters.

Tradeoff: Loses its offensive specialisation on dry targets.

Long needle blade passing through an oval perforated bronze shell.
Sparring Cross
castle:sparring_cross
P1-042 · Added design
Magic
B1, B2

Guard and durability support safe repeated practice-length engagements.

Tradeoff: A deliberately blunt intrinsic damage profile trails offensive swords.

Broad cross-shaped guard and a visibly rounded rectangular blade tip.
Split Notary
castle:split_notary
P1-043 · Added design
Magic
B2, B3

Damage against undead and durable construction support long crypt routes.

Tradeoff: No specialist damage against other registered enemy families.

Straight split-tip blade with a boxed seal-shaped guard.
Steadfast Diamond Sword
castle:steadfast_diamond_sword
P1-044 · Retained concept
Magic
B2, B3

Keep high base sword damage while selecting a defensive affix.

Tradeoff: Guard only; no offensive or movement roll.

A broad gem ricasso inside a tall squared guard.
Steadfast Iron Axe
castle:steadfast_iron_axe
P1-045 · Retained concept
Magic
B2, B3

Defensive axe role for holding a close fighting position.

Tradeoff: Guard only; no offensive or movement roll.

A half-moon head with a thick inner hand brace.
Steadfast Iron Sword
castle:steadfast_iron_sword
P1-046 · Retained concept
Magic
B2, B3

Defensive sword selection when other armor slots serve offense.

Tradeoff: Guard only; no offensive or movement roll.

A broad ricasso and two close-set basket ribs.
Steadfast Trident
castle:steadfast_trident
P1-047 · Retained concept
Magic
B2, B3

Defensive trident while the weapon is selected for melee.

Tradeoff: Guard only; no offensive or movement roll.

A broad lower tine bridge with two recessed grip shields.
Tally Cutter
castle:tally_cutter
P1-048 · Added design
Magic
B2, B3

Ordinary power against elites supports a deliberately narrow encounter role.

Tradeoff: No effect on ordinary mobs and no alteration to elite reward odds.

Heavy curved edge with five deep tally cutouts along its blunt spine.
Tempered Diamond Sword
castle:tempered_diamond_sword
P1-049 · Retained concept
Magic
B2, B3

Improve a higher native sword base with focused power allocation.

Tradeoff: Power only; no guard or fleetness roll.

A split diamond edge held in a thin exposed steel spine.
Tempered Iron Axe
castle:tempered_iron_axe
P1-050 · Retained concept
Magic
B2, B3

Focused axe melee output without spending armor affixes on power.

Tradeoff: Power only; no guard or fleetness roll.

A forward wedge edge with a narrow back counterweight.
Tempered Iron Sword
castle:tempered_iron_sword
P1-051 · Retained concept
Magic
B2, B3

Direct melee focus while retaining starter-sword handling.

Tradeoff: Power only; no guard or fleetness roll.

A blade with an inset cutting strip and split oval pommel.
Tempered Trident
castle:tempered_trident
P1-052 · Retained concept
Magic
B2, B3

Melee-focused trident allocation; thrown scaling is separately qualified.

Tradeoff: Power only; no guard or fleetness roll.

Three square-ended tines with one exposed central reinforcing strip.
Vault Knocker
castle:vault_knocker
P1-053 · Added design
Magic
B2, B4

Guard while crouched supports stationary shield-line fighting.

Tradeoff: Protection requires the declared stance and consumes affix budget instead of damage.

Octagonal head with an oversized door-knocker ring fixed through its centre.
Vintner Prong
castle:vintner_prong
P1-054 · Added design
Magic
B1, B2

Durability and quick recovery favour many low-risk ordinary attacks.

Tradeoff: Small damage budget; normal reach and no harvesting utility.

Short two-prong head with a barrel-hoop ferrule around the shaft.
Wayfarer’s Diamond Sword
castle:wayfarer_diamond_sword
P1-055 · Retained concept
Magic
B2, B3

High-base duelling sword for walking pursuit.

Tradeoff: Fleetness only; no power or guard roll.

A tapered blade with an offset open knuckle loop.
Wayfarer’s Iron Axe
castle:wayfarer_iron_axe
P1-056 · Retained concept
Magic
B2, B3

Axe approach role using walking movement under the shared cap.

Tradeoff: Fleetness only; no power or guard roll.

A narrow hooked head on a wrapped open-ended haft.
Wayfarer’s Iron Sword
castle:wayfarer_iron_sword
P1-057 · Retained concept
Magic
B2, B3

Mobile sword for closing a retreating enemy without range extension.

Tradeoff: Fleetness only; no power or guard roll.

A swept short guard and visibly hollow terminal grip.
Wayfarer’s Trident
castle:wayfarer_trident
P1-058 · Retained concept
Magic
B2, B3

Walking pursuit with native trident attack bounds.

Tradeoff: Fleetness only; no power or guard roll.

Unequal swept tine supports around a slender central socket.
Whitecap Fork
castle:whitecap_fork
P1-059 · Added design
Magic
B2, B4

Thrown handling and wet-target power favour water-edge switching.

Tradeoff: Throwing temporarily removes main-hand melee contribution; no automatic return promised.

Two short outer prongs framing one broad offset central tine.
Wicker Fang
castle:wicker_fang
P1-060 · Added design
Magic
B1, B3

A slow club uses greater per-hit displacement to create an escape opening before low-health fleetness.

Tradeoff: Long attack recovery and low sustained damage; misses leave more exposure than Copper Vane.

Knotted thornwood cage around one blunt iron fang.
Anchorpoint Oath
castle:anchorpoint_oath
P1-061 · Added design
Rare
B3, B5

Stationary power, stance guard and projectile guard support holding one defended opening.

Tradeoff: Repositioning removes stationary offence and stance protection.

Broad straight blade with an anchor-shaped guard and a stone disk at the pommel.
Belfry Clamp
castle:belfry_clamp
P1-062 · Added design
Rare
B3, B5

Channeling-target power, melee guard and durability favour punishing advertised caster windows.

Tradeoff: Never interrupts mandatory mechanics; slow outside-window damage.

Clamped pair of iron jaws around a hollow bell-profile impact block.
Bellows Rake
castle:bellows_rake
P1-063 · Added design
Rare
B3, B5

Fire-resistant-target power, fire guard and recovery offer a furnace counterbuild.

Tradeoff: No fire application or dynamic light; depends on target resistance identity.

Three forward rake teeth braced over an accordion-shaped ceramic socket.
Breachforged Diamond Sword
castle:breach_diamond_sword
P1-064 · Retained concept
Rare
B2, B3

Use high base sword damage with an offense-led mixed allocation.

Tradeoff: Smaller per-stat rolls than specialists; power-led mixed allocation.

A chisel tip and three interrupted metal backing tabs.
Breachforged Iron Axe
castle:breach_iron_axe
P1-065 · Retained concept
Rare
B2, B3

Offense-led mixed axe for committed close attacks.

Tradeoff: Smaller per-stat rolls than specialists; power-led mixed allocation.

A staggered double-step blade with a short rear wedge.
Breachforged Iron Sword
castle:breach_iron_sword
P1-066 · Retained concept
Rare
B2, B3

Power-led sword with small guard and approach support.

Tradeoff: Smaller per-stat rolls than specialists; power-led mixed allocation.

A stepped tip with a wedge brace across the guard.
Breachforged Trident
castle:breach_trident
P1-067 · Retained concept
Rare
B2, B3

Melee-power-led trident with modest guard and movement support.

Tradeoff: Smaller per-stat rolls than specialists; power-led mixed allocation.

A stepped central tine and a triangular lower brace.
Censer Nail
castle:censer_nail
P1-068 · Added design
Rare
B2, B4

Undead power, poison guard and durability fit prolonged hazardous crypt routes.

Tradeoff: Low ordinary damage against healthy living targets.

Long tapering nail blade through a tiny three-chain censer-shaped hilt.
Chancel Rebuttal
castle:chancel_rebuttal
P1-069 · Added design
Rare
B3, B5

Undead power, projectile guard and recovery fit exposed crypt duelling.

Tradeoff: Low base impact and narrow enemy speciality.

Long thin blade with a three-arch pierced basket and a pale squared pommel.
Cobbler Thorn
castle:cobbler_thorn
P1-070 · Added design
Rare
B1, B3

Low-health movement, poison guard and recovery provide a fragile escape-oriented melee option.

Tradeoff: Little bonus damage and no direct healing.

Small curved blade emerging above a double-stitched awl-like leather grip.
Confluence Diamond Sword
castle:confluence_diamond_sword
P1-071 · Retained concept
Rare
B2, B3

Combine strong native sword base with evenly useful support rolls.

Tradeoff: Lower power ceiling than Breachforged; mixed rolls can waste cap room.

Two gem cutting rails around a short open centre slot.
Confluence Iron Axe
castle:confluence_iron_axe
P1-072 · Retained concept
Rare
B2, B3

Balanced axe for switching armor specializations.

Tradeoff: Lower power ceiling than Breachforged; mixed rolls can waste cap room.

A pierced axe cheek with three asymmetrical joining pins.
Confluence Iron Sword
castle:confluence_iron_sword
P1-073 · Retained concept
Rare
B2, B3

Balanced sword that reserves other slots for specialized gear.

Tradeoff: Lower power ceiling than Breachforged; mixed rolls can waste cap room.

A forked guard joining a central ring and two narrow fullers.
Confluence Trident
castle:confluence_trident
P1-074 · Retained concept
Rare
B2, B3

Balanced selected trident build with no passive benefit after switching.

Tradeoff: Lower power ceiling than Breachforged; mixed rolls can waste cap room.

Three independent tine sockets joined by a wave-shaped crosspiece.
Crownless Wedge
castle:crownless_wedge
P1-075 · Added design
Rare
B3, B5

Armoured-target power, execution power and recovery specialise finishing protected elites.

Tradeoff: No defensive affix; both damage conditions must be individually inspected.

Heavy wedge blade with a broken crown-shaped spine notch and a wrapped rectangular hilt.
Crowstep Divider
castle:crowstep_divider
P1-076 · Added design
Rare
B2, B4

Execution power, fleetness and knockback help finish one low-health enemy then disengage.

Tradeoff: Heavy recovery and weak opening affix contribution.

Deep divided blade with three stair-like spine shelves and a narrow hooked heel.
Dross Examiner
castle:dross_examiner
P1-077 · Added design
Rare
B3, B5

Armoured-target power, projectile guard and durability suit a protected armour specialist.

Tradeoff: Low utility against unarmoured melee packs.

Long square pick with a scooped inspection pan forming the rear counterweight.
Drowned Charter
castle:drowned_charter
P1-078 · Added design
Rare
B3, B5

Wet power, throw handling and projectile guard support melee/throw alternation.

Tradeoff: No free projectile return and dry targets remove its damage speciality.

Three broad flattened prongs pierced by horizontal charter-like slots.
Fen Rationer
castle:fen_rationer
P1-079 · Added design
Rare
B2, B4

Slowed-target power, poison guard and wet guard support attrition near hazardous water.

Tradeoff: Depends on other control sources and loses guard when dry.

Low broad axe blade with three drainage slots and a wrapped root-like haft.
Gallery Reclaimer
castle:gallery_reclaimer
P1-080 · Added design
Rare
B3, B5

Elite power, projectile guard and durability sustain careful pressure on exposed leaders.

Tradeoff: Normal reach and no movement bonus during closing.

Wide gallery-arch socket beneath a thin point and two closed side rings.
Glassworker Rasp
castle:glassworker_rasp
P1-081 · Added design
Rare
B3, B5

Guarding-target power, recovery and fire guard help attack defended furnace enemies.

Tradeoff: No armour bypass and reduced durability intrinsic budget.

Rasp-backed metal pick passing through two separated glass-like ferrule rings.
Kiln Writ
castle:kiln_writ
P1-082 · Added design
Rare
B3, B5

Burning-target power, fire guard and durability sustain a furnace-room specialist.

Tradeoff: Needs independently burning enemies and sacrifices movement affixes.

Squared ceramic axe blade crossed by a recessed iron script band.
Marsh Tribunal
castle:marsh_tribunal
P1-083 · Added design
Rare
B3, B5

Moving power, wet guard, poison guard and recovery combine a hazardous-frontline profile.

Tradeoff: Lower magnitude budget per affix and no passive dry-ground protection.

Forked hook head on a broad socket with three unequal bronze judgment tabs.
Merciless Gauge
castle:merciless_gauge
P1-084 · Added design
Rare
B3, B5

Execution power, recovery and grounded guard favour deliberate finishing blows.

Tradeoff: Large attack commitment and no healing or kill-trigger effect.

Broad blade with an open ruler-slot spine and an unornamented heavy crossbar.
Ninefold Spur
castle:ninefold_spur
P1-085 · Added design
Rare
B2, B4

Healthy-target power, fleetness and recovery emphasise quick opening attacks then repositioning.

Tradeoff: Loses offensive affix after the target leaves its healthy range.

Short blade with nine blunt radial spurs forming a broad circular guard.
Palisade Verdict
castle:palisade_verdict
P1-086 · Added design
Rare
B2, B4

Melee guard, recovery and durability favour repeated short protected counterwindows.

Tradeoff: Modest intrinsic hit and no burst or signature trigger.

Straight blade with alternating tall and short palisade cutouts along the central fuller.
Pilaster Fang
castle:pilaster_fang
P1-087 · Added design
Rare
B2, B4

Guarding-target power, melee guard and durability reward pressure against defensive enemies.

Tradeoff: No automatic shield break and no elite modifier.

Single pointed striking rib set between two fluted pillar-shaped side plates.
Porch Duelist
castle:porch_duelist
P1-088 · Added design
Rare
B2, B4

Stance power, projectile guard and durability support stationary ranged-lane duelling.

Tradeoff: The power condition is lost immediately on leaving the stance.

Cup guard shaped as a shallow porch roof with two unequal support ribs.
Rampart Quill
castle:rampart_quill
P1-089 · Added design
Rare
B2, B4

Healthy-target power, grounded guard and recovery reward a cautious first contact.

Tradeoff: No damage speciality once its target is wounded.

Narrow blade with a feather-like raised spine inside a squared parapet guard.
Redoubt Measure
castle:redoubt_measure
P1-090 · Added design
Rare
B3, B5

Elite power, grounded guard and recovery specialise safe committed boss-adjacent hits.

Tradeoff: No loot bonus and no guard during airborne movement.

Broad hammer head with one cut-through square measuring window and a stepped poll.
Reed Court
castle:reed_court
P1-091 · Added design
Rare
B2, B4

Moving power, projectile guard and fleetness sustain pursuit through ranged lanes.

Tradeoff: Low per-hit impact and no stationary damage affix.

Slender blade with three narrow reed stems forming a swept guard.
Rootstock Patent
castle:rootstock_patent
P1-092 · Added design
Rare
B2, B4

Melee guard, poison guard and fleetness favour safe traversal of mixed attrition rooms.

Tradeoff: Low native impact and no offensive affix pool.

Knotted split root stock held together by three unaligned iron stamps.
Sable Ferry
castle:sable_ferry
P1-093 · Added design
Rare
B2, B4

Wet power, recovery and low-health movement balance moat offence with emergency escape.

Tradeoff: No guard allocation and two narrow conditions.

Long shallow curve with a ferry-prow guard and broad split wooden pommel.
Scaffold Cant
castle:scaffold_cant
P1-094 · Added design
Rare
B3, B5

Moving power, moving guard and durability support a grounded roaming frontline.

Tradeoff: Standing still removes both conditional combat modifiers; no increased reach.

Leaf point held inside an open rectangular scaffold-shaped frame.
Sluicewarden
castle:sluicewarden
P1-095 · Added design
Rare
B2, B4

Wet-target power, wet guard and movement support deliberate moat-front engagement.

Tradeoff: Its protection and offence lose their conditions on dry ground.

Wide sluice-gate centre prong between two bronze hooks and a rope-wrapped lower shaft.
Snowmelt Clause
castle:snowmelt_clause
P1-096 · Added design
Rare
B2, B4

Slowed-target power, wet guard and fleetness exploit a teammate controlled wet fight.

Tradeoff: Applies neither wetness nor slow and depends on both trusted conditions.

Sinuous edge above a hollow thaw-channel running through a folded metal guard.
Sootbound Arbiter
castle:sootbound_arbiter
P1-097 · Added design
Rare
B3, B5

Armoured-target power, fire guard and stationary guard specialise a furnace chokepoint.

Tradeoff: Slow attacks; the protective stance is lost during movement.

Wide dark head with a brass weighing bar crossing an offset ceramic face.
Tollhouse Weight
castle:tollhouse_weight
P1-098 · Added design
Rare
B2, B4

Grounded guard, knockback and recovery allow controlled melee retreats.

Tradeoff: Jumping removes guard; knockback costs raw damage budget.

Twin stacked toll weights with one offset bronze handle through the head.
Bellringer
castle:bellringer
P1-099 · Added design
Legendary
B3, B4, B5
LEG-04

A direct hit on an enemy performing an explicitly interruptible encounter channel cancels that channel once; 12-second cooldown. Immune phases and non-interruptible actions are unchanged.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: A direct hit on an enemy performing an explicitly interruptible encounter channel cancels that channel once; 12-second cooldown. Immune phases and non-interruptible actions are unchanged.

An open bell-cage mace with a visible bronze clapper and three quiet rings.
Cinderwake
castle:cinderwake
P1-100 · Added design
Legendary
B3, B4, B5
LEG-02

A direct melee kill creates one 2-block ember patch for 3 seconds. It damages at most two registered enemies for 1 HP each second; 10-second cooldown. No fire blocks, terrain damage or secondary proc triggers.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: A direct melee kill creates one 2-block ember patch for 3 seconds. It damages at most two registered enemies for 1 HP each second; 10-second cooldown. No fire blocks, terrain damage or secondary proc triggers.

A hooked sabre with a cracked charcoal edge and narrow ember channels.
Gatebreaker
castle:gatebreaker
P1-101 · Added design
Legendary
B3, B4, B5
LEG-01

Three direct hits against the same registered enemy within 4 seconds arm a breach. The third hit adds 3 HP damage and clears the counter; 8-second cooldown. Changing target clears the counter.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: Three direct hits against the same registered enemy within 4 seconds arm a breach. The third hit adds 3 HP damage and clears the counter; 8-second cooldown. Changing target clears the counter.

A square-headed maul with a split gate grille; dark iron and exposed brass wedges.
Gravequiet
castle:gravequiet
P1-102 · Added design
Legendary
B3, B4, B5
LEG-07

A direct kill marks the nearest visible registered enemy within 4 blocks for 3 seconds, reducing its outgoing melee damage by 15 percent; 10-second cooldown. One mark per owner.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: A direct kill marks the nearest visible registered enemy within 4 blocks for 3 seconds, reducing its outgoing melee damage by 15 percent; 10-second cooldown. One mark per owner.

