Best Items for each class in Halls of Torment

Which items should you use?

I've fallen deep into the Halls of Torment, and I can't get out. Okay, not really; my runs usually end in defeat, which frees me from the more difficult levels. That said, I've experienced victory, and this has taught me which items and classes to pair together. Items can drastically change a build, so it's important to use the right ones.

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Best Items in Halls of Torment

The following are the best items I recommend for every class in Halls of Torment. This list was compiled using builds in my gameplay, as well as theory crafting. Different builds may call for different items, but these play to the character's strengths. Keep in mind the game is in early access, so new items or balance changes may be introduced. That said, here are the best Halls of Torment Items.

Swordsman

  • Garment: Shadow Cloak
  • Footwear: Spike Boots
  • Gloves: Fencer Gauntlets/Thornfists
  • Headwear: War Horns
  • Necklace: Blood Catcher
  • Ring: Echoing Band
  • Ring: Wooden Ring

Archer

  • Garment: Chain Mail
  • Footwear: Runner Shoes
  • Gloves: Hunting Gloves/Quickhand Gloves
  • Headwear: Wind Crown
  • Necklace: Collar of Confidence
  • Ring: Wooden Ring
  • Ring: Copper Ring

Exterminator

  • Garment: Blazing Shell
  • Footwear: Firewalker Boots
  • Gloves: Hunting Gloves
  • Headwear: Ruby Circlet
  • Necklace: Collar of Confidence
  • Ring: Seal of Rebirth
  • Ring: Iron Ring

Cleric

  • Garment: Chainmail
  • Footwear: Runner Shoes
  • Gloves: Quickhand Gloves
  • Headwear: Wind Crown
  • Necklace: Bloodcatcher
  • Ring: Iron Ring
  • Ring: Echoing Band

Shieldmaiden

  • Garment: Shadow Cloak
  • Footwear: Elven Slippers
  • Gloves: Fencer Gauntlets/Thornfists
  • Headwear: War Horns
  • Necklace: Collar of Confidence
  • Ring: Iron Ring
  • Ring: Echoing Band

Related: Halls of Torment Gold Farm Guide

Sorceress

  • Garment: Chain Mail
  • Footwear: Electrostatic Treads
  • Gloves: Hunting Gloves
  • Headwear: Thunder Crown
  • Necklace: Collar of Confidence
  • Ring: Wooden Ring
  • Ring: Seal of Rebirth

Warlock

  • Garment: Shadow Cloak
  • Footwear: Runner Shoes
  • Gloves: Invocator's Grasp
  • Headwear: War Horns
  • Necklace: Collar of Confidence
  • Ring: Pest Ring/Demonic Bond/Necromancers Clutch
  • Ring: Seal of Rebirth

All Items in Halls of Torment, Explained

Garments

NameEffectUnlockCost
Blazing ShellHas a high chance of burning enemies that touch you. (50%)
+6 Block Strength
Chapter II: Ember Grounds (Scorched Slayer 1)8,000 Gold
Chain Mail+10% Health Capacity
+3 Defense
Starting Item2,000 Gold
Defiant PlateGives 3 Defense for 5 seconds after receiving damage. (Cannot exceed 30 Defense)Story: Steady Shield (Who needs defense?)7,000 Gold
Hunter's GarbIncreases damage by 8% per second while standing still, up to 40%. Resets when you move.Story: Swift as an Arrow (Taking Aim)6,000 Gold
Blood-Soaked ShirtA slain enemy has a 3% chance to give you 1 HP.Story: Path of the Sword (Blood's Taste)5,000 Gold
Plate Armor+6 Block StrengthStarting Item2,000 Gold
Shadow CloakSpawns shadow nearby that damage enemies and increase block chance.Story: Demonic Pact (Stepping Back)5,000 Gold

Footwear

NameEffectUnlockCost
Electrostatic TreadsCharges up when you move. When fully charged emits an electric shock wave that damages and stuns enemies.Story: Lightning Storm (Electrostasis)8,000 Gold
Elven SlippersIncreases block strength while moving to a cap of ten. Increasing movement speed increases the cap. Standing still removes the bonus.Story: Swift as an Arrow (Novice Archer)4,000 Gold
Firewalker BootsLeaves behind a trail of fire. Fire has a chance to burn enemies that pass over it.Story: Scorched Earth (Firewalker)8,000 Gold
Bogged BootsLeaves behind a trail of goo that slows enemies. Goo disappears after ten seconds, or several enemies pass through it.Chapter 1: Haunted Caverns (Slime Slayer 1)4,000 Gold
Pace SetterRegenerates 1 HP every second you are not moving.Story: Unholy Crusade (Fragile Stamina)4,000 Gold
Plated Boots+3 DefenseStarting Item2,000 Gold
Runner Shoes+15% Movement SpeedStarting Item2,000 Gold
Spike BootsDrops ten spikes when you take damage. These deal 100 damage and stun the enemy. Recharges after 4 seconds and cannot be blocked.Story: Path of the Sword (Forward)3,000 Gold

Related: Halls of Torment Tips & Tricks Guide

Gloves

NameEffectUnlockCost
Fencer GauntletsEach time you block you have a 50% chance for an additional attack that always crits.
+5 Block Strength
Story: Steady Shield (Direct Hits)5,000 Gold
Hunting Gloves+30% Additional Strike / ProjectileStory: Swift as an Arrow3,500 Gold

