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Artifact · Power Economy

Artifact

Ornate Buckle

Ornate Buckle is an Execution economy Artifact: executing an enemy restores a large amount of Power, but Dylan takes 30% more Damage while it is equipped. It pays out only when you actually execute, so its value lives or dies with how often you reach an Execution.

Executing an enemy restores a large amount of Power.

Tradeoff: Dylan takes 30% more Damage.

Type
Artifact
Role
Execution Power Economy
Trigger
Execution
Benefit
Large Power recovery
Cost
Damage Taken +30%
Source
Evacuation Zone Vendor (1,000 Source)
Artifact · Power Economy
Gain
Large Power recoveryOn Execution
Cost

Damage Taken +30%

Where to get

Evacuation Zone Vendor · 1,000 Source

The Power refund fires only on a confirmed Execution event, not on every kill. The +30% Damage Taken applies while the Artifact is equipped.

Ornate Buckle Overview

Ornate Buckle turns Executions into Power. It watches for the Execution combat event and restores a large amount of Power when one lands, while Dylan takes 30% more Damage for as long as it is equipped. It is not a recovery-rate Artifact and it does not raise your maximum Power — it is an event refund, so its payout is tied to how often you actually execute. When an encounter offers no Executions, you keep the damage-taken penalty with no Power payoff.

Multiple current references agree on the shape — Execution restores a large amount of Power, and Dylan takes 30% more Damage — but they do not give one exact Power value. No exact number is published here as fixed.

Ornate Buckle Effect and Tradeoff

A Power refund on Execution, paid for with a constant incoming-damage increase.

Ornate Buckle changes two things: it refunds Power when an Execution completes, and it raises the Damage Dylan takes by 30% while equipped. One is a gain, one is a cost, and both are always in play together — there is no way to take the refund without the vulnerability.

Gain

On Execution

Large Power recovery

Cost

Damage Taken +30%

An incoming-damage multiplier, not a smaller Health pool. The exact damage-source scope is confirmed against the shipped game.

  1. 1 · Execution

    The effect waits for a completed Execution, not for a normal kill. Only the Execution event counts.

  2. 2 · Large Power recovery

    A successful Execution restores a large amount of Power in one chunk, ready for more Combat Abilities.

  3. 3 · Damage Taken +30%

    Dylan takes 30% more incoming Damage while Ornate Buckle is equipped, whether or not you are executing.

  4. 4 · Feeds ability pressure

    The refund lets you cast more Combat Abilities, which can build more Falter and reach the next Execution.

The refund and the vulnerability are kept as separate mechanics. Ornate Buckle is not a single 'more Power' value.

What Counts as an Execution?

A combat event, not the moment an enemy dies.

An Execution is a specific combat event that follows a Falter state: enemies enter an Execution-eligible state, and finishing them with an Execution is what Ornate Buckle listens for. A plain kill that never reaches that state does not count, so the Artifact is not simply 'more Power when something dies'. Execution is also the event that starts or extends Dominance, which is why both effects can fire from the same action.

  1. 1 · Fill the Falter bar

    Attacks build Falter on the target until it enters the staggered, Execution-eligible state.

  2. 2 · Execute the target

    Completing the Execution on an eligible target is the event Ornate Buckle rewards with Power.

  3. 3 · Dominance starts or extends

    The same Execution also starts or extends Dominance. Ornate Buckle shares the event; it does not change Dominance itself.

  4. 4 · A normal kill is not

    If the target dies without an Execution, no Power refund fires.

Ornate Buckle listens to the Execution event

The right model is an Execution event, not a generic enemy-death event. That is why the page never says 'when an enemy dies' — the trigger is the Execution, and eligibility is verified per enemy.

Not every enemy is Execution-eligible

Enemies need an Execution-eligible state to be executed, and some targets — including some bosses — may not offer one. That eligibility comes from the enemy data, not from this Artifact.

Which enemy types and bosses are Execution-eligible is verified against the enemy registry; it is not assumed from a Falter bar alone.

The +30% Damage Taken Tradeoff

An incoming-damage multiplier, not a Health cap.

Ornate Buckle's cost is a flat 30% increase to the Damage Dylan takes. That is a different axis from Molding Bar's 50% Maximum Health cap and from Bug Spray's doubled Infected buildup: one raises each hit, one lowers the Health ceiling, one makes a status build faster. Every incoming hit is affected while the Artifact is equipped, even when you are not executing.

Affected actor

Dylan

Operation

Increase

Value

30%

  • Not the same as a Health cap

    Molding Bar caps Maximum Health at 50%; Ornate Buckle instead multiplies incoming damage. A cap shrinks the pool, a multiplier raises every hit — the two do not describe the same penalty.

  • Not the same as status vulnerability

    Bug Spray doubles Infected buildup, which is a status vulnerability. Ornate Buckle raises Damage Taken, a direct damage vulnerability. Status and damage vulnerabilities stay separate.

  • Which damage is affected?