A broad greatsword with a hollow centre and an unlit funerary seal.
Morrowglass
castle:morrowglass
P1-103 · Added design
Legendary
B3, B4, B5
LEG-11

Alternating direct hits between two enemies within 3 seconds grants 1 HP bonus on the second hit and 2 HP on the third, then resets; 6-second cooldown. Repeating one target breaks the sequence.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: Alternating direct hits between two enemies within 3 seconds grants 1 HP bonus on the second hit and 2 HP on the third, then resets; 6-second cooldown. Repeating one target breaks the sequence.

A short split-glass blade with a deliberately missing central facet.
Oathspike
castle:oathspike
P1-104 · Added design
Legendary
B3, B4, B5
LEG-10

Remaining grounded and crouched for 1 second arms one 3-second charge. The next direct hit slows its victim by 15 percent for 2 seconds and adds 2 HP; 8-second cooldown. No extended hitbox.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: Remaining grounded and crouched for 1 second arms one 3-second charge. The next direct hit slows its victim by 15 percent for 2 seconds and adds 2 HP; 8-second cooldown. No extended hitbox.

A broad-headed polearm with a stone oath seal suspended below the blade.
Rimehook
castle:rimehook
P1-105 · Added design
Legendary
B3, B4, B5
LEG-05

The first direct hit after cooldown slows one registered enemy by 20 percent for 2 seconds; 6-second cooldown. Boss slow magnitude is capped at 10 percent and never stacks.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: The first direct hit after cooldown slows one registered enemy by 20 percent for 2 seconds; 6-second cooldown. Boss slow magnitude is capped at 10 percent and never stacks.

A backward-hooked axe with frosted glass rivets and a rough iron spine.
Stormcant
castle:stormcant
P1-106 · Added design
Legendary
B3, B4, B5
LEG-12

Four direct hits within 6 seconds discharge one 3-HP arc to a different visible enemy within 3 blocks; 10-second cooldown. One hop, one secondary victim, no recursive triggers.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: Four direct hits within 6 seconds discharge one 3-HP arc to a different visible enemy within 3 blocks; 10-second cooldown. One hop, one secondary victim, no recursive triggers.

A hammer built around two copper tuning forks and a dark ceramic core.
Sunscar
castle:sunscar
P1-107 · Added design
Legendary
B3, B4, B5
LEG-08

After avoiding damage for 4 seconds, the next direct hit adds 2 HP to the victim and 1 HP to one other visible enemy within 2 blocks; 8-second cooldown. No wall hits or proc chaining.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: After avoiding damage for 4 seconds, the next direct hit adds 2 HP to the victim and 1 HP to one other visible enemy within 2 blocks; 8-second cooldown. No wall hits or proc chaining.

A narrow duelling blade with a sun-cut crescent guard and matte ivory grip.
Thorn Ledger
castle:thorn_ledger
P1-108 · Added design
Legendary
B3, B4, B5
LEG-06

Hits on three different registered enemies within 5 seconds arm a 4-second charge. The next direct hit consumes it for 4 HP bonus damage; 10-second cooldown. No increased reach is implied.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: Hits on three different registered enemies within 5 seconds arm a 4-second charge. The next direct hit consumes it for 4 HP bonus damage; 10-second cooldown. No increased reach is implied.

A spear with three asymmetrical thorns and notched wooden tally plates.
Tidemark
castle:tidemark
P1-109 · Added design
Legendary
B3, B4, B5
LEG-09

A direct melee hit marks one enemy for 4 seconds. The next owned thrown hit on that same enemy consumes the mark for 3 HP bonus damage; 8-second cooldown. Ownership and projectile attribution are mandatory.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: A direct melee hit marks one enemy for 4 seconds. The next owned thrown hit on that same enemy consumes the mark for 3 HP bonus damage; 8-second cooldown. Ownership and projectile attribution are mandatory.

A trident with unequal wave-shaped prongs and blue enamel channels.
Vowkeeper
castle:vowkeeper
P1-110 · Added design
Legendary
B3, B4, B5
LEG-03

A verified full shield block arms the next direct sword hit for 3 seconds. That hit grants the wielder 10 percentage points of melee guard for 2 seconds, subject to the build cap; 8-second cooldown.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: A verified full shield block arms the next direct sword hit for 3 seconds. That hit grants the wielder 10 percentage points of melee guard for 2 seconds, subject to the build cap; 8-second cooldown.

A straight blade with a bifurcated oath-ring guard and pale inlay.

50 draft designs

Ranged weapons

Ranged weapons: proposed gameplay, tradeoffs and visual intent
DesignRarity and bandsProposed gameplay and tradeoffVisual intent
Bow
castle:bow
P1-111 · Retained concept
Common
B1, B2, B3, B4, B5

Charge-and-release ranged weapon for deliberate shots.

Tradeoff: Requires ammunition and draw time.

Vanilla curved wooden bow.
Courtyard Longbow
castle:courtyard_longbow
P1-112 · Added design
Common
B1, B3

Longer full draw emphasises deliberate single-target projectile impact.

Tradeoff: Slow preparation and a larger movement penalty while drawing.

Tall straight wood limbs with one broad rectangular bridge above the grip.
Crossbow
castle:crossbow
P1-113 · Retained concept
Common
B1, B2, B3, B4, B5

Prepare a loaded native projectile for a timed shot.

Tradeoff: Reload exposure and compatible ammunition required.

Vanilla transverse bow and stock.
Folding Handbow
castle:folding_handbow
P1-114 · Added design
Common
B1, B3

Low-impact short reload supports frequent single shots while repositioning.

Tradeoff: Weak distant impact and no multishot or free ammunition.

Short asymmetrical limbs on a compact triangular stock with a fixed hinge motif.
Guardroom Shortbow
castle:guardroom_shortbow
P1-115 · Added design
Common
B1, B2

Short draw commitment supports quick shots during close retreats.

Tradeoff: Low base projectile impact and ordinary arrow consumption.

Compact reflex limbs around a thick square leather-wrapped grip.
Reed Recurve
castle:reed_recurve
P1-116 · Added design
Common
B2, B4

Moderate draw and modest movement cost provide a mobile ranged base profile.

Tradeoff: Lower full-draw damage than the longbow and limited durability.

Two recurved hollow reed-like limbs joined by a broad bronze cuff.
Sentry Arbalest
castle:sentry_arbalest
P1-117 · Added design
Common
B2, B4

Slow preloaded heavy shot suits prepared doorway defence.

Tradeoff: Long reload; qualified bolt required and no native piercing assumption.

Wide iron bow assembly above a thick open ladder stock.
Vault Crankbow
castle:vault_crankbow
P1-118 · Added design
Common
B3, B5

Durable heavy single-shot construction favours prolonged guarded encounters.

Tradeoff: Deliberately longest reload and low movement during cocking.

Exposed non-animated crank wheel and twin deep stock rails under a broad prod.
Belfry String
castle:belfry_string
P1-119 · Added design
Magic
B2, B4

Power against channeling enemies rewards responding to an advertised cast window.

Tradeoff: Does not interrupt or suppress casts.

Two narrow bell-cage braces near the nocks and a hollow central riser.
Bramble Ledger
castle:bramble_ledger
P1-120 · Added design
Magic
B2, B4

Poison defence and durability support ranged attrition routes.

Tradeoff: Sacrifices offensive modifier allocation.

Notched wooden tally strips bound between thornwood limb braces.
Chalkline Bow
castle:chalkline_bow
P1-121 · Added design
Magic
B1, B3

Projectile power at long launch-to-impact distance supports open-courtyard positioning.

Tradeoff: No bonus at close range and no extended projectile lifetime.

Straight upper limb with a taut contrasting chalk-cord guide beside the string.
Cinder Rail
castle:cinder_rail
P1-122 · Added design
Magic
B3, B5

Projectile power against burning targets complements a legitimate fire source.

Tradeoff: Never creates fire or an extra impact; no damage modifier on unburning targets.

Recessed ceramic rail between two exposed dark iron heat guards.
Copper Bracebow
castle:copper_bracebow
P1-123 · Added design
Magic
B2, B4

Fire resistance while actively loaded supports furnace-lane defence.

Tradeoff: No resistance while unloaded or carried; no fire immunity.

Open copper brace enclosing a short ceramic chamber below the rail.
Crypt Sight
castle:crypt_sight
P1-124 · Added design
Magic
B2, B4

Projectile power against undead specialises deliberate crypt shots.

Tradeoff: No family bonus against living enemies.

Squared sight frame shaped as a small funerary arch above a dark stock.
Fletchers Rest
castle:fletchers_rest
P1-125 · Added design
Magic
B1, B3

Durability and modest reload/draw handling support long arrow-intensive routes.

Tradeoff: No direct damage speciality.

Curved wooden arrow shelf with an exposed replaceable-looking horn rest.
Garrison Proof
castle:garrison_proof
P1-126 · Added design
Magic
B3, B5

Elite-target projectile power focuses on mandatory leader encounters.

Tradeoff: No loot influence and no bonus against ordinary mobs.

Heavy stock with a broad proof-stamp plate forming a squared rear cheek.
Iron Mantlet
castle:iron_mantlet
P1-127 · Added design
Magic
B2, B4

Projectile guard while loaded lets a defender wait behind a firing lane.

Tradeoff: Protection ends when the shot is discharged; slow reload.

Wide flat mantlet-like front plate surrounding a narrow bolt channel.
Narrow Petition
castle:narrow_petition
P1-128 · Added design
Magic
B3, B5

Guarding-target projectile power creates pressure against actively defended enemies.

Tradeoff: Cannot bypass a full physical block or hit through walls.

Long thin petition-slot rail framed by a folded shield-shaped front bracket.
Quarterturn
castle:quarterturn
P1-129 · Added design
Magic
B1, B3

Reload handling reduces exposure between deliberate single shots.

Tradeoff: Low projectile impact and no automatic fire or extra ammunition.

A quarter-circle crank motif beneath an unusually short open stock.
Rainskein Bow
castle:rainskein_bow
P1-130 · Added design
Magic
B2, B4

Projectile power against wet targets fits moat firing positions.

Tradeoff: Requires authoritative target wetness; cannot apply it.

Twin swept limbs wrapped in a loose-looking but fixed rain-gutter metal lattice.
Reedrunner Bow
castle:reedrunner_bow
P1-131 · Added design
Magic
B1, B3

Reduced draw movement penalty supports firing during grounded retreat.

Tradeoff: Lower damage budget and shared fleetness cap still applies.

Narrow swept limbs with two exposed braided reed ribs at the grip.
Sapper Rail
castle:sapper_rail
P1-132 · Added design
Magic
B3, B5

Projectile damage against armoured enemies supports a distinct heavy-target build.

Tradeoff: Ordinary conditional damage rather than unconditional armour piercing.

Broad wedge bolt rail with three exposed square rivet heads beneath the prod.
Sleet Pinion
castle:sleet_pinion
P1-133 · Added design
Magic
B2, B4

Projectile power against slowed enemies rewards existing team control.

Tradeoff: Cannot slow enemies itself.

Offset feather-like metal fin along a narrow translucent-looking limb insert.
Stairwell Nock
castle:stairwell_nock
P1-134 · Added design
Magic
B1, B3

Projectile damage against nearby enemies supports short-angle stair defence.

Tradeoff: Narrow near-distance condition and low long-range intrinsic damage.

Short limbs with stepped nock blocks and an offset leather grip shelf.
Stillcord
castle:stillcord
P1-135 · Added design
Magic
B2, B4

Stationary projectile power rewards firing after a deliberate planted stance.

Tradeoff: Moving before launch removes the bonus.

Thick straight limbs around a broad flat foot-like lower grip.
Sunken Yoke
castle:sunken_yoke
P1-136 · Added design
Magic
B2, B4

Wet-state guard and draw mobility support exposed shoreline shooting.

Tradeoff: Guard vanishes when dry and the base projectile impact remains modest.

Deep U-shaped bronze riser holding two flattened driftwood limbs.
Watchglass Bow
castle:watchglass_bow
P1-137 · Added design
Magic
B2, B4

Healthy-target projectile power supports careful opening shots.

Tradeoff: Bonus stops once the target crosses the declared health threshold.

Circular glass-like sight aperture with three asymmetrical support spokes.
Widow Stair
castle:widow_stair
P1-138 · Added design
Magic
B3, B5

Execution projectile power improves finishing already wounded targets.

Tradeoff: Reduced opening-shot budget and no guaranteed kill.

Narrow ascending stair-step stock with a small split rear brace.
Belfry Argument
castle:belfry_argument
P1-139 · Added design
Rare
B3, B5

Channeling-target power, elite power and reload handling specialise caster-leader punish windows.

Tradeoff: No interruption and limited general-room value.

Long stock with two unequal open bell frames suspended beside the bolt rail.
Causeway Survey
castle:causeway_survey
P1-140 · Added design
Rare
B2, B4

Long-distance projectile power, draw mobility and durability support exposed long approaches.

Tradeoff: Close encounters lose the damage condition and no guard is supplied.

Long flat limbs with two brass measuring tabs and a deep offset bridge.
Cryptkeepers Span
castle:cryptkeepers_span
P1-141 · Added design
Rare
B3, B5

Undead projectile power, projectile guard and reload handling suit crypt archer duels.

Tradeoff: Slow intrinsic reload and no family bonus on living enemies.

Wide crossbar with a carved triple crypt arch forming the central stock.
Drowned Belfry
castle:drowned_belfry
P1-142 · Added design
Rare
B3, B5

Wet-target power, channeling-target power and wet guard focus a specialist water-caster role.

Tradeoff: Requires distinct trusted conditions; offers no crowd control or extra hit.

Arched bronze riser around a hollow bell-shaped opening and flattened wave-form limbs.
Firstlight Petition
castle:firstlight_petition
P1-143 · Added design
Rare
B2, B4

Healthy-target power, distance power and draw handling support distant opening shots.

Tradeoff: Both offensive conditions fade in close sustained engagements.

Tall asymmetric limbs with a low crescent sight and a split pale grip.
Gallery Traverse
castle:gallery_traverse
P1-144 · Added design
Rare
B2, B4

Near-distance projectile power, draw mobility and projectile guard support mobile close-range archery.

Tradeoff: Lower long-range damage budget and no arrow refund.

Short sweeping limbs with a long off-centre gallery-rail handguard.
Hearthline Bow
castle:hearthline_bow
P1-145 · Added design
Rare
B2, B4

Fire-resistant-target projectile power, fire guard and draw mobility counter furnace specialists.

Tradeoff: No elemental conversion or universal damage increase.

Dark limbs with a raised hearth-outline riser and a short recessed ceramic arrow rest.
Hinge Tribunal
castle:hinge_tribunal
P1-146 · Added design
Rare
B3, B5

Near-distance power, loaded fire guard, reload handling and durability fit a close furnace defence.

Tradeoff: Four-way allocation reduces each specialist budget; no far-distance damage bonus.

Wide hinged-looking shield wings fixed around a compact bronze bolt channel.
Kiln Governor
castle:kiln_governor
P1-147 · Added design
Rare
B3, B5

Burning-target power, fire guard and reload handling support furnace support fire.

Tradeoff: Cannot start burns and its heavy projectile profile has low mobility.

Broad ceramic cheek plates around an exposed iron regulator-shaped crank.
Lastbolt Docket
castle:lastbolt_docket
P1-148 · Added design
Rare
B3, B5

Execution power, projectile guard and reload handling offer safe target finishing.

Tradeoff: No opening power speciality and no guaranteed execution.

Broad docket-shaped stock with an inset crossed-bolt emblem and short thick prod.
Masons Injunction
castle:masons_injunction
P1-149 · Added design
Rare
B3, B5

Armoured-target power, guarding-target power and durability specialise defended enemies.

Tradeoff: Cannot defeat genuine full blocks without another authorised opening.

Squared stone-like prod braces over a long exposed wedge rail.
Nettle Axiom
castle:nettle_axiom
P1-150 · Added design
Rare
B2, B4

Moving projectile power, draw mobility and durability reward grounded mobile shots.

Tradeoff: Stationary volleys lose offensive modifier; no increased projectile count.

Narrow swept thornwood limbs with a diagonal iron brace crossing the grip.
Rampart Writ
castle:rampart_writ
P1-151 · Added design
Rare
B3, B5

Stationary projectile power, loaded guard and durability reward a prepared firing post.

Tradeoff: Moving removes offence and firing removes loaded defence until reloaded.

Wide manuscript-shaped rear plate with a narrow firing slit through a stepped front brace.
Refuge Crank
castle:refuge_crank
P1-152 · Added design
Rare
B2, B4

Loaded projectile guard, poison guard and durability support defensive attrition.

Tradeoff: No offensive affixes and protection drops during reload.

Large protective crank housing with a slotted shelter-roof plate above the rail.
Sluice Surveyor
castle:sluice_surveyor
P1-153 · Added design
Rare
B2, B4

Wet-target projectile power, wet guard and draw handling support moat overwatch.

Tradeoff: Both combat conditions depend on genuine wet states.

Swept bronze limbs over a narrow sluice-slot riser and two unequal rope collars.
Whitefen Cord
castle:whitefen_cord
P1-154 · Added design
Rare
B2, B4

Slowed-target power, poison guard and draw handling support control-assisted marsh fights.

Tradeoff: Applies no slow and has no direct benefit against uncontrolled targets.

Twin pale reed limbs bound by a broad rootlike lattice near each nock.
Copper Tempest
castle:copper_tempest
P1-155 · Added design
Legendary
B3, B4, B5
LEG-17

A bolt hitting a wet registered enemy arcs 2 HP to one visible wet enemy within 3 blocks; 8-second cooldown. Wet state comes from the trusted runtime; no extra hop or lightning entity.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: A bolt hitting a wet registered enemy arcs 2 HP to one visible wet enemy within 3 blocks; 8-second cooldown. Wet state comes from the trusted runtime; no extra hop or lightning entity.

A compact crossbow with an exposed spiral copper conductor and ceramic stock.
Lantern Wake
castle:lantern_wake
P1-156 · Added design
Legendary
B3, B4, B5
LEG-18

A projectile hit marks an enemy for 4 seconds. The next direct hit by a different admitted player consumes the mark and heals that player for 2 HP, capped at maximum health; 10-second cooldown.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: A projectile hit marks an enemy for 4 seconds. The next direct hit by a different admitted player consumes the mark and heals that player for 2 HP, capped at maximum health; 10-second cooldown.

A bow carrying a small enclosed lantern below the grip; amber ribs on dark wood.
Nightglass
castle:nightglass
P1-157 · Added design
Legendary
B3, B4, B5
LEG-16

An owned projectile hit marks one enemy for 4 seconds. A second owned projectile hit while marked adds 3 HP and removes the mark; 7-second cooldown. The marker conveys no unseen targets through walls.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: An owned projectile hit marks one enemy for 4 seconds. A second owned projectile hit while marked adds 3 HP and removes the mark; 7-second cooldown. The marker conveys no unseen targets through walls.

