Lootbound items

Lootbound Items

Lootbound items: weapons, armor, and accessories as grid shapes. Learn categories and keep-or-drop. Full ~400 unique catalog stays TBA — no invented names.

Watch a loot card hand a few shapes, then move one item onto the grid and leave the rest.

~15 min read

At A Glance

Lootbound items are weapons, armor, accessories, and the odd consumable — not a slot list. Lootbound (ArtDock / Dreland Enterprises) gives every piece a geometric footprint. It only exists in a fight while it stays seated on that hero or companion. This wiki page is the category rulebook. Named uniques and a dumped 400-row catalog stay TBA. Verified August 15, 2026 · Steam.

FactDetail
PlatformSteam · Win / macOS / Linux · Xbox Series
GenrePixel top-down tactical roguelite
ModeSingle-player
What an item isA rotatable grid shape — no helmet / weapon / armor slots
FamiliesWeapons · Armor · Accessories · Consumables
Works whenEquipped on that character’s grid only
Loot cardA few offers; you move one item into a bag
AurasSome pieces buff adjacent weapons or armor
High rarityLegendary / Divine often carry directional auras — footprint still taxes
Full catalogTBA — do not treat this page as a 400-name dump
Collection goalXbox achievement Collector reports “Discover 400 unique items” (60G)
SteamApp 3091140 · 20 achievements on the PC list

What are Lootbound items?

Steam’s line is the definition: items do not have fixed slots. You rotate them and place them while a cell is free. A Lootbound items page is therefore a type guide, not a bestiary. The piece is a polyomino first and a stat stick second.

What the tooltip showsWhat it actually is
Name + rarity bannerIdentity. Useful later; useless if the shape will not seat
FootprintThe real cost — bars, L-shapes, singles, large irregulars
Category / synergy lineWeapon, plate, helm, instrument, or a consumable — the lock auras care about
Self statsWhat the piece is worth alone — usually the smaller half
Aura / adjacent textA neighbor bonus, not a self-buff — auras
Class lockSome rewards only fire on Warrior, Paladin, Witch, or Bard

The grid is the item slot

If ten helms fit, the game will let you wear ten helms. If a class-locked sword will not accept the current hero, it still occupies the same kind of cells on the companion who can swing it. Treat every drop as a shape that wants a home, then read the family.

Unequipped loot is flavor text

A shape in the reward pile, a preview you cancelled, or a piece you kicked off the board to make room is not in the next fight. Companions follow the same rule. The inventory page is the packing ritual; this page is what you are packing.

Once you accept that the board is the catalog, the next screen to learn is the loot card — because you only get one seat.

How do I read a loot card?

After a win the card offers a short list. Demo and 1.0 clips repeat the same tutorial: move only one item from that card into an inventory, rotate to free space, discard the rest. The rest walk away. That is why category-reading happens before the drag.

Lootbound loot card offering a short list of item shapes after a win
  • Do01Read the family first — weapon, armor, accessory, or consumable — before the gold border
  • Do02Count the cells and note bar vs L-shape vs single vs large irregular
  • Do03Check the synergy / class line (sword, plate, helm, instrument, hero-only potion)
  • Do04Ask which grid can legally use it — hero, or the recruit who owns that lock
  • Do05Take one seat. Discard the leftover instead of forcing a second shape into a jagged hole

One card, one seat

The in-game prompt is blunt about the one-item rule. Hovering a shape over empty cells is a test. If you leave the card without placing, you took nothing. If the outline stays red, you took nothing. A “full” screenshot of three pretty borders is still zero upgrades.

Blacksmith is not a second loot card

Later nodes can hand blacksmith gems that drag onto a seated piece to raise its stats. Playthroughs treat the enhance as permanent on that item. Do not spend a gem on a fringe you will discard next biome. Gem names and exact bonuses stay TBA — they modify a category you already packed; they are not a fifth family on this table.

If you do not know which family you just picked, the next section is the only index this wiki will publish until names are logged.

What item categories actually exist?