    Public references only say Dylan takes 30% more Damage. Whether that includes status damage over time, environmental hazards, fall damage, void damage or self-damage is confirmed against the shipped game rather than assumed to be all Health loss.

The exact damage-source scope and how the modifier stacks with other defensive effects stay gated until the production registry verifies them.

Power Economy: Event Refund, Not Rate

Four different ways to solve the same Power problem.

Ornate Buckle is one entry in a wider Power economy. It restores Power as a one-off event refund; Feeding Bottle and Bout Guard change the recovery rate; Pickpocket's Tool removes a cost; the Wallet substitutes a different resource. Reading them as the same 'more Power' buff hides what each one actually does.

  • Pickpocket's Tool

    Cost override: after a Perfect Dodge, the next Combat Ability is free. It avoids paying Power rather than restoring it.

  • Feeding Bottle

    Recovery rate: +30% Power Recovery while Dylan is Burning or Infected. It speeds regeneration while a status is active.

  • Ornate Buckle

    Event refund: an Execution restores a large amount of Power in one chunk. It does not change the recovery rate.

  • Bout Guard

    Recovery rate: faster Power recovery in exchange for taking more damage. An always-on rate tradeoff, not an event refund.

Recovery rate is a different mechanic

Feeding Bottle and Bout Guard change how fast Power regenerates; Ornate Buckle adds a discrete chunk of Power when an Execution completes. A faster meter is not the same as a one-time refund.

It does not raise maximum Power

Ornate Buckle restores Power; it does not increase Power capacity. Your maximum Power is unchanged by this Artifact.

The Execution economy loop

The loop that makes Ornate Buckle valuable is: Power spent on Combat Abilities builds Falter, Falter creates an Execution opportunity, and the Execution both starts Dominance and refunds Power. That refunded Power pays for the next round of abilities.

The exact Power amount per Execution and the stacking behavior stay gated. Only the shape of the loop is fixed here.

How Ornate Buckle Connects to Other Artifacts

Enablers create Executions; Ornate Buckle consumes them.

Ornate Buckle sits at the end of an Execution chain. Other Artifacts make Executions easier to reach; Ornate Buckle rewards the Execution once it happens. None of these relations is a verified stacking result — they describe shared events and shared resources.

  • Framing Hammer

    Execution enabler

    A Combat Ability that builds more Falter, creating more Execution opportunities for Ornate Buckle to refund.

  • Golden Earrings

    Execution enabler

    More Falter with less Damage: it pushes enemies toward the Execution state faster, feeding the refund.

  • Practice Knot

    Conditional enabler

    More Falter against Heavy enemies, which can open Executions in Heavy-heavy fights.

  • Medical Alert Bands

    Conditional enabler + survival tension

    More Falter at low Health can create Executions, but Ornate Buckle's extra Damage Taken makes low-Health play more dangerous.

  • Feeding Bottle

    Power economy alternative

    The recovery-rate counterpart: it speeds regeneration instead of refunding on an event.

  • Pickpocket's Tool

    Power economy alternative

    Cost avoidance instead of refund: it removes a cost, Ornate Buckle restores a resource.

  • Bout Guard

    Direct tradeoff alternative

    The other Power-for-damage trade: an always-on recovery-rate bonus rather than an Execution refund.

  • Heart Monitor

    Risk mitigation

    It answers the higher lethal risk from +30% Damage Taken by preventing death once, though it does not remove the tradeoff.

Enabler Artifacts create Executions; Ornate Buckle pays them off. Dominance is the native Execution payoff; Ornate Buckle is the Artifact payoff on the same event.

Ornate Buckle vs Feeding Bottle

Two Power solutions with opposite mechanics.

Both Artifacts solve Power, but they do it in opposite ways. Ornate Buckle refunds a large chunk of Power on an Execution; Feeding Bottle speeds recovery while a status is active. The useful question is not which gives more Power, but whether your build executes often or stays in a status.

AspectOrnate BuckleFeeding Bottle
Power mechanicEvent refundRecovery rate
TriggerExecutionBurn or Infected active
BenefitLarge Power chunk+30% Power Recovery
CostDamage Taken +30%A dangerous status must be active
DependencyExecution frequencyStatus uptime
PlaystyleFalter and ExecutionStatus-dependent

The two are not ranked against each other; they pay out on different events. Exact values stay unverified.

Is Ornate Buckle Worth It?

Strong when you execute often; costly when you cannot.

Ornate Buckle is worth a slot when your build reaches Execution regularly and can absorb 30% more incoming damage. It is the wrong pick when an encounter offers few Executions, when you struggle to build Falter, or when survival is already tight.

Good fit when

  • You generate Falter quickly

    Faster Falter means more Execution opportunities and more refunds.

  • You execute enemies frequently

    The refund pays out per Execution, so frequency is the whole value.

  • Your build spends Power aggressively

    Power-hungry ability rotations get the most from a large refund.

  • The encounter has many Execution-eligible targets

    More executable enemies means more chances for the effect to fire.