An angular black-glass bow with a narrow, non-glowing crescent aperture.
Rookspine
castle:rookspine
P1-158 · Added design
Legendary
B3, B4, B5
LEG-15

Three owned arrow hits on one enemy within 5 seconds cause the third to apply one short knockback impulse; 8-second cooldown. Displacement is bounded to 1.5 blocks in the fixture; boss immunity applies.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: Three owned arrow hits on one enemy within 5 seconds cause the third to apply one short knockback impulse; 8-second cooldown. Displacement is bounded to 1.5 blocks in the fixture; boss immunity applies.

A recurved bow with a crenellated upper limb and a red fletching comb.
Starfall
castle:starfall
P1-159 · Added design
Legendary
B3, B4, B5
LEG-13

A fully drawn owned arrow hit marks its victim; after 0.75 seconds a single 2-HP spark hits that victim if still alive in the same raid; 5-second cooldown. The visual does not imply an explosion.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: A fully drawn owned arrow hit marks its victim; after 0.75 seconds a single 2-HP spark hits that victim if still alive in the same raid; 5-second cooldown. The visual does not imply an explosion.

A tall bow with a single suspended star-shaped bridge and pearl-black limbs.
Threadcutter
castle:threadcutter
P1-160 · Added design
Legendary
B3, B4, B5
LEG-14

A qualified custom bolt may pierce its first enemy and hit one more enemy, with the second impact at 50 percent of the projectile base damage; 8-second cooldown. Blocks stop it; each victim can be hit once.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: A qualified custom bolt may pierce its first enemy and hit one more enemy, with the second impact at 50 percent of the projectile base damage; 8-second cooldown. Blocks stop it; each victim can be hit once.

A crossbow with parallel needle rails and a taut silver filament.

60 draft designs

Shields and held offhand implements

Shields and held offhand implements: proposed gameplay, tradeoffs and visual intent
DesignRarity and bandsProposed gameplay and tradeoffVisual intent
Bridge Pavise
castle:bridge_pavise
P1-161 · Added design
Common
B2, B3

High wear capacity supports holding a narrow approach against repeated frontal shots.

Tradeoff: Heavy active-hold movement penalty and slow proposed raising.

Tall flat shield with a forked lower foot and offset viewing notch.
Garrison Round
castle:garrison_round
P1-162 · Added design
Common
B1, B2

Balanced frontal blocking with inexpensive ordinary repair and moderate wear capacity.

Tradeoff: Neither the lightest guard nor the longest-lasting shield; no rolled affixes.

Circular planked face with one transverse iron rib and a square grip boss.
Kiln Door
castle:kiln_door
P1-163 · Added design
Common
B2, B3

High base wear tolerance makes this a sustained blocking option in forge encounters.

Tradeoff: Slow handling and a greater movement burden than ordinary guards.

A squat ceramic-faced rectangle with a heavy ring handle and iron corner clamps.
Quilted Screen
castle:quilted_screen
P1-164 · Added design
Common
B1, B2

Projectile-focused base protection for crossing exposed galleries.

Tradeoff: Reduced melee wear endurance compared with rigid metal guards.

Rectangular fabric screen crossed by raised padded chevrons and narrow wood rails.
Riveted Targe
castle:riveted_targe
P1-165 · Added design
Common
B1, B2, B3

Durable melee blocking for long encounters where repairs are scarce.

Tradeoff: Heavier than the round shield and weak in damage-support stats.

Layered round iron plates with visibly staggered rivet circles.
Shield
castle:shield
P1-166 · Retained concept
Common
B1, B2, B3, B4, B5

Native active blocking reference for direct comparisons.

Tradeoff: Block observation and damage-cause coverage require current-target proof.

Vanilla tall wooden shield with an iron rim.
Splitplank Buckler
castle:splitplank_buckler
P1-167 · Added design
Common
B1, B2

Short proposed raise time supports brief blocks between ordinary attacks.

Tradeoff: Low wear capacity makes sustained projectile barrages expensive.

A small split teardrop of wood joined by two exposed stitch plates.
Totem Of Undying
castle:totem_of_undying
P1-168 · Retained concept
Common
B1, B2, B3, B4, B5

Active native emergency survival reference with explicit raid-session consumption.

Tradeoff: Not armor or a permanent invulnerability effect; never silently deplete owned stock.

Vanilla small carved gold-green totem.
Anchorwake
castle:anchorwake
P1-169 · Added design
Magic
B3, B4

Melee guard and knockback resistance support holding a front position.

Tradeoff: Slow active movement prevents it serving a chase build.

An anchor-shaped lower edge beneath one broad overlapping iron plate.
Ashen Socket
castle:ashen_socket
P1-170 · Added design
Magic
B2, B3

A nonblocking held socket supports fire resistance and melee power together.

Tradeoff: Cannot block and has no projectile defense.

A ceramic cup enclosing one blackened iron socket with an exposed gripping stem.
Ballast Targe
castle:ballast_targe
P1-171 · Added design
Magic
B2, B3

Knockback resistance helps keep a blocking position on narrow balconies.

Tradeoff: Heavy movement burden persists while held.

Low oval shield with a visible suspended iron ballast crescent at its bottom.
Caravan Heart
castle:caravan_heart
P1-172 · Added design
Magic
B1, B2, B3

A maximum-health modifier gives a broader damage buffer than cause-specific resistance.

Tradeoff: Heavy base profile offers little mobility or attack support.

A deep shield with an inflated leather centre and three protective iron hoops.
Chapel Lens
castle:chapel_lens
P1-173 · Added design
Magic
B2, B3, B4

A nonblocking handheld lens increases healing received and maximum health.

Tradeoff: Offers no blocking and no outgoing-damage modifier.

An oval milky lens held within an open silver fork with visible leather ties.
Cinder Flange
castle:cinder_flange
P1-174 · Added design
Magic
B2, B3

Fire resistance supports forge corridors while preserving ordinary frontal blocking.

Tradeoff: Minimal offensive contribution and poor projectile wear endurance.

Broad iron face with projecting ceramic flanges and a recessed charcoal centre.
Duelist's Ledger
castle:duelist_s_ledger
P1-175 · Added design
Magic
B2, B3, B4

Melee power and handling speed support attack-block alternation.

Tradeoff: Small wear pool punishes prolonged defensive holding.

An oblong buckler with stacked tally plates and a cut-away wrist edge.
Fever Wicker
castle:fever_wicker
P1-176 · Added design
Magic
B2, B3

Poison resistance supports attrition encounters without an offensive proc.

Tradeoff: Wicker construction has weak repeated-block endurance.

Open basket weave tightened around a thick asymmetric clay rim.
Hardweather Disc
castle:hardweather_disc
P1-177 · Added design
Magic
B2, B3, B4

Combined fire and poison resistance supports mixed damage corridors.

Tradeoff: Spends both ordinary affix choices on defenses rather than power or guard.

A compact hexagonal disc with alternating glazed and woven segments.
Mercy's Shutter
castle:mercy_s_shutter
P1-178 · Added design
Magic
B1, B2, B3

Increased healing received favours coordinated recovery behind frontal cover.

Tradeoff: No self-heal and reduced maximum wear compared with rigid shields.

Two nested shutters with a white cloth hinge and small rectangular hand aperture.
Needleblind
castle:needleblind
P1-179 · Added design
Magic
B1, B2, B3

Projectile resistance and reduced block wear suit archer-heavy approaches.

Tradeoff: Heavy handling and no melee-power roll.

Slotted lattice face backed by a dense angled strip curtain.
Oath Notch
castle:oath_notch
P1-180 · Added design
Magic
B2, B3

Melee power and guard support a stationary sword-and-shield exchange.

Tradeoff: Substantial active movement penalty limits disengagement.

A circular guard with an off-centre oath notch and a raised single bar across its boss.
Openhand Reliquary
castle:openhand_reliquary
P1-181 · Added design
Magic
B3, B4, B5

A nonblocking enclosed lantern carries melee guard and fleetness for agile support.

Tradeoff: Does not heal allies or provide shield blocking; lighting requires separate proof.

A pierced lantern cage with two unequal handles and inward-folded opaque shutters.
Rime Divider
castle:rime_divider
P1-182 · Added design
Magic
B2, B3, B4

Slow resistance and fleetness suit repositioning against cold-control enemies.

Tradeoff: No fire resistance and a light base protection profile.

Two narrow glass-faced panels separated by an open central spine.
Riveter's Palm
castle:riveter_s_palm
P1-183 · Added design
Magic
B1, B2, B3

Reduced wear supports players who block frequently but need a light guard.

Tradeoff: Low base block endurance and no damage modifier; reduced wear does not grant passive armor.

A hand-sized open ring with three long replaceable rivet teeth.
Rooftop Pennant
castle:rooftop_pennant
P1-184 · Added design
Magic
B1, B2, B3

A nonblocking held standard favours projectile damage and movement for a ranged build.

Tradeoff: Gives no shield protection and occupies the offhand needed by defensive tools.

A stiff triangular pennant stretched between a forked brass hand frame.
Sentry's Measure
castle:sentry_s_measure
P1-185 · Added design
Magic
B3, B4

Projectile resistance and knockback resistance suit holding exposed firing positions.

Tradeoff: Heavy movement burden and no damage support.

A long upper sight rail over a square shield face with a narrow hinged lower skirt.
Siltgrip
castle:siltgrip
P1-186 · Added design
Magic
B1, B2, B3

Wet-state guard gives a compact defensive option for water-adjacent fights.

Tradeoff: Its conditional modifier is inactive on dry routes.

A mud-scored round centre over a flared bronze lower lip with drainage holes.
Sparrow Rim
castle:sparrow_rim
P1-187 · Added design
Magic
B1, B2

Fleetness and melee guard favour repositioning between short frontal defenses.

Tradeoff: Low base durability leaves little tolerance for repeated blocks.

Thin crescent rim surrounding a narrow central leather disc with an open upper wedge.
Steadfast Shield
castle:steadfast_shield
P1-188 · Retained concept
Magic
B2, B3

Active offhand guard for a defensive build.

Tradeoff: Guard only; no offensive or movement roll.

A deep curved rim with two large rear reinforcing bars.
Stringwarden
castle:stringwarden
P1-189 · Added design
Magic
B2, B3, B4

Ranged draw handling supports bow use when the qualified active-slot adapter permits it.

Tradeoff: Low melee durability and no projectile damage roll.

A long curved outer rib with a string-shaped inset channel and a compact boss.
Tempered Shield
castle:tempered_shield
P1-190 · Retained concept
Magic
B2, B3

Active offhand power frees main-hand affixes for defense.

Tradeoff: Power only; no guard or fleetness roll.

A narrow shield body with a forward central ridge.
Wader's Board
castle:wader_s_board
P1-191 · Added design
Magic
B2, B3

Wet-state movement support reduces the cost of guarded moat crossings.

Tradeoff: Slow dry-land block raising compared with other boards; no passive armor, breathing or terrain bypass.

A long narrow plank shield with a hooked top and deep drainage channels.
Wayfarer’s Shield
castle:wayfarer_shield
P1-192 · Retained concept
Magic
B2, B3

Active offhand fleetness for a mobile weapon choice.

Tradeoff: Fleetness only; no power or guard roll.

A cutaway lower shield corner and a hollow spoke boss.
Blackfen Ward
castle:blackfen_ward
P1-193 · Added design
Rare
B2, B3, B4

Poison resistance, wet guard and maximum health support swamp-side attrition.

Tradeoff: Wet guard is unavailable on dry ground and base movement is heavy.

A broad reed-backed oval with a raised bronze marsh grid and one recessed grip.
Blackthorn Brace
castle:blackthorn_brace
P1-194 · Added design
Rare
B2, B3, B4

A nonblocking wrist implement combines melee power, maximum health and poison resistance.

Tradeoff: No thorns retaliation and no shield-block capability.

A short thornwood cross brace is lashed beneath a blunt steel hand ring.
Breachforged Shield
castle:breach_shield
P1-195 · Retained concept
Rare
B2, B3

Offense-led mixed offhand while preserving qualified blocking.

Tradeoff: Smaller per-stat rolls than specialists; power-led mixed allocation.

A stepped upper shield rim and a short central wedge.
Confluence Shield
castle:confluence_shield
P1-196 · Retained concept
Rare
B2, B3

Balanced offhand contribution for specialized armor builds.

Tradeoff: Lower power ceiling than Breachforged; mixed rolls can waste cap room.

Three separate shield panels surrounding an open circular boss.
Crosswind Bulwark
castle:crosswind_bulwark
P1-197 · Added design
Rare
B2, B3, B4

Projectile resistance, fleetness and knockback resistance support moving between exposed firing lanes.

Tradeoff: Low melee wear endurance discourages holding a doorway indefinitely.

A tilted kite face bisected by three curved wind ribs and a hollow lower point.
Dawnward Shutter
castle:dawnward_shutter
P1-198 · Added design
Rare
B2, B3, B4

Slow resistance, fleetness and block raising help escape control-heavy melee pressure.

Tradeoff: Lower base armor than stationary shields; no healing benefit.

Two folding triangular shutters surround a narrow rising sun slit.
Frostkiln Aegis
castle:frostkiln_aegis
P1-199 · Added design
Rare
B3, B4, B5

Fire resistance, slow resistance and melee guard serve encounters mixing heat and control.

Tradeoff: No damage, movement or durability affix remains.

A thick half-round ceramic top joined to a ribbed glass lower crescent.
Gutterglass
castle:gutterglass
P1-200 · Added design
Rare
B3, B4

A nonblocking glass focus improves projectile power, draw handling and fleetness.

Tradeoff: Sacrifices shield blocking and melee protection entirely.

A short gutter-shaped glass channel inside a skeletal brass hand frame.
Harrowline
castle:harrowline
P1-201 · Added design
Rare
B3, B4, B5

Melee power, poison resistance and guard balance offense against venomous melee foes.

Tradeoff: Reduced projectile wear capacity and poor draw handling.

An irregular iron face crossed by diagonal thornwood struts and a hooked grip plate.
Hearthchain
castle:hearthchain
P1-202 · Added design
Rare
B2, B3, B4

A nonblocking held cage combines fire resistance, healing received and fleetness for mobile recovery.

Tradeoff: Gives no blocking or team aura; any illumination is separately gated.

A squat ceramic lamp hangs from a short triangular chain below a broad insulated grip.
Hundred Rivets
castle:hundred_rivets
P1-203 · Added design
Rare
B2, B3, B4

Reduced wear, maximum health and knockback resistance favour endurance over speed.

Tradeoff: Slow raising and movement make sudden threat changes costly.

A shield tiled with many small replaceable iron squares surrounding an exposed circular grip.
Ironlit Buckler
castle:ironlit_buckler
P1-204 · Added design
Rare
B2, B3, B4

A heavier buckler favors slower high-endurance attack-block exchanges with power and reduced wear.

Tradeoff: Slower intrinsic raise time and a walking penalty make Duelist’s Ledger better for rapid mobile exchanges despite its smaller wear pool.

A hooked iron ring framing two offset luminous ceramic dots without a solid lower face.
Lattice Vow
castle:lattice_vow
P1-205 · Added design
Rare
B2, B3, B4

Melee power, guard and slow resistance suit duels against controlling melee enemies.

Tradeoff: Thin lattice has a small wear pool despite its mixed modifiers.

Interlocked narrow silver bars leave three large open diamond gaps around the boss.
Mason's Counterweight
castle:mason_s_counterweight
P1-206 · Added design
Rare
B2, B3, B4

A nonblocking held counterweight combines melee power, reduced equipment wear and slow resistance for long control-heavy melee routes.

Tradeoff: Forfeits all shield blocking, carries an active movement penalty and supplies neither melee guard nor a maximum-health buffer.

A hanging triangular stone weight has two unequal iron locking collars and a recessed replaceable stone plug below a short hand loop.
Mender's Parapet
castle:mender_s_parapet
P1-207 · Added design
Rare
B2, B3, B4

Maximum health, healing received and guard support a dedicated frontline recovery loadout.

Tradeoff: Slow movement and block raising; it provides no actual healing event.

A wide rectangular pavise with padded shoulder rests and three high recessed arches.
Redoubt Prism
castle:redoubt_prism
P1-208 · Added design
Rare
B3, B4, B5

Melee guard, projectile resistance, fire resistance and slow resistance cover mixed threats.

Tradeoff: Four modest defensive rolls leave no damage, speed or healing modifier.

A faceted shield face has four uneven panels around a deep triangular boss.
Rooffall Mirrorplate
castle:rooffall_mirrorplate
P1-209 · Added design
Rare
B3, B4, B5

Projectile resistance, maximum health and faster block raising improve ranged threat reaction.

Tradeoff: No reflection, no attack bonus and modest sustained wear capacity.

A downward-sloping polished plate sits behind a thick trapezoid rim and an offset thumb guard.
Rook's Abacus
castle:rook_s_abacus
P1-210 · Added design
Rare
B3, B4, B5

A nonblocking hand weight combines melee power, knockback resistance and guard for aggressive spacing.

Tradeoff: No shield block and no movement bonus despite its defensive modifiers.

Three rectangular iron beads slide on a rigid crescent-shaped hand bar.
Tidehook Guard
castle:tidehook_guard
P1-211 · Added design
Rare
B3, B4, B5

Wet movement, wet guard and projectile resistance support guarded water transitions.

Tradeoff: Two modifiers require the authoritative wet state and add no dry-land power.

A hooked bronze crest above a scalloped lower skirt and prominent drainage spine.
Vaultspoke
castle:vaultspoke
P1-212 · Added design
Rare
B3, B4

Melee guard, maximum health and reduced wear support long boss pressure.

Tradeoff: No mobility modifier and a substantial active-hold burden.

A domed octagonal face with eight unequal vault spokes ending at a recessed square boss.
Waystone Orrery
castle:waystone_orrery
P1-213 · Added design
Rare
B3, B4, B5

A nonblocking handheld model combines fleetness, knockback resistance, projectile power and slow resistance for kiting.

Tradeoff: No melee guard or blocking; offensive benefit applies only to attributed projectiles.

Three incomplete stone rings sit at unequal angles around a narrow copper grip.
Wickbound Screen
castle:wickbound_screen
P1-214 · Added design
Rare
B2, B3, B4

Fire resistance, healing received and projectile resistance support recovery under ranged fire.

Tradeoff: Little melee damage reduction and no outgoing damage support.

A narrow screen of overlapping ceramic wick cups above a cloth-wrapped wrist brace.
Bastion's Answer
castle:bastions_answer
P1-215 · Retained concept
Legendary
B3, B4, B5
LEG-19

A damaging registered-enemy melee hit arms +2 HP bonus damage on the next direct melee hit within 3 seconds. One charge; 5-second cooldown. A fully blocked hit does not arm it. This is bonus damage, not healing.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: A damaging registered-enemy melee hit arms +2 HP bonus damage on the next direct melee hit within 3 seconds. One charge; 5-second cooldown. A fully blocked hit does not arm it. This is bonus damage, not healing.