Community writeups and the in-game synergy line agree on four families. Subtypes you will see on tooltips — sword, plate, helmet, instrument — are locks, not a dumped unique list. Every named row below is a type. The full unique catalog is TBA.

CategoryWhat it is forTypical linesPack noteFull list
WeaponsOffense. Aura magnetsSlash · Crush · Acid · Chaos · crit-style damageBars on an edge; keep a damage districtTBA
ArmorSurvivabilityArmor · Health · Resistance · Order · plate / helm locksDefense district; Paladin lives hereTBA
AccessoriesUtility hingesInitiative · Order · Chaos · Dodge · crit chance · manaOften one cell; do not bury them in the coreTBA
ConsumablesOne-use toolsHealth potions · mana potions · bombs (community examples)1.0: hero grid — confirm companions still cannot seat themTBA

Weapons are not always the damage

Weapons carry the offensive stats, and many auras only fire on a weapon type — swords-only is the usual example. That is why a compact common blade touching two legal auras can out-hit a louder spear parked on the far edge. [Into Indie Games](https://intoindiegames.com/walkthroughs/tips-tricks/lootbound-beginners-guide/) makes the same point: moving a weapon one tile can be the upgrade. Exact weapon names stay off this table on purpose.

Armor is a district, not a slot

Armor pieces stack Armor, Health, Resistance, and the defensive bonuses Paladin kits want. Playthroughs also show a plate lock and a helmet lock as separate synergy lines — a thorns aura that only paints plate will ignore a generic “armor” neighbor. Steam never reserved a head row. If four helms fit and the aura wants helms, four helms is a legal kit.

Accessories and consumables are the small pieces

Accessories are why Initiative, Order, and Chaos show up on a board that already has a sword. Consumables are the drinks and bombs. Both look skippable next to a legendary bar. Both are how a run actually lasts. Details sit in the two sections after the keep-or-drop table.

Before you chase a gold border, learn why the banner is the last column.

Why does shape beat a legendary banner?

Reviews of the 1.0 loop keep repeating the same tax: Legendary and Divine pieces are the tiers most likely to project a directional aura — a high-tier sword that buffs the weapon below it is the usual picture. The footprint is still the cost. A legendary irregular that deletes three contacts is a downgrade even when the tooltip is louder.

Lootbound item tooltip showing an armor aura and plate synergy category
BannerWhat players reportWhat you should do
Common / uncommon compactOften the piece that sits in two aurasKeep if it feeds the district
Rare with a clean barEasy edge piece; may lack an auraKeep as a border if the type matches
Legendary / Divine + legal lockDirectional aura is the real prizeSeat the emitter, then wrap legal neighbors
Legendary / Divine irregularCan wipe a plus-shaped holeDrop unless one slide saves the cluster
Cannot-rotate auraFacing is lockedBuild around it — do not force a rebuild for the banner

Rarity is a hint, not a rank

The full rarity ladder and every unique name stay TBA. Do not plan a run around a copied “+40 on four swords” story problem. One recorded tooltip mixed several stats on a single un-rotatable piece — tradeoffs exist, and the live number is whatever that item says today. Count legal neighbors. Then open auras if the glow is the part you still do not trust.

Class lock beats banner too

A Paladin-only plate on the Witch grid is furniture. A Bard instrument lock on the Warrior is a tourist. Pack the classes role, then the rarity. The mid-page table below is the keep / drop / rotate call once the outline is green.

When do I keep, drop, or rotate a drop?

Use this after you have named the family. Stats are the last column. A legendary that deletes two aura contacts is a downgrade even when the border is gold.