  • You can manage the extra incoming damage

    Defensive layers, Shields or healing can absorb the +30% Damage Taken.

  • You are building around Dominance

    Executions that start or extend Dominance also refund Power.

Lower value when

  • The encounter has few Execution-eligible enemies

    The damage-taken penalty stays active while the Power payoff rarely fires.

  • You struggle to reach Falter states

    Without Executions there is no refund, only the cost.

  • Survival is already a problem

    A flat +30% Damage Taken makes an already fragile run harder.

  • You run a fragile low-Health setup

    The extra vulnerability works against low-Health play.

  • Power is not limiting your build

    If you rarely run out of Power, the refund solves a problem you do not have.

  • The boss cannot be executed and adds are few

    A boss with no Execution and few adds leaves the penalty without a reliable payoff.

How to Get Ornate Buckle

Bought from the Evacuation Zone Vendor for 1,000 Source.

Ornate Buckle is a vendor Artifact. Buy the Untapped Ornate Buckle from the Evacuation Zone Vendor, then craft it into the usable Artifact at the Artifact Formation.

  1. 1 · Reach the Evacuation Zone Vendor

    Find the Evacuation Zone Vendor in the Evacuation Zone.

  2. 2 · Buy the Untapped Ornate Buckle

    Current references list the Untapped Ornate Buckle at 1,000 Source.

  3. 3 · Craft at the Artifact Formation

    Turn the Untapped Artifact into the usable Ornate Buckle before you equip it.

Evacuation Zone Vendor

Current references list the Untapped Ornate Buckle in the Evacuation Zone Vendor's inventory at 1,000 Source, and place it in the Level I stock. The required vendor tier is confirmed against the production vendor registry rather than assumed.

Vendor
Evacuation Zone Vendor
Region
Evacuation Zone
Vendor level
Level I (externally supported)
Price
1,000 Source
Item
Untapped Ornate Buckle

Do not merge vendor and Formation cost

The 1,000 Source buys the Untapped Artifact. The Formation recipe is a separate cost, so do not present them as one total price.

The vendor, region and 1,000 Source price are cross-supported by current references. The exact vendor tier and the Formation recipe stay gated.

Artifact Formation

Untapped Ornate Buckle to usable Artifact.

Buying the vendor item gives an Untapped Ornate Buckle, which is not equipped directly. Take it to the Artifact Formation to turn it into the usable Ornate Buckle. Until you craft it, the Artifact has no effect in combat.

  1. 1 · Vendor purchase

    The Evacuation Zone Vendor sells the Untapped Ornate Buckle.

  2. 2 · Artifact Formation

    Craft the Untapped Artifact at the Formation.

  3. 3 · Equip

    Equip the finished Ornate Buckle in a Loadout slot.

The exact Formation materials are confirmed against the shipped game before they are published. Treat the untapped-to-usable step as fixed; treat the material list as unverified.

Ornate Buckle FAQ

What does Ornate Buckle do?
Executing an enemy restores a large amount of Power, while Dylan takes 30% more Damage.
Where do you get Ornate Buckle?
Buy the Untapped Ornate Buckle from the Evacuation Zone Vendor for 1,000 Source, then craft it at the Artifact Formation.
Does Ornate Buckle increase Power Recovery rate?
No. It restores Power as a one-time event refund on an Execution. It does not change passive Power recovery, which is Feeding Bottle's and Bout Guard's scope.
Does killing an enemy trigger it?
Only if the kill is a real Execution. A normal kill that never reaches the Execution state does not refund Power.
Does it increase Falter?
No. Ornate Buckle does not add Falter; it rewards the Execution that Falter creates. More Falter indirectly means more refunds.
Does it increase Dominance duration?
Not directly. The Execution itself starts or extends Dominance; Ornate Buckle consumes the same Execution to restore Power.
Why is it good with Framing Hammer?
Framing Hammer builds a lot of Falter, which creates Executions, and each Execution then refunds Power through Ornate Buckle, feeding the next ability.
How much Power does it restore?
Current references only say 'a large amount'. No exact value is published here until the shipped game confirms it.
Is the +30% Damage Taken always active?
Public references describe it as a constant drawback of the Artifact. The exact damage-source scope and any exceptions are confirmed against runtime.
Is Ornate Buckle better than Bout Guard?
They trade on different mechanics. Bout Guard is an always-on recovery-rate bonus with a smaller damage penalty; Ornate Buckle is a larger Execution refund with a larger damage penalty.

Ornate Buckle Authority

Ornate Buckle owns the Execution Power-economy intent: its effect, its Execution trigger and what counts as an Execution, the +30% Damage Taken tradeoff, its place in the Power economy, its Feeding Bottle comparison, its relation to Falter enablers and its Evacuation Zone Vendor acquisition. Execution and Dominance mechanics belong to their mechanic owners, the Falter enablers belong to their Artifact pages, the Evacuation Zone belongs to the location data, and the Artifact system overview lives on the Artifacts hub.