TUNIC
Equipment, offerings and cards
Check acquisition and use conditions for 10 major items, 6 offering types, and locations/basic effects for 16 cards. Distinguish ordinary money from Golden Coins, and healing flasks from consumables.
Scope: Basic progression for Steam App 553420, including assistance settings added in the official 2022-09-27 update. Checked: 2026-10-02 UTC. This is not a single list of current build numbers across every platform.
Later progression appears when you choose "Expand to read," and puzzle inputs require the additional "View answer" choice. Search alone does not open closed answers. Chapter links open the chapter you select.
Major items: acquisition routes and use conditions
| Item | Acquisition route | Use | Caution |
|---|---|---|---|
| Stick | Small torchlit room above the starting point | Early melee attacks; your first weapon. | Use the Sword for cutting ordinary tough grass. |
| Sword | Hero's Grave in the East Forest. Use the ladder right of the gate to reach the lever, then take the narrow path beside the grass | Melee attacks and cutting grass. | Plan before picking it up on a new save targeting the Gun-first achievement. |
| Shield | Take the Old House Key from the feet of the shield-bearing Envoy and follow the house wall's hidden passage | Hold to block; a brief input parries. | Holding it slows stamina recovery. |
| Lantern | Beyond the waterway after Beneath the Well, near a purple-glowing black pillar | Makes the Dark Tomb easier to see. | Get it before trying to avoid traps without light. |
| Magic Dagger | West Garden: small basement south of the route to the knight | Freezes nearby enemies. Uses MP. | Reserve MP for attacking after freezing. |
| Magic Wand | Exit above the Sealed Temple; near the golden slab before the mountain | Ranged attacks. Uses MP. | Target flying enemies or boss summons. Replenish MP with Blue Fruit. |
| Magic Orb | Go northeast from the Ruined Atoll into the Frog's Domain. Take the side route right of the large golden gate at the back toward the altar | Pulls enemies; moves you toward grapple targets. | The large golden gate is not necessarily the destination. Check grapple targets on the return route too. |
| Gun | Lower Quarry platform. Examine routes behind rocks and the ladders/platforms above and below | Close-range spread shot. Uses MP. | Obtaining it before the Sword is a specific achievement condition, not a requirement for normal progression. |
| Hourglass | Chest in the room below the Overworld bridge | Slows surrounding time. Uses MP. | Choose between this and spending MP on other weapons. |
| Hero's Laurels / later-game movement gear | Complete 6 combat trials below the Cathedral | Changes dodge into a short dash to cross separated platforms. | Return for previously unreachable sheets and Hero's Graves. See the progression article for detailed acquisition steps. |
Open the inventory near a shrine to upgrade stats
- Find the matching offerings in chests. Money alone is insufficient.
- Stop near the shrine and open the inventory before selecting rest. Choose a lower-right stat entry.
- Check and pay the displayed cost. One offering is consumed and the matching stat increases.
| Offering | Stat upgraded | Reason to choose |
|---|---|---|
| Tooth | ATT: Attack | Reduce the number of sword hits needed to defeat enemies. |
| Effigy Statue | DEF: Defense | Prepare for incoming damage. A separate offering from the money-filled Effigy piggy bank. |
| Ash | POTION: Potion | Improve recovery per use. |
| Flower | HP: Maximum health | Prepare for hits in boss battles and elsewhere. |
| Feather | SP: Stamina | Gain more room for repeated blocking and dodging. |
| Mushroom | MP: Magic | Prepare for more Wand, Dagger, Orb and similar uses. |
- Check the offering and required money in your current inventory before choosing.
Using recovery and consumables
| Item | Effect / action | When to save or use |
|---|---|---|
| Magic Potion | HP-restoring flask. There are 5 whole containers. Refill at shrines after use. | Move out of enemy attack range before healing. |
| Magic Potion Shard | 12 shards; 3 add 1 healing flask. | Do not confuse a single shard with an immediately usable healing item. |
| Red Fruit | Consumable that restores HP. | For boss battles after exhausting flasks. |
| Blue Fruit | Consumable that restores MP. | Prepare for battles using ranged weapons repeatedly. |
| Explosive Bomb | Explosive throwable. | Use from a distance. Also breaks walls during exploration. |
| Fire Bomb | Throwable that inflicts fire damage. | Stay away from ground hazards it leaves behind. |
| Ice Bomb | Freezes an area. | It can catch you too, so do not run into the landing spot. |
| Lure | Fox-shaped decoy that distracts enemies. | Place where it will not fall off the platform. In trials, also check surviving enemies' positions. |
| Hot Pepper / Ivy | Temporarily supports attacks or stamina recovery. | Consider saving it for a major battle before spending everything along the route. |
| Effigy / piggy bank | Break to receive money. | For the hold-10-at-once achievement, do not break them until you have enough. |
- 5 whole containers plus 4 made from 12 shards give the normal collection maximum of 9 flasks. Whole flasks and shards are separate acquisitions; this is not a list of every chest location.