A stepped tower shield with a broken central boss and one narrow charge seam.
Doorwarden
castle:doorwarden
P1-216 · Added design
Legendary
B3, B4, B5
LEG-20

A verified full block grants the wielder 10 percentage points of guard for 2 seconds, subject to the cap; 8-second cooldown. Guard ends on unequip and cannot be refreshed by the same attack.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: A verified full block grants the wielder 10 percentage points of guard for 2 seconds, subject to the cap; 8-second cooldown. Guard ends on unequip and cannot be refreshed by the same attack.

A heavy door-shaped shield with a large keyhole and iron hinge braces.
Moonwell
castle:moonwell
P1-217 · Added design
Legendary
B3, B4, B5
LEG-21

Two verified full blocks within 4 seconds heal the nearest injured, visible admitted ally within 4 blocks for 2 HP; 10-second cooldown. One target and no self-heal substitute when none qualifies.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: Two verified full blocks within 4 seconds heal the nearest injured, visible admitted ally within 4 blocks for 2 HP; 10-second cooldown. One target and no self-heal substitute when none qualifies.

A shallow crescent buckler with a recessed silver bowl and dim opal centre.
Pilgrim's Lantern
castle:pilgrims_lantern
P1-218 · Added design
Legendary
B3, B4, B5
LEG-23

While actively held, a nearby ally's direct kill within 4 blocks restores 1 HP to the holder and that ally; 12-second cooldown. Both heals are capped; no passive effect from an unused hotbar slot.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: While actively held, a nearby ally's direct kill within 4 blocks restores 1 HP to the holder and that ally; 12-second cooldown. Both heals are capped; no passive effect from an unused hotbar slot.

A hand lantern with an asymmetrical handle and bone-white shutters.
Stormglass Mirror
castle:stormglass_mirror
P1-219 · Added design
Legendary
B3, B4, B5
LEG-24

A verified blocked enemy projectile arms a 3-second charge. The next direct melee hit adds 3 HP shock damage; 10-second cooldown. This is stored retaliation, not an unproven physical reflection.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: A verified blocked enemy projectile arms a 3-second charge. The next direct melee hit adds 3 HP shock damage; 10-second cooldown. This is stored retaliation, not an unproven physical reflection.

A triangular shield with one polished glass face and a copper lightning-shaped brace.
Sunder Seal
castle:sunder_seal
P1-220 · Added design
Legendary
B3, B4, B5
LEG-22

A damaging enemy melee hit marks the attacker for 4 seconds. A different admitted player's direct melee hit consumes it for 3 HP bonus damage; 10-second cooldown. No bonus on a blocked hit.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: A damaging enemy melee hit marks the attacker for 4 seconds. A different admitted player's direct melee hit consumes it for 3 HP bonus damage; 10-second cooldown. No bonus on a blocked hit.

A kite shield with a diagonal wax seal and a visibly split metal rim.

50 draft designs

Head armour

Head armour: proposed gameplay, tradeoffs and visual intent
DesignRarity and bandsProposed gameplay and tradeoffVisual intent
Barricade Helm
castle:barricade_helm
P1-221 · Added design
Common
B2, B3

Heavy base protection favours standing through ordinary melee pressure.

Tradeoff: Movement burden and slow handling outweigh its raw defense for kiting.

A squared bucket helm with a deep centre ridge and short sloped visor.
Hide Watchcap
castle:hide_watchcap
P1-222 · Added design
Common
B1, B2

Minimal armor with almost no movement burden supports early mobile loadouts.

Tradeoff: Low durability and weak raw protection.

A close leather cap with one oversized stitched ear flap and a raised centre seam.
Iron Helmet
castle:iron_helmet
P1-223 · Retained concept
Common
B1, B2, B3, B4, B5

Baseline native head protection.

Tradeoff: No status resistance or additional vision.

Vanilla open-faced iron helmet.
Longwatch Hood
castle:longwatch_hood
P1-224 · Added design
Common
B1, B2, B3

Light base armor with high wear capacity suits long routes without repairs.

Tradeoff: Provides less raw protection than metal headgear.

A long folded hood extends over the neck with a rigid stitched forehead band.
Quarry Browplate
castle:quarry_browplate
P1-225 · Added design
Common
B1, B2, B3

A concentrated base armor profile offers a durable low-complexity protection option.

Tradeoff: Heavier than its small silhouette suggests and gives no offensive modifier.

A thick horizontal brow slab hangs from an exposed padded crown harness.
Ridgeback Sallet
castle:ridgeback_sallet
P1-226 · Added design
Common
B2, B3

Medium armor with lower active burden bridges cloth and heavy helmets.

Tradeoff: Less durable than the coif and without resistance bonuses.

A rear-swept sallet ends in three stepped neck plates and an open narrow brow.
Rivet Coif
castle:rivet_coif
P1-227 · Added design
Common
B1, B2

Moderate armor and repair endurance suit a balanced starter replacement.

Tradeoff: Heavier than cloth and lacks specialized resistance.

A linked coif framed by a stepped row of broad forehead rivets.
Adderfelt
castle:adderfelt
P1-228 · Added design
Magic
B1, B2, B3

Poison resistance counters venom attrition while preserving light movement.

Tradeoff: Low armor and no direct healing effect.

A flattened felt cap has two unequal folded side lobes and a stitched snake-scale band.
Arrowhush Coif
castle:arrowhush_coif
P1-229 · Added design
Magic
B1, B2, B3

Projectile resistance complements medium armor for exposed approaches.

Tradeoff: Little protection against poison or control effects.

Closely layered side rings surround a broad diagonal forehead strip.
Chapel Wrap
castle:chapel_wrap
P1-230 · Added design
Magic
B1, B2, B3

Healing received improves the value of actual healing from permitted sources.

Tradeoff: No healing proc or damage reduction is granted by the wrap itself.

A layered white cloth wrap hangs through two heavy forehead rings.
Cloudline Visor
castle:cloudline_visor
P1-231 · Added design
Magic
B2, B3, B4

Fleetness and projectile resistance suit moving between cover against archers.

Tradeoff: Lower melee armor and no damage bonus.

A high split visor has two projecting parallel ribs and a tapered open rear.
Coldshaft Helm
castle:coldshaft_helm
P1-232 · Added design
Magic
B3, B4

Slow resistance and melee guard favour holding position under cold melee pressure.

Tradeoff: Movement burden and no fire protection.

A narrow slotted helm rises to a blunt vertical ice-ribbed spine.
Fencer's Brow
castle:fencer_s_brow
P1-233 · Added design
Magic
B2, B3

Melee power and guard support short direct exchanges.

Tradeoff: Small raw armor contribution limits resilience to mixed damage.

A narrow steel eyebrow guard projects over a slim leather crown band.
Flintveil
castle:flintveil
P1-234 · Added design
Magic
B1, B2, B3

Fire resistance protects a mobile user through heat-heavy routes.

Tradeoff: Light base armor and no melee guard roll.

A short hood with a flint-studded brow and an overlapping ceramic cheek veil.
Furnace Bevor
castle:furnace_bevor
P1-235 · Added design
Magic
B2, B3, B4

Fire resistance and maximum health favour enduring unavoidable heat hits.

Tradeoff: High movement burden and weak projectile specialization.

A raised lower face plate forms a deep ceramic throat cup beneath an open upper visor.
Glassleaf Wreath
castle:glassleaf_wreath
P1-236 · Added design
Magic
B2, B3, B4

Poison resistance and healing received support recovery from attrition damage.

Tradeoff: Minimal armor and no poison cleanse.

Three opaque glass leaves are pinned at different heights to an open twig ring.
Hearthglass Cowl
castle:hearthglass_cowl
P1-237 · Added design
Magic
B2, B3, B4

Fire resistance and projectile power favour a ranged user in heated arenas.

Tradeoff: Sparse base armor and no melee protection modifier.

A short cowl frames the face with thick ceramic beads and two angular amber glass tabs.
Knotted Oathband
castle:knotted_oathband
P1-238 · Added design
Magic
B2, B3, B4

Melee power and healing received support aggressive players backed by actual healing.

Tradeoff: Low base armor and no self-heal trigger.

A thick cord band passes through one heavy silver knot above the left brow.
Leadbell Casque
castle:leadbell_casque
P1-239 · Added design
Magic
B2, B3

Knockback resistance helps maintain position during close encounters.

Tradeoff: Heavy active movement burden and no extra health.

A rounded casque supports a low solid crest shaped like an unringing bell.
Longdraw Circlet
castle:longdraw_circlet
P1-240 · Added design
Magic
B2, B3, B4

Projectile power and draw handling favour a deliberate ranged loadout.

Tradeoff: Little raw armor and no melee bonus.

A split brass circlet carries a long backward-facing sight fin above one ear.
Redoubt Crest
castle:redoubt_crest
P1-241 · Added design
Magic
B2, B3, B4

Melee guard and maximum health create a straightforward frontline buffer.

Tradeoff: Heavy burden and no ranged resistance.

A broad helmet has a short wall-shaped crest and a deep recessed face opening.
Rimeslip Mask
castle:rimeslip_mask
P1-242 · Added design
Magic
B2, B3, B4

Slow resistance and fleetness support reliable repositioning under control pressure.

Tradeoff: Thin base armor and no guard modifier.

An asymmetric half-mask has one long cheek fin and staggered opaque glass ridges.
Running Stitch Hood
castle:running_stitch_hood
P1-243 · Added design
Magic
B1, B2

Fleetness supports a low-burden melee or ranged build.

Tradeoff: Very weak base protection and no damage modifier.

An open-faced hood has a long split rear tail held by offset crossing stitches.
Smith's Overcap
castle:smith_s_overcap
P1-244 · Added design
Magic
B1, B2, B3

Reduced equipment wear improves endurance for a frequently hit armor set.

Tradeoff: No specialized resistance or movement roll.

A square leather overcap has a thick stitched crown pad and four exposed repair staples.
Steadfast Iron Helmet
castle:steadfast_iron_helmet
P1-245 · Retained concept
Magic
B2, B3

Concentrate head-slot contribution on melee guard.

Tradeoff: Guard only; no offensive or movement roll.

A deep cheek enclosure and an overlapping low brow.
Stillwater Coif
castle:stillwater_coif
P1-246 · Added design
Magic
B2, B3

Wet-state guard supports fights at moat edges.

Tradeoff: The modifier is dormant on dry ground and adds no breathing ability.

Bronze-linked coif ends in layered scale tabs with three open drainage gaps.
Survey Hood
castle:survey_hood
P1-247 · Added design
Magic
B1, B2, B3

Projectile resistance and reduced equipment wear favour long ranged routes.

Tradeoff: No projectile damage modifier and limited base armor.

A shallow hood is stiffened by a segmented overhead measuring arch.
Tempered Iron Helmet
castle:tempered_iron_helmet
P1-248 · Retained concept
Magic
B2, B3

Allocate head equipment to melee power while keeping native armor.

Tradeoff: Power only; no guard or fleetness roll.

A raised forward brow ridge with an inset metal crest.
Wayfarer’s Iron Helmet
castle:wayfarer_iron_helmet
P1-249 · Retained concept
Magic
B2, B3

Head-slot fleetness leaves boots available for another role.

Tradeoff: Fleetness only; no power or guard roll.

An open temple band with a short backward fin.
Anvil Cant
castle:anvil_cant
P1-250 · Added design
Rare
B2, B3, B4

Melee power, guard and reduced wear favour prolonged direct combat.

Tradeoff: High movement burden limits pursuit and evasion.

A squat anvil-shaped crown sits above a deep open throat and broad cheek blocks.
Breachforged Iron Helmet
castle:breach_iron_helmet
P1-251 · Retained concept
Rare
B2, B3

Offense-led helmet with small guard and movement additions.

Tradeoff: Smaller per-stat rolls than specialists; power-led mixed allocation.

A notched visor edge beneath a three-step forehead plate.
Confluence Iron Helmet
castle:confluence_iron_helmet
P1-252 · Retained concept
Rare
B2, B3

Balanced head piece for mixed builds that avoid specialist overcap.

Tradeoff: Lower power ceiling than Breachforged; mixed rolls can waste cap room.

A three-panel crown with separated cheek mounting studs.
Copper Aperture
castle:copper_aperture
P1-253 · Added design
Rare
B3, B4, B5

Projectile power, draw handling, slow resistance and healing received favour a ranged support build.

Tradeoff: Minimal raw armor and no blocking or team healing effect.

An incomplete copper sight ring encloses a narrow rectangular opening over the right eye.
Fallow Crown
castle:fallow_crown
P1-254 · Added design
Rare
B2, B3, B4

Poison resistance, maximum health and healing received support attrition endurance.

Tradeoff: No guard or damage modifier and modest raw armor.

A low iron crown has broad seedpod-shaped plates separated by rough cloth gaps.
Galehook Visor
castle:galehook_visor
P1-255 · Added design
Rare
B3, B4, B5

Fleetness, slow resistance and knockback resistance support consistent movement under control.

Tradeoff: Low base armor and no direct damage bonus.

A hooked sweeping visor attaches to three narrow backwards-curved crown ribs.
Horizon Stitch
castle:horizon_stitch
P1-256 · Added design
Rare
B2, B3, B4

Projectile power, fleetness and reduced wear suit long ranged routes.

Tradeoff: Light armor and no draw handling improvement.

A low hood has an extended flat rear seam and a rigid crescent brim.
Needlepoint Dioptre
castle:needlepoint_dioptre
P1-257 · Added design
Rare
B3, B4, B5

Projectile power, draw handling and projectile resistance favour ranged trading behind cover.

Tradeoff: Little melee resilience and no movement roll.

A single offset triangular sight lens sits over an open two-ring crown frame.
Nightward Lattice
castle:nightward_lattice
P1-258 · Added design
Rare
B3, B4, B5

Guard, projectile resistance, poison resistance and reduced wear provide broad defense.

Tradeoff: Four lower-budget defenses leave no power, speed or maximum-health modifier.

A fine dark chain hood is crossed by four thick unequal lattice bands.
Rafterguard
castle:rafterguard
P1-259 · Added design
Rare
B2, B3, B4

Projectile resistance, guard and maximum health protect against mixed balcony pressure.

Tradeoff: Heavy base burden and no damage modifier.

A helmet roof is reinforced by three exposed rafter-like struts over a recessed visor.
Reedglass Cap
castle:reedglass_cap
P1-260 · Added design
Rare
B2, B3, B4

Wet guard, poison resistance and fleetness support marsh-edge skirmishing.

Tradeoff: Wet guard has no dry-route value and raw armor is light.

A reed-woven cap has three uneven opaque glass slats fanned over its brow.
Sanctum Splitmask
castle:sanctum_splitmask
P1-261 · Added design
Rare
B3, B4, B5

Healing received, fire resistance and projectile resistance cover recovery under two damage causes.

Tradeoff: No guard or movement modifier and weak melee base armor.

A split ceramic face mask hangs from three unequal silver temple hooks.
Sootscript Hood
castle:sootscript_hood
P1-262 · Added design
Rare
B2, B3, B4

Fire resistance, healing received and fleetness support mobile recovery through heat.

Tradeoff: Weak raw armor and no poison coverage.

Charcoal cloth panels are edged by pale stitched script blocks and one ceramic forehead clasp.
Splitforge Crown
castle:splitforge_crown
P1-263 · Added design
Rare
B3, B4, B5

Melee power, fire resistance and slow resistance cover an aggressive forge loadout.

Tradeoff: Minimal projectile defense and a heavy base movement cost.

Two incomplete ceramic crowns interlock around one thick black iron front tooth.
Stonebind Casque
castle:stonebind_casque
P1-264 · Added design
Rare
B3, B4, B5

Guard, knockback resistance and slow resistance support a stable frontline stance.

Tradeoff: Heavy movement burden persists outside combat.

A deep stone-faced casque is lashed inside an exposed iron ring cage.
Thornbridge Circlet
castle:thornbridge_circlet
P1-265 · Added design
Rare
B2, B3, B4

Melee power, maximum health and poison resistance support sustained venomous melee fights.

Tradeoff: Light raw armor and no healing or retaliation effect.

A thornwood arch bridges two blunt iron temples above an open forehead.
Vaultkeeper's Hood
castle:vaultkeeper_s_hood
P1-266 · Added design
Rare
B3, B4, B5

Maximum health, projectile resistance and healing received support safe recovery under ranged pressure.

Tradeoff: No melee guard or projectile damage modifier.

A deep hood holds a rigid squared front opening and a wide padded nape roll.
Emberwatch Visor
castle:emberwatch_visor
P1-267 · Added design
Legendary
B3, B4, B5
LEG-26

Taking registered fire damage arms 4 seconds of 15-percent fire resistance for subsequent hits; 12-second cooldown. It cannot erase or retroactively reduce the triggering hit.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: Taking registered fire damage arms 4 seconds of 15-percent fire resistance for subsequent hits; 12-second cooldown. It cannot erase or retroactively reduce the triggering hit.

A full visor with one split ember slit and a blunt, blackened crest.
Hushcrown
castle:hushcrown
P1-268 · Added design
Legendary
B3, B4, B5
LEG-25

A direct hit on a channeling enemy suppresses one explicitly suppressible secondary cast for 2 seconds; 12-second cooldown. Boss phases and mandatory mechanics cannot be suppressed.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: A direct hit on a channeling enemy suppresses one explicitly suppressible secondary cast for 2 seconds; 12-second cooldown. Boss phases and mandatory mechanics cannot be suppressed.

A low crown with three unequal muted bells and dark felt beneath silver.
Laurel of Ash
castle:laurel_of_ash
P1-269 · Added design
Legendary
B3, B4, B5
LEG-27

A direct kill while below half health heals the wearer for 2 HP; 8-second cooldown. No healing from summoned adds marked reward-ineligible or from secondary effect damage.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: A direct kill while below half health heals the wearer for 2 HP; 8-second cooldown. No healing from summoned adds marked reward-ineligible or from secondary effect damage.

A charred laurel circlet with three pale new leaves and no flame halo.
Surveyor's Diadem
castle:surveyors_diadem
P1-270 · Added design
Legendary
B3, B4, B5
LEG-28

An owned projectile hit at least 8 blocks from launch adds 2 HP if its line of travel was unobstructed; 6-second cooldown. Distance is server-measured; no aim assistance.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: An owned projectile hit at least 8 blocks from launch adds 2 HP if its line of travel was unobstructed; 6-second cooldown. Distance is server-measured; no aim assistance.

An offset brass sight-ring and a short ivory measuring vane.

50 draft designs

Chest armour

Chest armour: proposed gameplay, tradeoffs and visual intent
DesignRarity and bandsProposed gameplay and tradeoffVisual intent
Chain Hauberk
castle:chain_hauberk
P1-271 · Added design
Common
B1, B2, B3

Balanced armor and repairable wear support repeated ordinary encounters.

Tradeoff: Heavier than cloth and without specialized modifiers.

Long visible chain sleeves frame a split square hem and plain central clasp.
Iron Chestplate
castle:iron_chestplate
P1-272 · Retained concept
Common
B1, B2, B3, B4, B5

Baseline native torso protection.