Invocator's Grasp
+40% Summon Spawns
+40% Summon Duration
+20% Summon Damage
Story: Demonic Pact (Trained Warlock)6,500 Gold
Longfinger Gloves+80% pickup rangeStarting Item2,000 Gold
Quickhand Gloves+20 Attack SpeedStarting Item2,000 Gold
Spellcaster GlovesWhen you do not use your main attack for 2 seconds, your abilities become stronger over time, up to 66.6%.Story: Chapter II: Ember Grounds (Additional Fees)6,660 Gold
ThornfistsDeals a critical hit to each enemy that hurts you.Story: Path of the Sword (Just a Flesh Wound)3,000 Gold
Devouring HandsWhen you die, Devouring Hands will consume a random equipped item to revive you with 30% of your max health.Unknown10,000 Gold
Sparking TipsWhen you hit a burning enemy with physical attacks, that enemy will spark fire damage projectiles dealing damage based on the burn strength with a chance to set the targets on fire.Story: Scorched Earth (Flammable)4,000 Gold

Headwear

NameEffectUnlockCost
Wind Crown1% attack speed for 5s for each killed enemy (up to +50% attack speed).Story: Swift as an Arrow (Untouchable)7,000 Gold
Fighter's HeadbandOn killing a boss or elite Activate health regeneration for 60 seconds regenerating 1% health per second.Story: Path of the Sword (Undaunted)3,000 Gold
Gorgon MaskEvery second you look at the enemies, you slow them. Deals 1 damage per stack slow on the enemies when triggering.Unavailable5,000 Gold
Helmet+3 defense
+3 block strength
Starting Item2,000 Gold
Hood+12% health capacity
+2 defense
Starting Item2,000 Gold
Ruby CircletDeals 4% additional damage for each burning enemy. Limited to 60%.Story: Scorched Earth (Burning Masses)8,000 Gold
Thunder CrownHitting electrified enemies with magic attacks triggers lightning. The lightning deals 100 damage and has a chance to electrify the target.Story: Lightning Storm (Queen of Thunder)7,500 Gold
War HornsEvery 5s you perform a war cry which weakens enemies in its range for 5s adding 3 stacks of fragile to them.Chapter I: Haunted Caverns (Hellhound Slayer I)4,000 Gold

Necklaces

NameEffectUnlockCost
Blood CatcherEach time you've dealt 100x your maximum health in damage, you regenerate 1 health point.Story: Unholy Crusade (Fragile Body)6,000 Gold
Collar of Confidence+5% damage for each enemy in your pickup range.
The maximum is 50%
Story: Swift as an Arrow
(Confident)
8,000 Gold
Duelist's Spark50% damage
-5% damage for each enemy in your pickup range
Story: Steady Shield
(Duellist)
8,000 Gold
Jade Amulet+50% XP GainMilestones
(Novice)
5,000 Gold
Maiden's TearWhen you would take damage, regenerate 10% health instead. Recharges 90 seconds.Story: Steady Shield
(Maiden's Blessing)
5,000 Gold
Scars of Toil+0.07% damage for each missing health pointStory: Path of the Sword
(Novice Swordsman)
6,500 Gold
Warrior's FervourWhen picking up a potion, add a rage buff for 15 seconds. Takes 60 seconds to recharge.
+100% Attack speed
+100% Damage
Unavailable4,000 Gold
Gatherer's CharmHelps you locating ingredients for new potions.
+10% Movement Speed
Free Cupbearer (Forgotten Viaduct)0 Gold

Rings

NameEffectUnlockCost
Copper RingIncreases the base critical damage by 40%Starting Item2,500 Gold
Demonic BondEvery 5 seconds, you summon an imp to fight by your side. They will be gone after a set time which can be extended.
Can handle 5 summons at a time.
Story: Ember Grounds
(Flamedancer)
5,000 Gold
Echoing BandDamaging an enemy with Physical attacks has a 20% chance to deal 40% of the damage as splash damage.Story: Path of the Sword
(Power Hitter)
8,000 Gold
Guiding StarWhile attacking: +40% attack speed, -30% movement speed
While moving: -30% attack speed, +40% movement speed
Story: Swift as an Arrow
(Forward Evermore)
6,000 Gold
Iron Ring+10 base attack damageStarting Item4,000 Gold
Necromancers ClutchEvery 15 seconds, you summon a skeleton to fight for you. They will perish after a set time, but their life force can be extended.
Can handle 5 summons at a time.
Chapter I: Haunted Caverns
(The Skeleton Lord)
5,000 Gold
Ring of FireTransforms the damage type of your main weapon into fire. It has now a +15% chance to Burn enemies on hit.Story: Scorched Earth
(Novice Exterminator)
5,000 Gold
Pest RingSummons a rat every 2 seconds. Rats bite up to 10 random enemies applying 5 debuffs at random with each bite.Story: Scorched Earth
(Pest Killer)
3,500 Gold
Ring of ThunderTransforms the damage type of your main weapon into electric. It has now a +15% chance to Electrify enemies on hit.Story: Lightning Storm
(Thunderstrike)
5,500 Gold
Seal of RebirthWhen you die, the seal breaks and revives you with 50% of your max healthMilestones
(Trader I)
10,000 Gold
Wooden Ring+10% base crit chanceUnknown2,500 Gold

For more information on Halls of Torment, check out Halls of Torment Tier List – Best Characters and Halls of Torment Wellkeeper Guide & Location on Pro Game Guides.

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About the Author

Justin has been diving into fantasy worlds since he can remember. He is a certified nerd who has a deep love of reading, writing, and hiking. He has been writing since his college days, but specifically in gaming for two years. His favorite games are The Legend of Zelda, Pokémon, Hollow Knight, Celeste, and Banjo Kazooie.
Find Justin Joy On: Twitter
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Best Items for each class in Halls of Torment

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