SituationKeepDropRotate / slide
Weapon that fits the damage districtYes, if Slash / Crush / Acid / Chaos matches the biomeIf it is a tourist type in a working clusterBars along the rim, not through the plus
Armor that feeds plate / helmOn the tank or the body that is dyingOn a slasher who needed a weapon cellSlide until the lock actually touches
Accessory with Initiative / Order / Chaos you lackYes, on the fringeIf it is a spare you are “saving”Single cells are hinges — keep two empty if you can
Consumable on a full hero bagIf it is the last heal or mana you will spendDuplicates you will not click this biomeNever test it on a companion grid
Legendary irregular, working clusterOnly if it replaces both jobs the cluster was doingDefaultTry every facing first; one slide can save the pair
Class-locked to someone elseOn that companion’s gridOn the hero — it will never fireDo not waste hero cells testing it
Duplicate of a seated pieceOnly when the copy enables a second auraWhen it is pure overlapStack them only if the lock wants that type twice

Three questions, in this order

What family is it? Does it feed an aura I already seated? What do I throw out to make room? If the answer to the last one is “the cluster that is carrying the run,” leave the drop on the floor. Inventory space is the scarce currency — gold-bordered Lootbound items are not.

When the hero bag is full, look sideways

Steam wants a separate set of equipment for the hero and each companion. If the hero is dense and a Paladin is hollow, “keep” can mean “keep, but not here.” That is also why accessories deserve their own pass — they are the pieces that change who acts first.

After you name the category

Matched by build plan, shared topics, and guide progression — not random related links.

Do accessories change Initiative, Order, Chaos?

Yes — that is the usual job. [Into Indie Games](https://intoindiegames.com/walkthroughs/tips-tricks/lootbound-beginners-guide/) groups accessories as utility: Initiative, Order, Chaos, Dodge, critical chance, and mana. They rarely win a tooltip contest against a sword. They decide whether the sword gets to swing.

Accessory jobWhy you seat itWhere it sits
InitiativeWho acts first on the bar — often the hero you clickFringe or a single-cell gap near the body that should move
OrderAmplifies heals, armor repair, blessings — Paladin languageNext to plate, not next to a Chaos curse kit
ChaosAmplifies curses and other negative effects — Witch languageOn the Witch grid; keep it off Paladin plate
Dodge / crit / manaSecondary defense, crit kits, or run-extending refundsUtility corner — do not split the damage plus

Initiative is a packing stat

You cannot drag a companion earlier on the combat bar. You pack Initiative onto the body that should move first. Accessories are the usual seat. Named rings and charms stay TBA. If the Paladin’s hold lands after the Witch’s curse, the round was packed backwards — combat is the turn-order page; this page is why that accessory was on the wrong grid.

Order and Chaos pull opposite ways

Do not sprinkle both on one board and hope they average out. Order wants the armor district. Chaos wants the curse kit. A single accessory that lists both is a tradeoff, not a free win — read the line, then pick a side. Damage-type matchups that those stats feed sit on damage types.

The last family is the one new players park on a companion and then cannot drink.

Where do consumables sit on the grid?

1.0 tutorial / play: companions can wear gear; drinks stay on the hero. Health potions, mana potions, and bombs — the examples community guides keep naming — live on the hero grid. Treat that as the default until a patch says otherwise.

PieceWhich gridWhy
Weapon / armor / accessoryHero or the matching companionClass locks still apply; rotate to fit
Consumable1.0: hero gridYou only click the hero — a drink on a recruit is wasted cells
Blacksmith gemOnto a seated keeperEnhances an item you will still own next biome

Do not let potions break a district

Consumables are temporary. Park them on the fringe or in a single-cell gap so using one does not rip a hole through the damage cluster. Xbox also lists Alchemist’s Apprentice — buy fifteen consumables in the Hub — which is how we know drinks are a real meta category, not flavor. A two-consumable carry cap stays TBA until we log the 1.0 bag.

Hero bag is the only backpack you click

Because combat is hero-only, a potion on the hero is the only potion you can spend. A “full” companion grid stuffed with drinks is a misread of Lootbound items, not extra storage. If the hero bag is the bottleneck, drop a fringe accessory, not the last heal.

Which leaves the question every wiki visitor types next: how many items are there, really?

How many Lootbound items are there?

Public Xbox achievement lists report a Collector goal: Discover 400 unique items (60 Gamerscore). That is a collection target, not a spreadsheet we can paste. This wiki will not invent a 400-name dump to look complete. The live unique count, per-biome tables, and every official name stay TBA until we log the 1.0 index.