Tradeoff: No rolled power or conditional guard modifier.

Vanilla broad iron breastplate.
Lamellar Vest
castle:lamellar_vest
P1-273 · Added design
Common
B1, B2, B3

Medium armor with moderate movement cost offers a compromise between coat and cuirass.

Tradeoff: No specialized resistance and less durability than heavy metal armor.

Overlapping rectangular lamellae form two offset diagonal seams across an open-sleeved vest.
Padded Watchcoat
castle:padded_watchcoat
P1-274 · Added design
Common
B1, B2

Light base armor and a small movement burden support early mobile builds.

Tradeoff: Low protection against sustained melee pressure.

A short quilted coat has a single off-centre buckle and thick diagonal shoulder pads.
Portcullis Cuirass
castle:portcullis_cuirass
P1-275 · Added design
Common
B2, B3

Heavy base protection favours direct frontline combat.

Tradeoff: Large active movement penalty makes disengagement costly.

A squared breastplate carries raised vertical gate bars over broad flat side plates.
Ranger's Jack
castle:ranger_s_jack
P1-276 · Added design
Common
B1, B2, B3

Low-burden armor supports movement-heavy ranged play.

Tradeoff: Less raw protection and wear endurance than a chain coat.

A fitted leather jack has an open shoulder cut and staggered horizontal chest laces.
Rivet Mantle
castle:rivet_mantle
P1-277 · Added design
Common
B2, B3

High base durability supports long routes where repairs are limited.

Tradeoff: High weight for only moderate raw protection.

A deep shoulder mantle is assembled from broad riveted trapezoids above a plain cloth torso.
Bellows Plate
castle:bellows_plate
P1-278 · Added design
Magic
B3, B4

Melee guard and reduced wear support sustained blocking-compatible frontline play.

Tradeoff: Heavy movement burden with no power or speed support.

Broad folded plate ribs expand down the chest like a closed blacksmith's bellows.
Bitterroot Surcoat
castle:bitterroot_surcoat
P1-279 · Added design
Magic
B2, B3

Poison resistance counters damage-over-time attrition.

Tradeoff: Moderate armor and no immediate cleanse or healing.

A split surcoat has braided root cords tracing an uneven ladder across the breast.
Boltwright's Jack
castle:boltwright_s_jack
P1-280 · Added design
Magic
B1, B2, B3

Projectile resistance protects a mobile ranged player on exposed routes.

Tradeoff: Weak melee base protection and no projectile damage bonus.

A layered leather jack has a dense fan of narrow iron strips over its right chest.
Brinecord Harness
castle:brinecord_harness
P1-281 · Added design
Magic
B2, B3, B4

Wet movement and poison resistance support marsh and moat routes.

Tradeoff: Water movement benefit is conditional and base armor is light.

Thick bronze cords trace an open rib cage above a split water-shedding cloth hem.
Chimneyguard
castle:chimneyguard
P1-282 · Added design
Magic
B2, B3, B4

Fire resistance and maximum health support enduring unavoidable forge damage.

Tradeoff: Slow active movement and poor projectile specialization.

A tall collar rises behind the neck above a broad soot-grooved breast dome.
Closeguard Mail
castle:closeguard_mail
P1-283 · Added design
Magic
B2, B3

Melee guard favours direct enemy exchanges without conditional triggers.

Tradeoff: Heavy base movement cost and no projectile specialization.

A compact mail shirt is bound by two thick chest bars and a raised collar ring.
Duelpath Coat
castle:duelpath_coat
P1-284 · Added design
Magic
B2, B3, B4

Melee power and fleetness favour active pursuit and disengagement.

Tradeoff: Low guard and modest raw armor make sustained trading risky.

A short coat has a slashed single shoulder and three narrow forward-pointing lapels.
Froststitch Mail
castle:froststitch_mail
P1-285 · Added design
Magic
B2, B3, B4

Slow resistance and melee guard support fighting control-heavy enemies.

Tradeoff: Movement burden remains and fire resistance is absent.

Mail panels are separated by pale stitched zigzags under a blunt high collar.
Fulcrum Cuirass
castle:fulcrum_cuirass
P1-286 · Added design
Magic
B2, B3, B4

Knockback resistance supports holding a front position against pushes.

Tradeoff: Large active movement burden and no offensive modifier.

A convex breastplate pivots around one prominent low central hinge and wide shoulder wings.
Kilnweave Coat
castle:kilnweave_coat
P1-287 · Added design
Magic
B1, B2, B3

Fire resistance supports traversing repeated heat hazards.

Tradeoff: Light raw armor and no melee guard modifier.

Ceramic discs are sewn into a coarse coat along a broad zigzag seam.
Lanternkeeper's Apron
castle:lanternkeeper_s_apron
P1-288 · Added design
Magic
B1, B2, B3

Healing received improves recovery from allies or consumables.

Tradeoff: Does not heal and offers little raw back-to-back damage protection.

A long stiff apron has deep square pockets and one broad padded chest loop.
Longmarch Brigandine
castle:longmarch_brigandine
P1-289 · Added design
Magic
B1, B2, B3

Reduced equipment wear supports longer combat routes with fewer repairs.

Tradeoff: Heavy profile and no specialized resistance.

Small plates sit beneath cloth whose repair seams form a deliberate staggered grid.
Longshot Harness
castle:longshot_harness
P1-290 · Added design
Magic
B2, B3, B4

Projectile power and draw handling support deliberate ranged damage.

Tradeoff: Very low base armor and no melee modifier.

An asymmetric shoulder harness carries a rigid bowstring-shaped chest brace.
Mender's Quilt
castle:mender_s_quilt
P1-291 · Added design
Magic
B1, B2, B3

Healing received and maximum health support attrition recovery.

Tradeoff: No direct mitigation affix and low base armor.

A thick quilted coat has unequal rectangular pads tied by visible long loop stitches.
Moatward Lamellar
castle:moatward_lamellar
P1-292 · Added design
Magic
B2, B3

Wet guard supports close fights during water transitions.

Tradeoff: Conditional guard is dormant inland and provides no drowning immunity.

Wave-cut lamellae overlap above a broad vented bronze waist plate.
Oathbound Scale
castle:oathbound_scale
P1-293 · Added design
Magic
B2, B3, B4

Melee power and guard balance ordinary direct combat.

Tradeoff: High movement burden and no self-healing benefit.

Four broad silver-edged scales interlock over a dark ribbed chest panel.
Quickseam Vest
castle:quickseam_vest
P1-294 · Added design
Magic
B1, B2

Fleetness supports frequent repositioning with a minimal burden profile.

Tradeoff: Low armor and low wear capacity.

A short open-sided vest is joined by one long crossing seam and narrow rib straps.
Rafter Runner
castle:rafter_runner
P1-295 · Added design
Magic
B2, B3, B4

Projectile resistance and fleetness favour cover-to-cover movement.

Tradeoff: Low melee armor and no damage roll.

A cropped jack has three long thin slats bridging a reinforced shoulder to the opposite hip.
Redthread Jerkin
castle:redthread_jerkin
P1-296 · Added design
Magic
B1, B2, B3

Maximum health adds a broad buffer to a light armor profile.

Tradeoff: No cause-specific mitigation and modest durability.

A close leather jerkin is crossed by a single thick winding red cord under exposed rib buckles.
Steadfast Iron Chestplate
castle:steadfast_iron_chestplate
P1-297 · Retained concept
Magic
B2, B3

Use the torso as the main guard allocation.

Tradeoff: Guard only; no offensive or movement roll.

A broad overlapping belly plate with deep shoulder returns.
Tempered Iron Chestplate
castle:tempered_iron_chestplate
P1-298 · Retained concept
Magic
B2, B3

Spend torso affixes on melee power over additional defense.

Tradeoff: Power only; no guard or fleetness roll.

A narrow raised central strike plate over recessed side ribs.
Wayfarer’s Iron Chestplate
castle:wayfarer_iron_chestplate
P1-299 · Retained concept
Magic
B2, B3

Torso fleetness lets weapon and boots specialize elsewhere.

Tradeoff: Fleetness only; no power or guard roll.

A split cuirass with visible flexible textile side gussets.
Breachforged Iron Chestplate
castle:breach_iron_chestplate
P1-300 · Retained concept
Rare
B2, B3

Offense-led mixed cuirass for close-range pressure.

Tradeoff: Smaller per-stat rolls than specialists; power-led mixed allocation.

A pointed breastplate with three offset wedge fasteners.
Breachline Cuirass
castle:breachline_cuirass
P1-301 · Added design
Rare
B3, B4, B5

Melee power, guard and slow resistance support committed frontline attacks.

Tradeoff: Heavy movement burden and no projectile protection modifier.

A sharply split breastplate has offset forward wedges and a broad flat nape collar.
Cairnweave Redoubt
castle:cairnweave_redoubt
P1-302 · Added design
Rare
B3, B4, B5

Guard, poison resistance, slow resistance and knockback resistance cover control-heavy defensive encounters.

Tradeoff: Heavy burden and no damage, speed or healing modifier.

Small squared stone inserts sit within a dense woven coat beneath a broken crenellated collar.
Candlemend Surcoat
castle:candlemend_surcoat
P1-303 · Added design
Rare
B2, B3, B4

Healing received, fire resistance and maximum health buffer long attrition routes.

Tradeoff: No melee guard or projectile resistance and limited base armor.

A long cloth surcoat is edged with short wax-coloured ceramic tabs and a stitched central flame outline.
Coalglass Jack
castle:coalglass_jack
P1-304 · Added design
Rare
B3, B4, B5

Fire resistance, projectile power and fleetness favour mobile ranged combat in heat.

Tradeoff: Thin base armor and no melee guard or draw support.

Opaque glass ribs are sewn between charcoal leather panels ending in a sharp split hem.
Confluence Iron Chestplate
castle:confluence_iron_chestplate
P1-305 · Retained concept
Rare
B2, B3

Balanced torso allocation for builds using ordinary gear in other slots.

Tradeoff: Lower power ceiling than Breachforged; mixed rolls can waste cap room.

A central ring plate connected to three separate armor panels.
Furnace Accord
castle:furnace_accord
P1-306 · Added design
Rare
B3, B4, B5

Fire resistance, guard and knockback resistance support a forge frontline.

Tradeoff: High burden and no healing or ranged resistance.

An offset ceramic breast shield sits between broad iron shoulder yokes and a segmented throat guard.
Gatehouse Lamellar
castle:gatehouse_lamellar
P1-307 · Added design
Rare
B2, B3, B4

Melee guard, projectile resistance and reduced wear support sustained mixed threat defense.

Tradeoff: Heavy burden and no maximum-health or power roll.

Tall overlapping plates terminate in a low gate-shaped breast arch with open side laces.
Pilgrim's Patchcoat
castle:pilgrim_s_patchcoat
P1-308 · Added design
Rare
B2, B3, B4

Fleetness, healing received and maximum health support mobile recovery.

Tradeoff: Light armor and no damage mitigation modifier.

Unequal cloth patches form an angled chest path joined by oversized silver clasps.
Quietforge Vest
castle:quietforge_vest
P1-309 · Added design
Rare
B3, B4, B5

Fire resistance, slow resistance and reduced wear favour long mixed-hazard runs.

Tradeoff: No offensive affix or maximum-health buffer.

A compact vest has three deep black iron fold channels and glazed ceramic underarm strips.
Rainspoke Harness
castle:rainspoke_harness
P1-310 · Added design
Rare
B2, B3, B4

Projectile power, wet movement and poison resistance support ranged marsh routes.

Tradeoff: No guard and wet movement is absent outside water.

Open bronze spokes radiate from one low chest ring above a reed-woven back strap.
Silver Span
castle:silver_span
P1-311 · Added design
Rare
B3, B4, B5

Melee power, maximum health, healing received and projectile resistance support a broad melee support build.

Tradeoff: Four moderate rolls leave no fleetness or guard affix.

A single silver arch bridges two uneven shoulder plates above small dark torso scales.
Stonebark Mantle
castle:stonebark_mantle
P1-312 · Added design
Rare
B2, B3, B4

Maximum health, knockback resistance and reduced wear support long exposure to ordinary hits.

Tradeoff: Substantial burden and no cause-specific damage reduction.

Thick bark-like stone plates overlap on a deep shoulder mantle with short chain side ties.
Stringline Brigandine
castle:stringline_brigandine
P1-313 · Added design
Rare
B2, B3, B4

Projectile power, draw handling and projectile resistance support exchanging shots.

Tradeoff: Limited melee armor and no speed modifier.

Long narrow plates run diagonally across a padded bowstring-shaped chest panel.
Thornwell Jerkin
castle:thornwell_jerkin
P1-314 · Added design
Rare
B2, B3, B4

Poison resistance, healing received and guard favour recovery during venomous melee fights.

Tradeoff: No retaliation, cleanse or power benefit.

A thornwood-ribbed leather chest has a recessed well-shaped centre tied with pale thread.
Tidelock Hauberk
castle:tidelock_hauberk
P1-315 · Added design
Rare
B2, B3, B4

Wet guard, wet movement and projectile resistance support contested water crossings.

Tradeoff: Two modifiers depend on wet state and the mail is heavy on dry routes.

Linked bronze sections hang beneath a large forked chest clasp and vented lower scales.
Windlass Coat
castle:windlass_coat
P1-316 · Added design
Rare
B3, B4, B5

A braced coat combines better ordinary armor with power, fleetness and slow resistance for committed pursuit.

Tradeoff: Intrinsic walking penalty consumes some movement contribution; the lighter Duelpath Coat better serves free repositioning.

A fitted coat carries a visible chest windlass wheel and two taut diagonal cloth bands.
Briarheart Coat
castle:briarheart_coat
P1-317 · Added design
Legendary
B3, B4, B5
LEG-31

A damaging enemy melee hit retaliates for 2 HP against that same attacker if within 2 blocks; 6-second cooldown. Retaliation cannot trigger itself, other procs, healing or reward events.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: A damaging enemy melee hit retaliates for 2 HP against that same attacker if within 2 blocks; 6-second cooldown. Retaliation cannot trigger itself, other procs, healing or reward events.

A leather-and-metal coat with a thorn-shaped heart plate and green seams.
Last Rampart
castle:last_rampart
P1-318 · Added design
Legendary
B3, B4, B5
LEG-29

An enemy hit that leaves the wearer alive below 30-percent health grants 15 percentage points of melee guard for 3 seconds, capped; 20-second cooldown. It cannot prevent the triggering lethal hit.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: An enemy hit that leaves the wearer alive below 30-percent health grants 15 percentage points of melee guard for 3 seconds, capped; 20-second cooldown. It cannot prevent the triggering lethal hit.

A breastplate with a battered central arch and heavy squared shoulders.
Mourning Choir
castle:mourning_choir
P1-319 · Added design
Legendary
B3, B4, B5
LEG-30

Three damaging enemy melee hits within 5 seconds arm one 3-second charge. The next direct melee hit adds 3 HP and slows its target by 10 percent for 1 second; 12-second cooldown.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: Three damaging enemy melee hits within 5 seconds arm one 3-second charge. The next direct melee hit adds 3 HP and slows its target by 10 percent for 1 second; 12-second cooldown.

A ribbed coat with three small resonator plates over a dark cloth centre.
Starforge Harness
castle:starforge_harness
P1-320 · Added design
Legendary
B3, B4, B5
LEG-32

An owned projectile hit followed by a direct melee hit on the same enemy within 4 seconds adds 3 HP to that melee hit; 8-second cooldown. Only the actual active weapon contributes weapon affixes.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: An owned projectile hit followed by a direct melee hit on the same enemy within 4 seconds adds 3 HP to that melee hit; 8-second cooldown. Only the actual active weapon contributes weapon affixes.

An open-ring chest harness with four offset bright rivets and matte straps.

50 draft designs

Leg armour

Leg armour: proposed gameplay, tradeoffs and visual intent
DesignRarity and bandsProposed gameplay and tradeoffVisual intent
Cinderwrap Breeches
castle:cinderwrap_breeches
P1-321 · Added design
Common
B1, B2

An insulated base that reduces registered environmental fire damage during ordinary traversal.

Tradeoff: Insulation replaces metal armor and never prevents lava, contact hazards or mandatory encounter damage.

Overlapping ceramic shingles face outward from a thick rolled-cloth waist and widely spaced knee pads.
Crouchguard Knees
castle:crouchguard_knees
P1-322 · Added design
Common
B1, B2

A low-profile base whose protective facing favors crouched exposure behind low cover.

Tradeoff: Standing protection is weaker than full cuisses, and crouching still limits travel.

Broad forward knee bowls project from a short soft backing, with open backs and laced side stays.
Gatewatch Cuisses
castle:gatewatch_cuisses
P1-323 · Added design
Common
B1, B2

A stationary front-line base: articulated thigh plates favor ordinary melee protection while standing and fighting.

Tradeoff: Heavy articulation reduces travel mobility; a runner gains less value than a player holding a doorway.

Long rectangular thigh plates end above exposed cloth knees; two broad square hip hinges.
Iron Leggings
castle:iron_leggings
P1-324 · Retained concept
Common
B1, B2, B3, B4, B5

Baseline native leg protection.

Tradeoff: No movement modifier or stance benefit.

Vanilla articulated iron leggings.
Reedseal Waders
castle:reedseal_waders
P1-325 · Added design
Common
B1, B2

A water-route base intended to preserve ordinary shallow-water walking control.

Tradeoff: A sealed flexible shell sacrifices dry melee armor and confers no swimming speed, breathing or water immunity.

Folded tubular cuffs and stitched horizontal reed ribs cover a continuous waterproof trouser shell.
Splithem Chausses
castle:splithem_chausses
P1-326 · Added design
Common
B1, B2

A light base that preserves grounded strafe mobility for close-range repositioning.

Tradeoff: Thin cloth offers substantially less ordinary armor than plated legs; this is a movement choice rather than a defense upgrade.

A divided skirt hem hangs over narrow leggings, leaving a conspicuous triangular gap at each knee.
Sporeguard Trews
castle:sporeguard_trews
P1-327 · Added design
Common
B1, B2

A lined base that reduces incoming registered poison damage without removing the poison state.

Tradeoff: Low physical protection and no cure; an antidote remains useful when immediate state removal matters.

Dense bellows-like cloth channels run down the outer thighs into sealed rounded knee patches.
Amber Veil Leggings
castle:amber_veil_leggings
P1-328 · Added design
Magic
B3, B4

Favor resistance to registered damage over time and reduce the duration of eligible movement slows.

Tradeoff: Direct hits retain normal damage; mandatory encounter debuffs and their timing remain unchanged.

A translucent-looking outer mesh is held over solid cloth by three wide waist hoops and square knee frames.
Ballast Harness
castle:ballast_harness
P1-329 · Added design
Magic
B2, B3

Reduce bounded enemy knockback while emphasizing ordinary melee guard during a grounded stance.

