Death Howl Engraved Card Combinations Guide (What I’ve Found So Far)

Updated: December 24, 2025  ·  Reading time: ~4 min

While playing Death Howl, I realised there is almost no clear info on what happens when you actually combine engraved cards. You see the option, and when you click it, and suddenly your card has new keywords with no explanation.

So instead of guessing every run, I started tracking what each engraved combination actually creates. So this guide is based on what I’ve personally unlocked so far, so consider this a work in progress rather than a complete wiki.

If you want to discover everything blind, now’s your chance to stop reading.

How Engraved Combinations Work (Quick Context)

When you combine two engraved items, the game doesn’t just merge stats, it creates entirely new keyword interactions.

Some of these trigger on draw, some on play, some based on movement, and a few permanently alter your deck for the rest of the run.

Here’s what I’ve confirmed so far.

Engraved Bone + Engraved Skin

Engraved Bone and Engraved Skin

This was the first combo that really made me realise how deep the system goes.

The resulting card gains three mechanics at once.

Echo
When you play the card, it adds a copy of itself to your hand. That copy does not have Echo and does not get added to your deck, so it’s a temporary value boost, not deck bloat.

Drawn
The card triggers an effect immediately when it’s drawn into your hand.

Kept
If the card is still in your hand at the end of your turn, it triggers another effect.

From my experience, this combo works best in slower decks that care about hand management rather than pure damage. If you’re constantly emptying your hand, you won’t get full value from it.

Engraved Rock + Engraved Bone

Engraved rock and Engraved Bone

This combination exists, but I haven’t been able to clearly isolate all of its effects yet. I’ve seen behaviour changes, but nothing consistent enough to confidently explain without guessing.

If you hit this combo early, I’d recommend testing it in a low-risk fight and watching closely for movement or timing-based triggers.

Engraved Rock + Engraved Skin

Engraved Rock and Engraved skin

This one is much clearer and leans heavily into control.

Frozen
Applies a status that prevents the target from moving for the duration listed. What’s still unclear is whether Frozen also stops enemies from attacking. When the player is frozen, attacking still works, so enemy behaviour might be different. This definitely needs more testing.

Last
Triggers an effect if the card is played before your hand would become empty.

Echo
Adds a copy of the card to your hand when played. The copy does not have Echo and does not go into your deck.

In practice, this feels strong if you plan your turn order properly. If you misplay and empty your hand first, you lose a lot of the value.

Two Engraved Skins or Engraved Skin + Spear Head

Two Engraved Skins or Engraved Skin and Spear Head

This is a much simpler but very useful combo.

Exhaust
Once played, the card is removed from your deck for the rest of the battle.

I’ve found this best for powerful effects you only want once, or for cleaning up your deck during longer encounters so you draw into your stronger cards more often.

Two Engraved Bones or Engraved Bone + Spear Head

Two Engraved Bones or Engraved Bone and Spear Head

This is one of the more aggressive combinations I’ve tested.

Fragile
Applies a status that causes the target to take double damage for the specified duration.

Echo
Adds a copy of the card to your hand when played. The copy does not have Echo and does not enter your deck.

If you’re running any kind of burst or follow-up damage, this combo feels very rewarding. You can set up Fragile and immediately capitalise on it without needing extra draw.

Engraved Rock + Spear Head

Engraved Rock and Spear Head

This one rewards staying still.

Still
Triggers an effect if you haven’t moved during the current turn.

From what I’ve seen, this fits slower, defensive playstyles better than mobile ones. If your build relies on constant repositioning, you’ll rarely activate this consistently.

Two Spear Heads

Two Spear Heads

This combination is unique and easy to miss if you’re not paying attention.

When you combine two Spear Heads, they permanently merge into a Two Headed Spear card in your deck. This combined card stays there until you either return it or finish the quest.

It’s not a temporary battle effect, so I’d only do this if you’re happy committing to that weapon for the rest of the run.

I’ve only progressed as far as the Realm of Piercing Winds, and I haven’t gone deep into Hostile Plains or Gloomy Waters yet. There may absolutely be more engraved combinations later in the game that I haven’t seen.

If I unlock more, this guide would need an update.

Hopefully this saves you a few trial-and-error runs and helps you make more intentional choices when combining engraved cards.

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