ClaimWhat it isHow this page treats it
~400 unique itemsXbox Collector achievement text, as reportedCite as a hunt goal — not a catalog
20 Steam achievementsPC achievement count on the Steam listingHunt page: achievements
Alchemist’s ApprenticeBuy 15 consumables in the Hub (Xbox / achievement lists)Confirms consumables as a real family
Named uniquesNot published by ArtDock as a public databaseTBA — memorize families and locks
Per-type counts (93 weapons, …)Fan tracker mockups, not official splitsIgnore until we have a logged index

Collection is not a first-run job

A first expedition is a packing puzzle. You will not see 400 shapes, and you should not reroll a working kit to “discover” a banner. If you are hunting Collector later, keep a mental note of families you have never seated — a new accessory lock is a discovery; a third copy of the same sword is not. Confirm the live wording on Xbox and Steam before you treat 400 as a patch-proof number.

What we will add when names exist

When a reliable 1.0 dump exists, this page grows into a filterable index — name, family, shape, lock, aura side — not a wall of guessed titles. Until then, the useful page is the one that teaches you to refuse a legendary that does not fit. The last pass is the mistake list.

What item mistakes waste a good drop?

Scan this before the next loot card. Each row is a category error, not a combat error.

MistakeFix
Treating the bag as a 400-item checklistPack the family in front of you. Collector is a later hunt
Seating rarity before footprintRotate first; drop the legendary if it breaks two auras
Ignoring the synergy lineSword / plate / helm / instrument locks are the aura’s audience
Parking a class-lock on the wrong bodyOpen that companion’s grid — classes
Consumables on a recruitMove them to the hero — 1.0 companions could not seat drinks
Forcing a second item off one loot cardYou only get one seat per card — discard the rest
Saving “just in case” junkEmpty cells are future auras. Discard the spare
Sprinkling Order and Chaos on one boardPick a side. Paladin plate and Witch curses do not average
Gemming a fringe you will sellEnhance a keeper. Blacksmith is permanent on that piece
Chasing a dumped fake wiki listIf a site names 400 uniques with no source, close it

One habit that fixes most of them

Before you leave the card, say the family out loud, then look at the grid that can use it. If the outline is green and the lock matches a neighbor, seat it. If the glow dies, slide. Then take the sequel page — the backpack is how these Lootbound items become a build.

Lootbound items FAQ

What are Lootbound items?

Weapons, armor, accessories, and consumables that exist as rotatable grid shapes. They only work while equipped on that hero or companion. There are no fixed equipment slots.

How many items are in Lootbound?

The full unique catalog is TBA. Public Xbox achievement lists report Collector — Discover 400 unique items (60G). Treat ~400 as a reported collection goal, not a dumped wiki list.

What is the difference between weapons, armor, and accessories?

Weapons carry offense and most damage auras. Armor carries Armor, Health, Resistance, and plate / helm locks. Accessories are utility — Initiative, Order, Chaos, Dodge, crit, mana.

Do legendary Lootbound items always win?

No. Legendary and Divine pieces often carry directional auras, but a huge irregular that breaks two contacts is a downgrade. Shape and lock beat the banner.

Can companions equip consumables?

No. Companions can wear gear. Consumables typically stay on the hero grid only — you only click the hero in combat.

How many items can I take from a loot card?

One. Move a single item onto a grid, then discard or walk away from the rest.

Do Lootbound items have fixed slots?

No. Steam: rotate and place as long as a cell is free. Ten helms is legal if they fit and an aura wants helms.

Which accessories should I keep?

Keep Initiative if turn order is wrong, Order on Paladin plate, Chaos on a Witch curse kit, and mana refunds if you are going dry. Named pieces stay TBA.

Is there an official item database?

Not as a public ArtDock dump at launch. This wiki will not invent names to fill the gap. Check Steam and the Xbox store listing for systems copy.

Where do I learn to pack a shape?

The inventory page — rotate, seat, then leave. Aura adjacency is on auras.

Last verified?

August 15, 2026

Related pages

Matched by build plan, shared topics, and guide progression — not random related links.

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