Tradeoff: A weighted base reduces ordinary movement, and displacement reduction never becomes immunity or blocks forced encounter relocation.

Two square ballast cases sit outside the hips, linked to short knee cages by broad straps.
Briarpass Chaps
castle:briarpass_chaps
P1-330 · Added design
Magic
B2, B3

Favor poison mitigation and grounded lateral motion for moving across hazardous combat lanes.

Tradeoff: The chaps trade ordinary armor for protection against one damage class; diagonal sprinting gains no extra modifier.

Long scalloped leather fronts hang from a doubled belt, leaving the backs visibly open.
Caravan Spurs
castle:caravan_spurs
P1-331 · Added design
Magic
B4, B5

Favor grounded forward sprint movement while reducing wear from registered projectile hits.

Tradeoff: The movement allocation is weak for retreat and does not improve firing or weapon damage; projectile damage is not reduced.

Wide diagonal straps form large X shapes over thick side panels, with blunt decorative hip spurs that never strike enemies.
Chapel Hem
castle:chapel_hem
P1-332 · Added design
Magic
B2, B3

Increase received direct ally healing while protecting against registered magic-projectile damage.

Tradeoff: No self-heal multiplier, no increase to healing above maximum health, and little protection from melee or environmental fire.

A folded chapel-cloth front panel overlaps three narrow descending wrap layers at each shin.
Crosswind Tassets
castle:crosswind_tassets
P1-333 · Added design
Magic
B4, B5

Preserve backward walking speed while reducing projectile-inflicted knockback.

Tradeoff: No resistance to projectile damage itself and no protection against melee displacement or scripted encounter movement.

Four offset metal fins hang diagonally from the hips, leaving a continuous exposed fabric stripe down each leg.
Ferryhand Trousers
castle:ferryhand_trousers
P1-334 · Added design
Magic
B2, B3

Support wet grounded movement and shorten qualifying movement-slow effects for moat approaches.

Tradeoff: Neither modifier improves dry damage or removes rooted/mandatory encounter states.

Large knotted rope cuffs and overlapping canvas hip panels form a wide, low-slung outline.
Glassward Pleats
castle:glassward_pleats
P1-335 · Added design
Magic
B3, B4

Emphasize ordinary projectile resistance while preserving some grounded guard when standing still.

Tradeoff: The stationary guard ends with movement; fragile inserts accept more wear and grant no block or projectile reflection.

Long vertical pleats alternate cloth and opaque ribbed glass strips around an otherwise narrow silhouette.
Grillebound Greaves
castle:grillebound_greaves
P1-336 · Added design
Magic
B1, B2

Favor guard during grounded backward steps when yielding space to a melee enemy.

Tradeoff: Forward pursuit receives no conditional guard, and a rigid rear brace reduces sustained travel comfort.

Open square lattice cages run down the thighs, joined by a broad rear crossbar above each knee.
Hearthside Cuisses
castle:hearthside_cuisses
P1-337 · Added design
Magic
B3, B4

Combine fire resistance with received direct ally healing for a player assigned to fire-heavy encounters.

Tradeoff: No poison or projectile protection; healing remains externally supplied and bounded by maximum health.

Short flared ceramic thigh shells sit above broad knitted knee sleeves with a visibly open center seam.
Lockstep Plates
castle:lockstep_plates
P1-338 · Added design
Magic
B2, B3

Favor ordinary melee power while grounded and moving sideways, supporting a deliberate strafe attack style.

Tradeoff: Stopping, backpedaling or sprinting removes the conditional contribution; frontal armor remains below a stationary defensive base.

One long outer-thigh plate faces a three-piece articulated opposite side, joined by a low rigid belt.
Longhaul Gaiters
castle:longhaul_gaiters
P1-339 · Added design
Magic
B2, B3

Reduce armor durability loss from ordinary enemy melee hits during extended routes.

Tradeoff: Provides no damage reduction beyond its light base armor and does not repair owned equipment or prevent authoritative wear accounting.

Tall stitched gaiters overlap the knees, each with a long raised reinforcing spine on its outer seam.
Parapet Striders
castle:parapet_striders
P1-340 · Added design
Magic
B1, B2

Combine crouched walking mobility with ranged-impact protection for deliberate movement between cover.

Tradeoff: The mobility bonus requires crouching, and projectile protection leaves melee exposure weak.

A slotted metal apron has two long rear tails and narrow riveted outer-thigh strips.
Ramp Walker
castle:ramp_walker
P1-341 · Added design
Magic
B3, B4

Favor grounded uphill walking without changing jump height or giving airborne acceleration.

Tradeoff: Flat-ground travel gains no conditional bonus, and the exposed articulation reduces base armor.

Large circular knee hinges rise above swept-forward thigh rails and a narrow central apron.
Rationswain Slacks
castle:rationswain_slacks
P1-342 · Added design
Magic
B3, B4

Reduce incoming melee damage only during an actual trusted food-consumption action.

Tradeoff: The wearer must still complete or cancel the normal use action; protection supplies no food, healing or permanent spend authorization.

A broad flat apron covers trousers with two rigid cylindrical ration cases on the front thighs.
Scree Fold
castle:scree_fold
P1-343 · Added design
Magic
B3, B4

Reduce qualifying short-fall damage and preserve grounded movement on a descending route.

Tradeoff: No benefit while airborne, no immunity and no bypass of safe boundaries or lethal encounter falls; protection against weapons is low.

Accordion-fold knee panels join a broad padded seat and tapered split ankle hems.
Scullery Runner
castle:scullery_runner
P1-344 · Added design
Magic
B1, B2

Improve straight grounded walking between rooms while favoring inexpensive light construction.

Tradeoff: The walking modifier does not apply while sprinting, airborne or moving backward; physical protection is light.

Short pegged trousers sit above wrapped knees, with an oversized diamond-shaped rear pocket flap.
Smelter Kilts
castle:smelter_kilts
P1-345 · Added design
Magic
B2, B3

Combine fire-damage resistance with shorter duration of eligible nonmandatory burning states.

Tradeoff: A short exposed-knee construction protects poorly against direct melee; neither modifier removes a mandatory hazard or grants immunity.

A stiff pleated kilt carries six broad ceramic tabs over bare chain-backed knees.
Steadfast Iron Leggings
castle:steadfast_iron_leggings
P1-346 · Retained concept
Magic
B2, B3

Concentrate leg contribution on guard during melee exposure.

Tradeoff: Guard only; no offensive or movement roll.

Wide overlapping tassets and high closed knee cups.
Tempered Iron Leggings
castle:tempered_iron_leggings
P1-347 · Retained concept
Magic
B2, B3

Leg-slot power allocation preserves defensive head and torso choices.

Tradeoff: Power only; no guard or fleetness roll.

Forward-ridged thigh plates with narrow squared knee bosses.
Underbridge Hosen
castle:underbridge_hosen
P1-348 · Added design
Magic
B4, B5

Favor melee guard while crouched with a ranged weapon actively selected, supporting a vulnerable firing posture.

Tradeoff: No bonus while holding a melee weapon; crouching still slows route traversal and offers no accuracy or damage assistance.

A flat diamond chain panel wraps the knees beneath a broad, unusually low hip band.
Wayfarer’s Iron Leggings
castle:wayfarer_iron_leggings
P1-349 · Retained concept
Magic
B2, B3

Leg-slot movement role for walking repositioning.

Tradeoff: Fleetness only; no power or guard roll.

Split outer thigh strips over visible pleated undercloth.
Boltcatch Weave
castle:boltcatch_weave
P1-350 · Added design
Rare
B3, B4

Emphasize projectile damage resistance, projectile knockback reduction and reduced projectile-related wear.

Tradeoff: The concentrated projectile package provides no additional melee protection and cannot count a hit as blocked or reflected.

A dense basket weave is framed by broad fore-and-aft splints and a flat rectangular knee screen.
Breachforged Iron Leggings
castle:breach_iron_leggings
P1-351 · Retained concept
Rare
B2, B3

Offense-led mixed leg protection for advancing melee builds.

Tradeoff: Smaller per-stat rolls than specialists; power-led mixed allocation.

Stepped outer tassets with wedge-shaped knee braces.
Causeway Lattice
castle:causeway_lattice
P1-352 · Added design
Rare
B4, B5

A mobile wet-lane choice combining wet movement, projectile resistance and reduced slow duration.

Tradeoff: Light lattice construction leaves ordinary melee armor below stationary alternatives; no swimming or breath benefit.

Tall hexagonal lattice shells cover the outside legs, with a continuous narrow central cloth channel.
Cloister Brace
castle:cloister_brace
P1-353 · Added design
Rare
B3, B4

Support a defensive ally-heal recipient through ally healing received, crouched guard and poison resistance.

Tradeoff: Requires a qualifying external heal and a crouched stance for full value; no damage bonus or direct cure.

A wide padded stole drapes from the waist around large stitched knee braces and a forked rear panel.
Confluence Iron Leggings
castle:confluence_iron_leggings
P1-354 · Retained concept
Rare
B2, B3

Balanced leg allocation for mixed base equipment.

Tradeoff: Lower power ceiling than Breachforged; mixed rolls can waste cap room.

Three linked floating panels across each thigh and knee.
Field Chirurgeon Trews
castle:field_chirurgeon_trews
P1-355 · Added design
Rare
B2, B3

Support receiving ally healing while using a restorative, with guard during trusted potion consumption and reduced eligible slow duration.

Tradeoff: No passive healing or instant potion use; normal cancellation, cooldown and consumption accounting still apply.

Two hinged rectangular medicine cases flank a layered front apron with a wide stitched medical cross-shaped seam.
Flanking Harness
castle:flanking_harness
P1-356 · Added design
Rare
B4, B5

Combine lateral melee power, forward sprint speed and projectile-related wear resistance for deliberate melee approach paths.

Tradeoff: The offensive and movement conditions apply to different actions, requiring positioning rather than permanent simultaneous bonuses; protection remains light.

An offset ladder of narrow side plates meets a swept rear sash and exposed circular knee joints.
Foundry Cantilever
castle:foundry_cantilever
P1-357 · Added design
Rare
B4, B5

A fire-room anchor combining grounded guard, fire resistance and bounded grounded knockback reduction.

Tradeoff: Heavy supports penalize travel and do not cancel mandatory displacement; resistance and guard remain separately bounded.

Large triangular hip supports cantilever over thick rectangular knee plates and open-sided shins.
Gutterglass Chausses
castle:gutterglass_chausses
P1-358 · Added design
Rare
B2, B3

Favor grounded lateral movement through fire lanes with fire resistance and shorter eligible burning-state duration.

Tradeoff: No direct offensive modifier or poison protection; sprinting removes the lateral walking contribution and mandatory hazard timing is unchanged.

Ribbed glass gutters run down the outer thighs between thick U-shaped ceramic brackets.
Redoubt Fold
castle:redoubt_fold
P1-359 · Added design
Rare
B3, B4

A stationary defensive build combining stationary guard, projectile resistance and reduced melee-related wear.

Tradeoff: Moving to pursue immediately loses its conditional guard; it has no movement or power investment.

Three broad horizontal metal folds meet an unbroken tall front apron and blunt square kneecaps.
Reedbastion Legguards
castle:reedbastion_legguards
P1-360 · Added design
Rare
B2, B3

A wet-route combat choice combining wet walking mobility, poison resistance and bounded enemy knockback reduction.

Tradeoff: The wet modifier gives no dry travel advantage and the shell has less melee armor than a dry fortified set.

Stacked woven reed boxes enclose the thighs above seamless bulb-shaped knee seals.
Sallyport Rig
castle:sallyport_rig
P1-361 · Added design
Rare
B2, B3

A doorway retreat build combining backward walking speed, backward-step guard and ordinary projectile resistance.

Tradeoff: Most value requires a grounded retreat; advancing or remaining stationary leaves a weaker general armor profile.

A broad rear skirt supports short front plates and two projecting square hip flaps.
Sidewinder Cuisses
castle:sidewinder_cuisses
P1-362 · Added design
Rare
B3, B4

Combine lateral-step melee power, lateral walking speed and reduced qualifying slow duration for close-range strafe fighting.

Tradeoff: Conditional output and movement disappear during straight pursuit, retreat or stationary attacks; base armor is light.

S-shaped outer-thigh rails sit over a two-piece wrap, with narrow forward-facing knee hooks.
Siegepantry Harness
castle:siegepantry_harness
P1-363 · Added design
Rare
B4, B5

Protect trusted food and potion use while improving ally-supplied healing received during difficult recovery windows.

Tradeoff: Food and potion guard are mutually exclusive action states sharing the guard cap; the rig contributes no passive damage increase.

A high slatted apron is suspended between two large covered pannier frames with squared lower corners.
Sootline Overalls
castle:sootline_overalls
P1-364 · Added design
Rare
B3, B4

Combine fire resistance, damage-over-time resistance and guard during actual food use to stabilize hazardous recovery windows.

Tradeoff: The two resistance groups must compose under a shared proposed resistance budget; ordinary weapon hits remain a weakness.

An oversized folded bib hangs from a segmented waist yoke above heavy tubular trouser legs.
Switchback Lames
castle:switchback_lames
P1-365 · Added design
Rare
B3, B4

Favor grounded uphill and backward walking, plus resistance to qualifying short falls on ordinary stair routes.

Tradeoff: The two movement conditions share the fleetness cap and never increase jumping or authorize unsafe shortcuts; flat forward combat is weaker.

Small stepped lames rise toward the outer hips, ending in deep forked knee caps and a narrow rear tail.
Triage Chaps
castle:triage_chaps
P1-366 · Added design
Rare
B4, B5

Favor receiving ally healing after poison exposure, with poison mitigation and reduced qualifying slow duration.

Tradeoff: No condition is automatically cleansed, no heal is generated, and general melee protection is lower than a full plate choice.

Two deep split leather flaps hang beside compact rectangular thigh boxes and wide cloth knee bandages.
March of Iron
castle:march_of_iron
P1-367 · Added design
Legendary
B3, B4, B5
LEG-33

After walking 4 horizontal blocks while grounded, the next damaging melee hit within 3 seconds grants 10 percentage points guard for 2 seconds, capped; 8-second cooldown. Teleports and knockback do not charge it.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: After walking 4 horizontal blocks while grounded, the next damaging melee hit within 3 seconds grants 10 percentage points guard for 2 seconds, capped; 8-second cooldown. Teleports and knockback do not charge it.

Broad plated greaves with paired horizontal tread bars and brass knee locks.
Oaththread
castle:oaththread
P1-368 · Added design
Legendary
B3, B4, B5
LEG-36

Consuming an ally-support mark created by another item grants the wearer 5 percentage points movement for 3 seconds, subject to the fleetness cap; 10-second cooldown. No solo self-trigger or proc loop.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: Consuming an ally-support mark created by another item grants the wearer 5 percentage points movement for 3 seconds, subject to the fleetness cap; 10-second cooldown. No solo self-trigger or proc loop.

A woven leg harness with one continuous diagonal silver oath-thread.
Riftstitch
castle:riftstitch
P1-369 · Added design
Legendary
B3, B4, B5
LEG-34

Taking an enemy projectile hit arms the next direct melee hit for 3 seconds to slow that attacker by 20 percent for 2 seconds; 10-second cooldown. No teleportation, phasing or terrain bypass.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: Taking an enemy projectile hit arms the next direct melee hit for 3 seconds to slow that attacker by 20 percent for 2 seconds; 10-second cooldown. No teleportation, phasing or terrain bypass.

Split cloth leggings joined by visible offset stitches and violet ceramic tabs.
Tidebound Tassets
castle:tidebound_tassets
P1-370 · Added design
Legendary
B3, B4, B5
LEG-35

Taking a damaging melee hit while wet grants 10 percentage points guard for 3 seconds, capped; 10-second cooldown. Leaving water does not extend duration; wet state is authoritative.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: Taking a damaging melee hit while wet grants 10 percentage points guard for 3 seconds, capped; 10-second cooldown. Leaving water does not extend duration; wet state is authoritative.

Overlapping wave-shaped tassets with rough bronze rims and blue textile gaps.

50 draft designs

Foot armour

Foot armour: proposed gameplay, tradeoffs and visual intent
DesignRarity and bandsProposed gameplay and tradeoffVisual intent
Ford Moccasins
castle:ford_moccasins
P1-371 · Added design
Common
B1, B2

A flexible base favoring ordinary shallow-water walking over dry armor.

Tradeoff: Provides no swimming speed, breath extension or dry combat bonus; seams wear quickly under melee attack.

A continuous folded sole rises into a broad sealed upper with two long horizontal ankle wraps.
Iron Boots
castle:iron_boots
P1-372 · Retained concept
Common
B1, B2, B3, B4, B5

Baseline native foot armor.

Tradeoff: No fleetness or special terrain protection.

Vanilla paired iron boots.
Kilnsoles
castle:kilnsoles
P1-373 · Added design
Common
B1, B2

An insulated base reducing registered environmental fire damage underfoot.

Tradeoff: Low direct-hit armor, no lava immunity and no protection from mandatory encounter hazards.

Three thick ceramic sole blocks are separated by open gaps beneath a low leather upper.
Landing Pads
castle:landing_pads
P1-374 · Added design
Common
B1, B2

A cushioned base reducing qualifying short-fall impact during ordinary room traversal.

Tradeoff: Low armor and no reduction to lethal scripted falls, safe-zone penalties or weapon hits beyond base protection.

A deep rounded heel cushion and broad layered toe pad protrude from a narrow cloth ankle.
Portcullis Sabatons
castle:portcullis_sabatons
P1-375 · Added design
Common
B1, B2

A grounded defensive base emphasizing ordinary melee armor at the expense of walking speed.

Tradeoff: Heavy soles favor holding a line and make pursuit and route traversal less efficient.

Broad flat toes extend beneath two square stacked ankle plates and a low raised heel rim.
Softsole Turnshoes
castle:softsole_turnshoes
P1-376 · Added design
Common
B1, B2

A light base preserving ordinary grounded lateral stepping for close-range movement.

Tradeoff: Minimal armor and low durability leave the wearer exposed during repeated direct hits.

Narrow turned-up toes and a single diagonal seam sit below an open V-shaped ankle cut.
Treadlock Boots
castle:treadlock_boots
P1-377 · Added design
Common
B1, B2

A braced base reducing ordinary grounded enemy knockback without providing immunity.

Tradeoff: Rigid ankles sacrifice travel mobility, and forced encounter movement remains authoritative.

Square tread blocks project beneath a rigid ankle U-brace and a thick short heel.
Arrowheel Boots
castle:arrowheel_boots
P1-378 · Added design
Magic
B2, B3

Reduce projectile-inflicted knockback while resisting projectile damage.

Tradeoff: No melee impulse protection and no projectile block, reflection or dodging behavior.

A long rear ankle fin sits over layered flat toe plates with a hollow rectangular heel.
Baffle Boots
castle:baffle_boots
P1-379 · Added design
Magic
B4, B5

Combine resistance to damage over time with reduced projectile-related wear.

