Requiem of Reuinis Items Hub
Complete items database for Requiem of Reuinis — equipment, materials, and consumables across the demo's three regions, thirty maps, and sixty gear pieces.
Understanding items in Requiem of Reuinis
Items in Requiem of Reuinis fall into three categories: equipment that Tasia wears in five gear slots, materials gathered from exploration and enemy drops for alchemy and research, and consumables crafted or found that provide temporary combat or utility effects. The demo contains sixty equipment pieces, dozens of material types, and a focused consumable pool tied to alchemy recipes. Every item exists on a specific floor across three regions and thirty maps — knowing where items live is as important as knowing what they do.
This items hub organizes the full demo catalog into browsable databases. Equipment defines your build through weapons, armor, shields, and accessories like Golden Triumph, Ashen Death, and Dream Anchor. Materials fuel the Explore-Alchemize-Research loop — herb bundles from the Cave Entrance become potions, research notes from the Forgotten Ruins accelerate permanent upgrades. Consumables bridge the gap between camp investment and boss attempts with healing potions, ATK buffs, and DEF shields.
Equipment database
The Equipment Database catalogs all sixty demo gear pieces with slot type, tier ranking, effect descriptions, and map locations. Equipment persists once obtained — no durability, no loss on death beyond retreat resetting your position. Filter by slot to plan loadout upgrades or search by name to locate a specific item like Golden Triumph or Iron Buckler on the interactive map.
Equipment ties directly to the Builds section. The tier list ranks items S through C; the equipment guide explains slot mechanics and synergy pairings. When a walkthrough mentions a key item detour, cross-reference the equipment database to confirm tier value before spending exploration days.
Materials database
The Materials Database covers every gatherable resource in the demo — herbs, catalysts, research components, key crafting ingredients, and shard fragments like the Golden Triumph Shard and Calamity Fragment. Materials stack in inventory with no weight limit. They consume on alchemy craft or research commitment, making farming efficiency a routing concern.
Material nodes appear on specific floors and respawn on subsequent retreat cycles, though optimal routing collects each node once per push rather than farming repeatedly. The Alchemy Guide and Research Guide explain conversion recipes and research tree costs. Materials from the Cave Entrance carry forward indefinitely — early herb stock supports late-demo potion crafting if you resist spending everything on first-tier recipes.
Consumables database
The Consumables Database lists potions, buffs, and single-use items crafted through alchemy or found in chests. Healing potions are the most critical consumable category — boss guides recommend two to four per major encounter depending on region. ATK and DEF potions provide temporary stat boosts for Stone Golem fights, Ashen Knight patrols, and Demo Final Guardian burst windows.
Consumables are crafted at camp during alchemy days, not mid-floor. Plan potion stock before entering boss chains, especially the Forgotten Ruins double-header and Deep Sanctum triple-boss sequence where retreat between encounters is impossible. The consumables database notes recipe requirements so you can verify material stock against planned crafts.
Using item data with tools and guides
Cross-reference item databases with the Interactive Map for visual tile locations, the Route Calculator for detour day costs, and the Walkthrough Hub for floor-by-floor pickup sequences. The Build Planner pulls equipment stats from this items section when assembling virtual loadouts.
Item knowledge compounds across retreat cycles. Your first Cave Entrance run discovers herb node locations; your third run collects them in optimal sequence without scouting. The items hub exists so you spend exploration days on intentional pickups rather than accidental discovery — browse equipment before entering the Deep Sanctum, review material recipes before camp days, and stock consumables before every boss gate across the demo's six encounters.
Repeat players use the items hub differently than newcomers. First runs prioritize survival — healing potions from herbs, Leather Vest from early chests, Iron Buckler before mid-demo bosses. Repeat runs prioritize efficiency — Golden Triumph Shard detours, Calamity Fragment pickups, and material nodes sequenced into optimal routes rather than discovered accidentally. Both approaches start from the same three databases linked above.
Frequently Asked Questions
How many items are in the demo?
Sixty equipment pieces plus dozens of materials and consumables across three regions and thirty maps.
Do items respawn after retreat?
Material nodes and chests reset on new exploration pushes. Equipment and key items are one-time permanent acquisitions.
Where is Golden Triumph listed?
In the Equipment Database — S-tier accessory crafted from the Golden Triumph Shard in the Deep Sanctum.
Can I craft consumables mid-floor?
No. Alchemy crafting requires camp days. Stock potions before entering regions and boss chains.
Which database should I check first?
Equipment if planning builds, Materials if preparing camp days, Consumables before boss attempts.