Item Database

Complete reference for all items in Darkest Hours. Includes durability stats, mechanical effects, and synergistic combinations.

Item Acquisition: Items are provided via randomized loadout at the start of each match — three random items per session. There is no shop or purchasing system.

Speed Coil

Mobility / Speed Boost

Durability: 2 uses

Greatly amplifies walking/running speed. Cancels immediately if unequipped. Does NOT restore stamina.

Synergy: Must be used AFTER Soda for maximum mobility. Reversing order cancels Speed Coil effect.

Soda

Consumable / Stamina

Durability: Consumable

Restores stamina to maximum.

Synergy: Must be consumed BEFORE Speed Coil to achieve maximum mobility. Order is critical.

Radar

Detection

Durability: N/A

Displays closest entity in studs. Tricolor display: Green (Far), Orange (Close), Red (Nearest). Emits auditory beeps correlating to proximity.

Synergy: Sync with auditory output for distance calculation before visual UI reaches critical state.

Camera Monitor

Support / Surveillance

Durability: Infinite

Deploy up to 3 active cameras on map. POV shifts to placed cameras with static overlay. Disables player camera rotation while active.

Synergy: Place at high-traffic corridors or adjacent to Capture points. Highlighted globally for team awareness.

Riot Coil

Defensive / Stun

Durability: Unknown

Executes highly efficient, safe stun on hostile entities WITHOUT forcing player to halt movement.

Synergy: During Last Prisoner Standing (infinite stamina), can be used perpetually for sustained high-speed movement.

Metal Bat

Offensive / Stun

Durability: Melee range

Capable of stunning entities, but inflicts severe mechanical penalty by forcing player to stop moving during animation wind-up.

Synergy: Not recommended against fast-closing entities. Wind-up animation duration exceeds safe response time.

Revolver

Offensive / Ranged

Durability: 6 shots (3 live, 3 blank)

Ranged kinetic strike that completely stuns entity for 5-6 seconds. 50% misfire rate (blank rounds).

Synergy: Fire ONLY at maximum operational range to allow 15-second retreat window if misfire occurs. Never fire at close range.

Glass Coil

Mobility / Speed Boost

Durability: Unknown

Specifically calibrated to provide enough velocity to outrun the entity Agony.

Synergy: Use when Agony is active and confirmed. Not general-purpose speed item.

Heliotrope Coil

Mobility / Speed Boost

Durability: Unknown

Required to outrun Alex, whose speed is calibrated slightly beneath this item's output.

Synergy: Essential during Alex encounters. Only speed item effective against this specific threat.

Blue Relic

Defensive / Warding

Durability: Unknown

Provides protective ward against certain entities.

Synergy: Ineffective against high-tier threats. Bypassed entirely by Alex and Agony.

Healing Item

Consumable / Health

Durability: Consumable

Restores 50% of maximum health instantaneously.

Synergy: Zero mechanical penalty for mid-chase deployment. Can be used during active engagements.

Teddy Bear

Consumable / Health

Durability: Consumable

Instantaneous health restoration after attack survival.

Synergy: Critical for sustained survival after Brute Twins bleed damage.

Burger

Consumable / Health

Durability: Consumable (staged eating)

Can be eaten in stages (half-eaten). Health regeneration over time.

Synergy: Sustained healing for navigating continuous bleed effects from entities like Brute Twins.