Tradeoff: The padding does not reduce direct projectile damage or melee impacts and provides no status cure.

Three large staggered baffle plates sit over the instep, with an open rectangular gap above the heel.
Brackenseal Boots
castle:brackenseal_boots
P1-380 · Added design
Magic
B3, B4

Combine poison resistance with shorter duration of eligible nonmandatory poison effects.

Tradeoff: No instant antidote action or reduction to direct melee damage; mandatory encounter-state timing remains unchanged.

A continuous bell-shaped cuff encloses overlapping broad leaf-shaped leather panels around the shin.
Courtyard Slippers
castle:courtyard_slippers
P1-381 · Added design
Magic
B1, B2

Favor forward walking mobility for ordinary travel between cleared spaces.

Tradeoff: No additional sprint or combat protection, and the open heel leaves durability low.

A long flat toe flap extends beyond a short upper, with an exposed heel loop.
Crossbar Heels
castle:crossbar_heels
P1-382 · Added design
Magic
B2, B3

Reduce enemy melee knockback while adding guard during stationary grounded defense.

Tradeoff: Movement ends conditional guard, and the rigid crossbars impose a travel penalty rather than knockback immunity.

A broad horizontal rear bar connects a tall heel cage to a short squared toe cap.
Crouchspine Boots
castle:crouchspine_boots
P1-383 · Added design
Magic
B3, B4

Combine crouched melee guard with reduced duration of eligible movement slows.

Tradeoff: Standing removes the guard allocation and slows from mandatory encounter states remain unchanged.

An arched rear spine rises from a flat low toe, while a deep front notch permits crouching.
Dartsprint Footwraps
castle:dartsprint_footwraps
P1-384 · Added design
Magic
B4, B5

Favor forward grounded sprint mobility while reducing duration of qualifying slows.

Tradeoff: No retreat bonus; the two movement effects cannot bypass the shared fleetness cap or cancel rooted encounter states.

Long narrow cloth tails trail from tightly crossed instep bands over a thin exposed heel.
Descender Shoes
castle:descender_shoes
P1-385 · Added design
Magic
B2, B3

Favor controlled grounded downhill walking with resistance to qualifying short landing impacts.

Tradeoff: No airborne steering and no protection against lethal or scripted falls; uphill travel is ordinary.

A long heel wedge projects behind a short toe cap, joined by an open triangular side brace.
Medicant Sandals
castle:medicant_sandals
P1-386 · Added design
Magic
B2, B3

Improve received direct ally healing while protecting a trusted potion-consumption action.

Tradeoff: No self-healing or faster potion completion; exposed sandal construction has low baseline armor.

A raised sole is tied by two wide crossed straps and a conspicuous square ankle clasp.
Mire Runners
castle:mire_runners
P1-387 · Added design
Magic
B2, B3

Favor wet grounded movement while shortening qualifying movement slows.

Tradeoff: No benefit to swimming, dry sprint speed or mandatory immobilizing mechanics.

Long narrow soles curve up into sealed pointed cuffs, with a deep front pleat at each ankle.
Rationrest Boots
castle:rationrest_boots
P1-388 · Added design
Magic
B3, B4

Provide guard during trusted food consumption and improve received direct ally healing.

Tradeoff: No self-supplied healing, food creation or simultaneous attack bonus; recovery still requires an actual use action or ally.

A wide flat instep ledge and folded upper form a short boot with large rectangular side pockets.
Retreat Cleats
castle:retreat_cleats
P1-389 · Added design
Magic
B1, B2

Favor backward walking speed while keeping the selected weapon facing an approaching enemy.

Tradeoff: No forward movement bonus and no implied knockback resistance; light armor favors active spacing.

Three blunt rear sole cleats extend behind a narrow toe and tall rectangular heel guard.
Shuffler Wraps
castle:shuffler_wraps
P1-390 · Added design
Magic
B1, B2

Reduce the movement cost of grounded lateral walking while crouched.

Tradeoff: No benefit to forward sprinting or standing movement; ordinary armor is weaker than plated footwear.

Wide crossed cloth bands wrap a flat split sole and finish in oversized side knots.
Skirmish Soles
castle:skirmish_soles
P1-391 · Added design
Magic
B3, B4

Favor ordinary melee power during grounded lateral steps.

Tradeoff: Stationary attacks, forward pursuit and retreat receive no conditional power; light construction sacrifices ordinary armor.

A narrow split toe is paired with a wide outer sole flange and an exposed inner ankle.
Slagstep Clogs
castle:slagstep_clogs
P1-392 · Added design
Magic
B2, B3

Combine fire resistance with shorter duration of eligible nonmandatory burning states on hot routes.

Tradeoff: Stiff wooden construction reduces ordinary maneuverability and offers little protection against enemy projectiles or mandatory hazard damage.

A single deep hollow sole supports a squat upper with two broad ceramic instep ribs.
Sleetlatch Boots
castle:sleetlatch_boots
P1-393 · Added design
Magic
B3, B4

Reduce registered cold-damage exposure while shortening eligible movement slows.

Tradeoff: Cold mitigation has no fire, poison or direct-melee benefit and does not disable encounter freezing mechanics.

A broad three-tab ankle latch closes over deep ribbed soles and blunt hexagonal toe plates.
Stairjaw Boots
castle:stairjaw_boots
P1-394 · Added design
Magic
B2, B3

Favor grounded uphill movement on legitimate ramps and stairs.

Tradeoff: The modifier ends when airborne and grants no jump height, wall climbing or flat-ground speed advantage.

A stepped front sole climbs into a deep jaw-shaped toe guard with two exposed ankle pivots.
Steadfast Iron Boots
castle:steadfast_iron_boots
P1-395 · Retained concept
Magic
B2, B3

Use foot affixes for melee guard rather than movement.

Tradeoff: Guard only; no offensive or movement roll.

A deep ankle cuff and a squared overlapping instep plate.
Stridekeeper Shoes
castle:stridekeeper_shoes
P1-396 · Added design
Magic
B3, B4

Combine forward walking movement with reduced durability loss from ordinary enemy melee hits.

Tradeoff: Damage itself is unchanged; no conditional benefit for backward movement or sprinting.

Two long raised seams run over a broad rounded toe and an unusually thick replaceable heel patch.
Tempered Iron Boots
castle:tempered_iron_boots
P1-397 · Retained concept
Magic
B2, B3

Foot-slot power allows a defensive main-hand selection.

Tradeoff: Power only; no guard or fleetness roll.

A reinforced forward toe ridge above a compact flat sole.
Vantage Sabatons
castle:vantage_sabatons
P1-398 · Added design
Magic
B4, B5

Favor stationary guard when a ranged weapon is actually selected.

Tradeoff: Moving or selecting melee removes the conditional contribution, making the heavy soles poor for pursuit.

A raised square toe hood and outward-flared ankle panels form a broad, planted outline.
Wayfarer’s Iron Boots
castle:wayfarer_iron_boots
P1-399 · Retained concept
Magic
B2, B3

Focused walking speed under the fleetness cap.

Tradeoff: Fleetness only; no power or guard roll.

A split heel plate and a thin swept ankle fin.
Ashpan Brogues
castle:ashpan_brogues
P1-400 · Added design
Rare
B2, B3

Favor grounded forward walking through fire lanes with fire resistance and reduced eligible slow duration.

Tradeoff: Neither fire resistance nor movement applies as general melee armor; no benefit to airborne movement or lava immunity.

A broad shallow tray sole rises around a low perforated upper and a square ceramic heel block.
Boltwarden Soles
castle:boltwarden_soles
P1-401 · Added design
Rare
B3, B4

Combine projectile resistance, projectile knockback reduction and projectile-related wear resistance.

Tradeoff: Concentrates all modifiers on projectile exposure; melee, poison and fire receive no special mitigation.

A long narrow toe visor and three forward-leaning ankle ribs shield a hollow stepped heel.
Breachforged Iron Boots
castle:breach_iron_boots
P1-402 · Retained concept
Rare
B2, B3

Offense-led mixed boots for approach and contact.

Tradeoff: Smaller per-stat rolls than specialists; power-led mixed allocation.

A wedge toe cap with three staggered side straps.
Bulwark Treads
castle:bulwark_treads
P1-403 · Added design
Rare
B3, B4

Combine stationary guard, bounded melee knockback reduction and fire resistance for holding a hazardous lane.

Tradeoff: Heavy treads slow travel; moving ends conditional guard and mandatory relocation remains effective.

A very wide segmented sole sits beneath a tall rectangular ankle box and two blunt front rollers.
Chapelround Sandals
castle:chapelround_sandals
P1-404 · Added design
Rare
B2, B3

Support recovery through ally healing received, potion-use guard and food-use guard.

Tradeoff: Only one trusted consumption action can contribute guard at a time; no passive regeneration and minimal ordinary armor.

A raised circular heel pad contrasts with a square toe platform beneath broad forked straps.
Confluence Iron Boots
castle:confluence_iron_boots
P1-405 · Retained concept
Rare
B2, B3

Balanced boots for rounding out a mixed six-position build.

Tradeoff: Lower power ceiling than Breachforged; mixed rolls can waste cap room.

Three offset instep panels joined by a visible heel hoop.
Craglace Boots
castle:craglace_boots
P1-406 · Added design
Rare
B3, B4

Combine uphill grounded walking, qualifying short-fall resistance and reduced melee-related wear for legitimate stair routes.

Tradeoff: No jump or climb advantage, no immunity to lethal falls and no reduction in ordinary melee damage.

Tall diagonal lacing runs between two stepped side rails above a layered toe and oversized rounded heel.
Crosscourt Footguards
castle:crosscourt_footguards
P1-407 · Added design
Rare
B3, B4

Combine lateral-step power, lateral walking speed and projectile resistance for deliberate strafe attacks.

Tradeoff: Straight advance and stationary swings lose conditional output; projectile investment displaces ordinary melee armor.

Wide outward-facing sole wings sit below short diagonal toe plates and an open inner ankle.
Emberward Spurs
castle:emberward_spurs
P1-408 · Added design
Rare
B4, B5

Combine fire resistance, potion-use guard and improved direct ally healing received during hazardous recovery.

Tradeoff: The outward heel spurs are structural rather than weapons; no fire immunity, automatic healing or attack proc is supplied.

Two short blunt heel spurs brace tall ceramic ankle ribs over an open-laced cloth toe.
Farwatch Heelguards
castle:farwatch_heelguards
P1-409 · Added design
Rare
B4, B5

Combine stationary ranged-weapon guard, projectile resistance and received direct ally healing for a defended firing position.

Tradeoff: Moving or selecting melee removes conditional guard; no range, aim assistance or extra projectile damage is implied.

Two tall rear heel shields stand behind a broad grounded sole and a short split toe canopy.
Mossquiet Boots
castle:mossquiet_boots
P1-410 · Added design
Rare
B3, B4

Combine poison mitigation, damage-over-time mitigation and increased received direct ally healing.

Tradeoff: Resistance groups compose under one proposed budget; there is no self-heal, antidote or protection against ordinary direct melee.

A tall folded upper surrounds a flat broad toe and a thick exposed stitched felt midsole.
Pavement Fold Boots
castle:pavement_fold_boots
P1-411 · Added design
Rare
B3, B4

Combine crouched lateral movement, crouched guard and reduced eligible slow duration for low-cover repositioning.

Tradeoff: Standing removes both posture-specific benefits; the wearer still moves more slowly while crouched than under an unbounded mobility fantasy.

A deep flexible front fold joins a flat divided sole to short wing-like outer ankle pads.
Pursuit Reins
castle:pursuit_reins
P1-412 · Added design
Rare
B4, B5

Combine forward sprint movement, bounded projectile knockback reduction and reduced qualifying slow duration for closing distance.

Tradeoff: No retreat or stationary defensive investment; projectile damage is normal and encounter roots remain effective.

A long strap runs from a narrow toe hook to a high rear ankle yoke, leaving the side panels mostly open.
Reedcross Galoshes
castle:reedcross_galoshes
P1-413 · Added design
Rare
B2, B3

Combine wet grounded movement, poison resistance and shorter eligible poison duration for long wet routes.

Tradeoff: A specialized wet package offers no extra dry speed or projectile defense and never immediately cures poison or modifies mandatory encounter states.

A deep continuous rubber-like shell folds around a tall cross-strapped cuff and squared broad toe.
Sallyrunner Boots
castle:sallyrunner_boots
P1-414 · Added design
Rare
B2, B3

Combine backward walking movement, backward-step guard and reduced projectile knockback for an active retreat build.

Tradeoff: The guard and movement contribution disappear during pursuit, and projectile damage itself remains normal.

A long rear split sole supports a narrow toe hood and two broad rectangular ankle wings.
Screeweave Shoes
castle:screeweave_shoes
P1-415 · Added design
Rare
B4, B5

Combine grounded downhill movement, qualifying short-fall resistance and damage-over-time resistance.

Tradeoff: No airborne shortcut, fall immunity or direct weapon damage reduction; specialist route value displaces combat armor.

A folded woven upper descends into three separate rounded heel cushions and a low narrow toe strap.
Traverse Heelplates
castle:traverse_heelplates
P1-416 · Added design
Rare
B4, B5

Combine uphill and downhill grounded movement with projectile-related wear resistance.

Tradeoff: Both slope modifiers share the fleetness cap; flat rooms gain no conditional speed and projectiles still inflict ordinary damage.

An extended split heel rail balances a blunt elevated toe with two large exposed hinge pins.
Ashstep
castle:ashstep
P1-417 · Added design
Legendary
B3, B4, B5
LEG-37

Walking 4 grounded blocks then landing a direct melee hit within 2 seconds adds 2 HP and leaves a 1-second cosmetic ember footprint; 8-second cooldown. Footprints never deal damage.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: Walking 4 grounded blocks then landing a direct melee hit within 2 seconds adds 2 HP and leaves a 1-second cosmetic ember footprint; 8-second cooldown. Footprints never deal damage.

Asymmetric boots with slanted charcoal soles and small rear ember slots.
Quietus
castle:quietus
P1-418 · Added design
Legendary
B3, B4, B5
LEG-40

After 3 seconds without dealing or taking damage, movement receives +5 percentage points while walking, subject to the cap. Any damage or unequip ends it; it re-arms after 3 seconds. No invisibility or enemy disengagement.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: After 3 seconds without dealing or taking damage, movement receives +5 percentage points while walking, subject to the cap. Any damage or unequip ends it; it re-arms after 3 seconds. No invisibility or enemy disengagement.

Soft black slippers with a divided heel and three pale, offset stitches.
Rimewake
castle:rimewake
P1-419 · Added design
Legendary
B3, B4, B5
LEG-38

A damaging enemy melee hit slows that attacker by 15 percent for 2 seconds if within 2 blocks; 8-second cooldown. One attacker; boss cap 10 percent.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: A damaging enemy melee hit slows that attacker by 15 percent for 2 seconds if within 2 blocks; 8-second cooldown. One attacker; boss cap 10 percent.

Wide frost-ribbed sabatons with a heel fin and opaque ice-coloured accents.
Stonewake
castle:stonewake
P1-420 · Added design
Legendary
B3, B4, B5
LEG-39

A verified full block while grounded grants 10 percentage points guard for 2 seconds, capped, and visibly locks the ankle hoops; 10-second cooldown. No claimed knockback immunity without a separate qualified adapter.

Tradeoff: Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build.

Exact Legendary signature: A verified full block while grounded grants 10 percentage points guard for 2 seconds, capped, and visibly locks the ankle hoops; 10-second cooldown. No claimed knockback immunity without a separate qualified adapter.

Heavy square-toed boots with stone plugs and narrow iron ankle hoops.

60 draft designs

Consumables

Consumables: proposed gameplay, tradeoffs and visual intent
DesignRarity and bandsProposed gameplay and tradeoffVisual intent
Apple Leather
castle:apple_leather
P1-421 · Added design
Common
B1, B2

Small quick ration for topping up hunger.

Tradeoff: Low total hunger return; cannot replace a main meal.

A rolled fruit ribbon held by a split wooden clasp.
Bitter Antidote
castle:bitter_antidote
P1-422 · Added design
Common
B1, B2, B3

Remove one currently active eligible poison effect.

Tradeoff: No poison immunity and no cure for unrelated debuffs.

A narrow green-glass bottle with a thorn-shaped stopper.
Bracing Draught
castle:bracing_draught
P1-423 · Added design
Common
B1, B2, B3

Gain a brief melee-guard contribution through the normal cap.

Tradeoff: No projectile protection; cannot stack defensive draughts.

A broad flask with two iron grip bands.
Bread
castle:bread
P1-424 · Retained concept
Common
B1, B2, B3, B4, B5

Basic native hunger ration.

Tradeoff: No direct heal or custom status cure.

Vanilla scored loaf.
Clearwater Vial
castle:clearwater_vial
P1-425 · Added design
Common
B1, B2

A small immediate self-heal usable while moving through a short gap.

Tradeoff: Low burst; shares restorative cooldown and never over-heals.

A squat clear vial with a single ceramic finger loop.
Cooked Beef
castle:cooked_beef
P1-426 · Retained concept
Common
B1, B2, B3, B4, B5

Native high-saturation food for sustained exploration.

Tradeoff: Eating requires a clear use window.

Vanilla cooked steak.
Cooling Salve
castle:cooling_salve
P1-427 · Added design
Common
B1, B2

Extinguish current burning when applied.

Tradeoff: No fire resistance; does not reverse damage already taken.

A shallow wax tin with a recessed snowflake stamp.
Courtyard Tea
castle:courtyard_tea
P1-428 · Added design
Common
B1, B2

Restore a small amount of health while resting stationary.

Tradeoff: Movement or incoming damage cancels the remaining channel.

A low brass cup fitted into a folded cloth cradle.
Dryfoot Wax
castle:dryfoot_wax
P1-429 · Added design
Common
B1, B2

Reduce an authored wet-floor movement penalty for a short duration.

Tradeoff: No water walking, fall protection or extra traversal access.

A boot-shaped wax tablet inside a hinged wooden case.
Dust Rinse
castle:dust_rinse
P1-430 · Added design
Common
B1, B2

Clear the named dust-obscured status after an eligible hazard.

Tradeoff: Does not reveal enemies, hidden loot or targets through walls.

A flat flask with an angled pouring lip.
Enchanted Golden Apple
castle:enchanted_golden_apple
P1-431 · Retained concept
Common
B1, B2, B3, B4, B5

Consume for its qualified native temporary effects.

Tradeoff: Scarce eligibility and native timing; not a guaranteed source reward.

Vanilla enchanted golden apple presentation.
Experience Bottle
castle:experience_bottle
P1-432 · Retained concept
Common
B1, B2, B3, B4, B5

Apply qualified native raid-session experience on trusted use.

Tradeoff: Does not grant permanent character XP or enable arbitrary enchanting.

Vanilla small corked experience bottle.
Field Loaf
castle:field_loaf
P1-433 · Added design
Common
B1, B2

A compact ration favors immediate hunger refill over sustained saturation.