Card slots and wells
- Select an inventory card slot and assign a card you own. Picking up cards does not activate every effect simultaneously.
- Assign a Golden Coin to an item slot and use it in front of a well. You are not throwing ordinary money.
- Deposits increase equipment slots. Well done! requires depositing 15 coins in the same playthrough; they can be split among wells.
- Sources and edition records differ on how many coins shops sell. Do not lock yourself into buying all of them; check coins found through exploration and the current shop inventory.
Locations and basic effects of 16 cards
Expand to read (Later-game information)
Cards are searchable by English name. Covers locations and basic functions of all 16, not verified exact seconds or internal multipliers.
| Cards | Region | Checked basic effect | Condition / trade-off |
|---|---|---|---|
| Anklet | Chest left of the Eastern Fortress Hero's Grave. | Increases walking speed. | For exploration travel; not described as increasing attack speed or dash distance. |
| Perfume | Beyond the Swamp gate, chest up the right-hand ladder. | Speeds stamina recovery. | For recovering after repeated dodges. |
| Muffling Bell | Eastern Fortress basement, behind the waterfall in the spider-filled room. | Makes enemies less likely to notice you. | For narrow paths where you do not want every enemy's attention. Not complete invisibility. |
| Orange Peril Ring | Dark Tomb's first room. Activate both mechanisms, then take the right stairs to the chest. | Strengthens attacks at low HP. | Used while vulnerable to being defeated on a hit; not a permanent attack increase. |
| Aura’s Gem | Before descending the Quarry's spiral stairs, climb the ladder on the platform. | Widens the parry timing window. | For battles using brief shield inputs. Does not block automatically. |
| Inverted Ash | Overworld: chest guarded by an Envoy left of the west bell. An Orb approach is also possible. | Potions restore MP instead of HP. | Sustains magic at the cost of losing flask-based HP recovery. |
| Bone | Ruined Atoll: near the northwestern pillar. Bomb the wall behind the flower-covered rock to reach a hidden chest. | Extends invulnerability during dodges. | For dodging into melee attacks. Consider Bracer instead when blocking with the shield. |
| Lucky Cup | Southwestern Overworld: search the slope south of the windmill and the enemy area. | Defeated enemies may drop healing hearts. 15% chance. | Do not rush into enemies assuming healing is guaranteed. |
| Fire Sword | Near the bridge from the Overworld toward the Swamp. Open the patterned door. | Adds fire to the weapon but makes HP extremely low. | Consider the HP cost and remove for gauntlets where hits are likely. |
| Dagger Strap | Go right from the Swamp entrance gate and follow the fence to the chest. | Speeds the Magic Dagger action. | For freezing between attacks. |
| Louder Echo | Beneath the Well: corridor with glowing lines. Take the passage above the wall near the left end. | Strengthens the explosion when retrieving your death echo. | Lure enemies to the echo's location. Requires a death. |
| Magic Echo | Ruined Atoll: open the southern gate beyond the bird and climb the wooden ladder on the right. | Restores MP when retrieving the echo. | For returning to the death location. |
| Bracer | Ruined Atoll: Atoll-side beach. Go beyond the shooting enemy and search the hidden path at the dead end with the protruding wall. | Reduces stamina consumed by shield blocks. | For battles requiring defense. Does not eliminate stamina use. |
| Tincture | Ruined Atoll: behind the brick building. Approach the chest from the Envoy side. | Raises Attack and lowers Defense. | Balance faster kills against danger when hit. |
| Cyan Peril Ring | Below the West Garden Hero's Grave: hidden route under the fallen pillar and stairs. | Strengthens defense at low HP. | Not a constant Defense increase while HP is high. |
| Scavenger’s Mask | Beside the Quarry Monastery's Hero's Grave. Equip before entering the lower crystal area. | Prevents the purple crystals' harmful HP effect. | Equip before the lower Quarry. Does not block all ordinary attacks. |
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