Tradeoff: Lower saturation than native Bread; useful before a short fight rather than a long expedition.

A scored square loaf in a folded flax sleeve.
Golden Apple
castle:golden_apple
P1-434 · Retained concept
Common
B1, B2, B3, B4, B5

Consume for the proposed native recovery effect profile.

Tradeoff: No permanent passive bonus from carrying.

Vanilla ordinary golden apple.
Herb Wrap
castle:herb_wrap
P1-435 · Added design
Common
B1, B2

Apply a small gradual health restoration after combat.

Tradeoff: Channel cancels on damage; cannot stack healing channels.

A flat herb pad under crossed linen strips.
Honeyed Oats
castle:honeyed_oats
P1-436 · Added design
Common
B1, B2

Prepare a stable hunger reserve before advancing.

Tradeoff: Can only be eaten when native hunger rules permit.

An open hexagonal oat parcel in waxed paper.
Mushroom Broth
castle:mushroom_broth
P1-437 · Added design
Common
B1, B2

Liquid meal restores hunger and returns an empty bowl.

Tradeoff: Long drink; bowl occupies a returned supply stack.

A lidded earthen bowl with one broad wooden handle.
Roast Riverfish
castle:roast_riverfish
P1-438 · Added design
Common
B1, B2, B3

A stationary meal channel provides a long saturation reserve for an upcoming encounter.

Tradeoff: Movement or damage cancels the meal; native Cooked Beef remains usable during movement.

A split fish folded around a short skewer.
Salted Root Cake
castle:salted_root_cake
P1-439 · Added design
Common
B1, B2

Compact hunger recovery for short gaps between fights.

Tradeoff: Less saturation than a full meal.

Three root discs tied through a central reed pin.
Saltwater Gargle
castle:saltwater_gargle
P1-440 · Added design
Common
B1, B2

Clear a registered minor silence affecting supply use.

Tradeoff: Cannot suppress a boss phase or remove mandatory mechanics.

A wide-neck bottle with a perforated shell cap.
Soot Filter Chew
castle:soot_filter_chew
P1-441 · Added design
Common
B1, B2

Shorten a specifically registered smoke irritation debuff.

Tradeoff: No immunity to fire, fog mechanics or mandatory hazards.

A pleated charcoal sachet with a bite-off corner.
Sour Wake Tea
castle:sour_wake_tea
P1-442 · Added design
Common
B1, B2

Clear the named drowsiness status used by eligible encounters.

Tradeoff: No encounter interrupt or general stun immunity.

A pointed teapot bottle with a short side spout.
Splinter Wash
castle:splinter_wash
P1-443 · Added design
Common
B1, B2

Remove the published minor wound debuff.

Tradeoff: Requires that named debuff; no generic negative-effect purge.

A ribbed wash flask with a brush tied alongside.
Staunching Powder
castle:staunching_powder
P1-444 · Added design
Common
B1, B2, B3

End the current eligible bleed debuff.

Tradeoff: No health restoration; subsequent hits can reapply bleed.

A triangular paper packet with a tear notch.
Warming Sip
castle:warming_sip
P1-445 · Added design
Common
B1, B2

Reduce a registered environmental chill penalty temporarily.

Tradeoff: Cannot remove boss slow mechanics or exceed movement cap.

A small insulated flask wrapped in zigzag felt.
Watchers Biscuit
castle:watchers_biscuit
P1-446 · Added design
Common
B1, B2

An emergency snack has a very short use action when severely hungry.

Tradeoff: Requires the published low-hunger condition; cannot serve as a routine topping-up snack like Apple Leather.

A ring biscuit with one deliberately broken segment.
Arrowveil Draught
castle:arrowveil_draught
P1-447 · Added design
Magic
B2, B3

Briefly reduce registered projectile damage through a separate bounded budget.

Tradeoff: No melee protection; exclusive with other defensive draughts.

A tapered flask protected by three arrow-shaped ribs.
Ashskin Unguent
castle:ashskin_unguent
P1-448 · Added design
Magic
B2, B3

Reduce the next bounded number of registered fire hits.

Tradeoff: Expires after its duration or hit budget; never stacks into immunity.

A soot-grey ointment pot with three counting grooves.
Bitterroot Paste
castle:bitterroot_paste
P1-449 · Added design
Magic
B2, B3

Remove one eligible poison and one eligible wound in sequence.

Tradeoff: Slow application; cannot clear arbitrary encounter debuffs.

A broad paste tube wound around a root-shaped key.
Briar Sap Balm
castle:briar_sap_balm
P1-450 · Added design
Magic
B2, B3

Consume to reduce the next eligible wound duration.

Tradeoff: Does not heal or trigger retaliation; limited personal buff group.

A split seedpod jar held closed by a briar clasp.
Copperground Salts
castle:copperground_salts
P1-451 · Added design
Magic
B2, B3

Reduce registered shock damage for a short preparation window.

Tradeoff: No protection from physical strikes or scripted arena objectives.

A squat shaker with a perforated copper grounding plate.
Embermilk
castle:embermilk
P1-452 · Added design
Magic
B2, B3

Reduce subsequent registered fire damage temporarily.

Tradeoff: Cannot negate the trigger hit or mandatory lethal mechanics.

A white ceramic bottle with an offset burnt collar.
Fleet Reed Cordial
castle:fleet_reed_cordial
P1-453 · Added design
Magic
B2, B3

Temporarily add walking fleetness under the normal cap.

Tradeoff: No sprint multiplier; wasted at the cap.

A slender reed flask with two staggered joints.
Gate Oil
castle:gate_oil
P1-454 · Added design
Magic
B2, B3

Apply a short ordinary melee-power modifier to the active weapon.

Tradeoff: Power remains capped; coating ends when its selected weapon is removed.

A hinged oil can with a flat tooth-shaped nozzle.
Grave Mint Infusion
castle:grave_mint_infusion
P1-455 · Added design
Magic
B2, B3

Restore health gradually while continuing ordinary movement.

Tradeoff: Damage interrupts the remaining healing; lower burst than tonic.

A long frosted bottle with a mint sprig cage.
Ironbark Sip
castle:ironbark_sip
P1-456 · Added design
Magic
B2, B3

Temporarily increase melee guard subject to the build cap.

Tradeoff: Longer drink action; no benefit when already guard capped.

A bark-wrapped cylinder clasped by an iron fork.
Menders Broth
castle:menders_broth
P1-457 · Added design
Magic
B2, B3

Restore health in a longer uninterrupted rest channel.

Tradeoff: Cannot be used to repair equipment or bypass durability policy.

A deep bowl with a stitched-linen lid and side ladle.
Oathwater Ampoule
castle:oathwater_ampoule
P1-458 · Added design
Magic
B2, B3

Heal one selected visible admitted ally within a short range.

Tradeoff: One target and capped heal; requires trusted ally-use adapter.

A snapped-ring ampoule fitted to a blunt applicator.
Redleaf Tonic
castle:redleaf_tonic
P1-459 · Added design
Magic
B2, B3

A stationary drinking action gives a moderate immediate heal for planned recovery.

Tradeoff: Moving or taking damage cancels use; less emergency flexibility than Clearwater Vial.

A twin-neck vial with a redleaf pressed into its label.
Rimeguard Tea
castle:rimeguard_tea
P1-460 · Added design
Magic
B2, B3

Reduce subsequent registered cold damage temporarily.

Tradeoff: No blanket slow immunity and no stacking resistance drinks.

A square tea flask with a split-glass outer sleeve.
Runner Jelly
castle:runner_jelly
P1-461 · Added design
Magic
B2, B3

Grant walking fleetness only while below full hunger.

Tradeoff: Native hunger remains unchanged; no benefit at movement cap.

A segmented jelly bar in a ribbed wax trough.
Sentry Syrup
castle:sentry_syrup
P1-462 · Added design
Magic
B2, B3

Reduce projectile damage only while crouched and grounded.

Tradeoff: Standing, swimming or moving into another buff group ends it.

A square syrup jar beneath a small hinged visor.
Steadyhand Bitter
castle:steadyhand_bitter
P1-463 · Added design
Magic
B2, B3

Temporarily improve the published aimed-projectile damage family.

Tradeoff: Requires aimed hits; cannot improve unaimed or secondary impacts.

A low flask with a horizontal sight bar across its neck.
Stillness Tea
castle:stillness_tea
P1-464 · Added design
Magic
B2, B3

Improve guard while stationary for a brief prepared interval.

Tradeoff: Movement ends the conditional benefit; normal guard cap applies.

A flat-bottom teacup secured to a broad stone saucer.
Tidebreath Bottle
castle:tidebreath_bottle
P1-465 · Added design
Magic
B2, B3

Extend ordinary underwater breathing briefly for wet-area fights.

Tradeoff: No water movement boost, secret route access or infinite air.

A bulbous bottle with a ribbed shell breathing cap.
Venomcut Elixir
castle:venomcut_elixir
P1-466 · Added design
Magic
B2, B3

Remove eligible poison and provide short poison resistance.

Tradeoff: No automatic heal; resistance does not bypass encounter rules.

A hooked bottle whose stopper resembles closed shears.
Citadel Draught
castle:citadel_draught
P1-467 · Added design
Rare
B3, B4, B5

Brief balanced mitigation against melee and projectiles.

Tradeoff: Lower per-cause benefit than specialist drinks; exclusive defensive group.

A twin-chamber flask joined by a battlement bridge.
Crimson Reserve
castle:crimson_reserve
P1-468 · Added design
Rare
B3, B4, B5

A rapid large self-heal is usable only after surviving into the published low-health range.

Tradeoff: Long restorative cooldown; cannot be pre-drunk or used to top up a healthy player.

A heavy red flask inside a three-pronged steel cage.
Deepwell Restorative
castle:deepwell_restorative
P1-469 · Added design
Rare
B3, B4, B5

Restore moderate health and hunger together after trusted consumption.

Tradeoff: Lower health burst than Crimson Reserve; cannot overfill either resource.

A well-shaped stone bottle with a tiny suspended dipper.
Duelists Concentrate
castle:duelists_concentrate
P1-470 · Added design
Rare
B3, B4, B5

Temporarily improve ordinary single-target melee power.

Tradeoff: Normal power cap; no secondary damage, extra reach or loot modifier.

A needle-neck flask inside a split duelling-guard frame.
Longwatch Infusion
castle:longwatch_infusion
P1-471 · Added design
Rare
B3, B4, B5

Longer moderate projectile resistance for an exposed ranged encounter.

Tradeoff: Less peak mitigation than short draughts; exclusive defensive group.

A long rectangular flask beneath a folding sight plate.
Phoenixleaf Poultice
castle:phoenixleaf_poultice
P1-472 · Added design
Rare
B3, B4, B5

Apply a strong heal-over-time after a survived fire encounter.

Tradeoff: Living player only; no resurrection or retroactive lethal-hit prevention.

A layered leaf pad secured by a fan-shaped bronze clip.
Pilgrims Rest
castle:pilgrims_rest
P1-473 · Added design
Rare
B3, B4, B5

Heal a greater total amount through a quiet out-of-combat channel.

Tradeoff: Any incoming or outgoing damage cancels remaining healing.

A folded travel bowl with a tall arched carrying frame.
Prism Antivenom
castle:prism_antivenom
P1-474 · Added design
Rare
B3, B4, B5

Clear eligible poison and briefly resist its reapplication.

Tradeoff: Cannot clear wounds or grant global status immunity.

A six-sided ampoule holding a visible spiral glass insert.
Quiet Recovery
castle:quiet_recovery
P1-475 · Added design
Rare
B3, B4, B5

Regenerate health and clear a minor wound during complete stillness.

Tradeoff: Movement, combat or a new wound ends the channel immediately.

A shallow black bowl beneath a removable felt-lined dome.
Rampart Resin
castle:rampart_resin
P1-476 · Added design
Rare
B3, B4, B5

Consumption arms one capped guard charge for the next eligible melee impact before expiry.

Tradeoff: One incoming hit spends the charge; Bracing Draught instead provides a continuous timed guard contribution.

A broad resin tin with a raised crenellated rim.
Stormcell Cordial
castle:stormcell_cordial
P1-477 · Added design
Rare
B3, B4, B5

Short shock resistance plus grounded projectile protection.

Tradeoff: Grounded condition is required; no melee or fire protection.

A cylindrical flask between two separated copper coil halves.
Waylight Communion
castle:waylight_communion
P1-478 · Added design
Rare
B3, B4, B5

Restore a bounded amount of health to one nearby admitted ally and the user.

Tradeoff: Requires both targets in range; no substitute extra self-heal if alone.

Two small bottles linked by one hinged lantern handle.
Whitebriar Remedy
castle:whitebriar_remedy
P1-479 · Added design
Rare
B3, B4, B5

Remove the currently registered poison, wound and smoke irritation statuses.

Tradeoff: Long use action; excludes boss mechanics and unrelated effects.

A three-lobed remedy jar wrapped by a white thorn frame.
Winterheart Distillate
castle:winterheart_distillate
P1-480 · Added design
Rare
B3, B4, B5

Brief strong cold resistance with limited wound recovery.

Tradeoff: Does not remove boss slows; shares resistance-group cooldown.

A heart-shaped glass flask with an open iron cage.

20 draft designs

Materials ammunition and utility

Materials ammunition and utility: proposed gameplay, tradeoffs and visual intent
DesignRarity and bandsProposed gameplay and tradeoffVisual intent
Arrow
castle:arrow
P1-481 · Retained concept
Common
B1, B2, B3, B4, B5

Ordinary ammunition for qualified native bows and crossbows.

Tradeoff: No passive effect and no special projectile modifier.

Vanilla straight arrow silhouette.
Bitterroot Bundle
castle:bitterroot_bundle
P1-482 · Added design
Common
B1, B2

Input for the proposed antidote supply recipe.

Tradeoff: No direct effect while carried and no equipment transformation.

Two twisted roots bound through a flat seed tag.
Charcoal Briquette
castle:charcoal_briquette
P1-483 · Added design
Common
B1, B2

Fuel the proposed lantern refill supply recipe.

Tradeoff: No smelting, equipment recipes or unrestricted block use.

A pressed charcoal oval pierced by a cord hole.
Clean Linen
castle:clean_linen
P1-484 · Added design
Common
B1, B2

Input for the proposed herb-wrap supply recipe.

Tradeoff: Usable only in raid-local supply crafting.

A three-fold cloth strip secured with a wooden needle.
Diamond
castle:diamond
P1-485 · Retained concept
Common
B1, B2, B3, B4, B5

Raid-local focusing input for the proposed Hooded Glowstone light-supply recipe.

Tradeoff: No equipment crafting, backend currency or permanent extraction.

Vanilla blue faceted diamond.
Emerald
castle:emerald
P1-486 · Retained concept
Common
B1, B2, B3, B4, B5

Allowlisted native tender for one raid-local basic-supply trade.

Tradeoff: No account-currency conversion or permanent extraction.

Vanilla green-cut emerald.
Empty Field Flask
castle:empty_field_flask
P1-487 · Added design
Common
B1, B2, B3

Returned vessel and input for the basic antidote recipe.

Tradeoff: Empty carry grants no effect; cannot represent an owned equipment item.

A squat empty bottle with a removable loop stopper.
Gold Ingot
castle:gold_ingot
P1-488 · Retained concept
Common
B1, B2, B3, B4, B5

Raid-local input for the proposed Lantern Refill supply recipe.

Tradeoff: Cannot craft equipment or represent persistent currency.

Vanilla bevelled gold bar.
Lantern Refill
castle:lantern_refill
P1-489 · Added design
Common
B1, B2, B3

Refuel an allowlisted light socket without moving world geometry.

Tradeoff: Limited charge; never damages terrain or opens new routes.

A ribbed oil cartridge with an enclosed wick cap.
Practice Bolt
castle:practice_bolt
P1-490 · Added design
Common
B1, B2

Provide one ordinary owned bolt for compatible custom crossbows.

Tradeoff: Consumed on launch; no piercing, explosive or permanent recovery.

A blunt three-fin bolt with a square wooden head.
Quartermaster Scrip
castle:quartermaster_scrip
P1-491 · Added design
Common
B1, B2, B3, B4, B5

Spend at the raid-local quartermaster on allowlisted supplies.

Tradeoff: Cannot become account currency or permanent inventory.

A square punched tin chit with one clipped corner.
Route Chalk
castle:route_chalk
P1-492 · Added design
Common
B1, B2, B3

Place a bounded party-visible navigation mark on an proposed marker point.

Tradeoff: No terrain edits, wall vision, chest detection or reward triggers.

A notched chalk stick in a split leather sleeve.
Signal Pennant
castle:signal_pennant
P1-493 · Added design
Common
B1, B2, B3

Request a short party-visible regroup marker at the user position.

Tradeoff: Bounded lifetime and rate; cannot claim sources or teleport players.

A folded swallowtail pennant on a short hinged mast.
Stone Pickaxe
castle:stone_pickaxe
P1-494 · Retained concept
Common
B1, B2, B3, B4, B5

Mine only allowlisted disposable supply nodes under an Adventure-mode adapter.

Tradeoff: Cannot alter castle structure, objectives, safe areas or reward conditions.

Vanilla stone pick head with a wooden handle.
Torch
castle:torch
P1-495 · Retained concept
Common
B1, B2, B3, B4, B5

Provide ordinary light at proposed supply sockets.

Tradeoff: Placement is restricted to allowlisted sockets; no unrestricted block edits.

Vanilla short stick and flame.
Hooded Glowstone
castle:hooded_glowstone
P1-496 · Added design
Magic
B2, B3

Create a quiet bounded light marker at an proposed supply socket.

Tradeoff: No dynamic carried-light claim until native proof; no damage effect.

A faceted light core enclosed by four hinged opaque shutters.
Reinforced Bolt
castle:reinforced_bolt
P1-497 · Added design
Magic
B2, B3

Higher base impact bolt for slower compatible crossbow profiles.

Tradeoff: Reduced projectile speed and heavier proposed reload profile.

A broad metal bolt with a fluted central spine.
Salt-Tipped Arrow
castle:salt_tipped_arrow
P1-498 · Added design
Magic
B2, B3

A compatible owned arrow supplies an ordinary wet-target damage modifier.

Tradeoff: One projectile only; no universal debuff or passive carried bonus.

An arrow with a split salt-ceramic tip and short rear vane.
Prismatic Survey Lens
castle:prismatic_survey_lens
P1-499 · Added design
Rare
B3, B4, B5

Read range and line of sight to one already visible registered target.

Tradeoff: Information only; no aim assistance, hidden-target reveal or combat stat.

A hand lens with three offset glass segments and a folding ruler.
Splithead Arrow
castle:splithead_arrow
P1-500 · Added design
Rare
B3, B4, B5

Improve the first direct impact against an armored registered enemy.

Tradeoff: Consumed on launch; no pierce or secondary victim.

An arrow whose two broad wedges meet around a narrow centre slot.

Open production decisions

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