Skip to content
Ghosts of Reykjavik
← Valor Mortis

Valor Mortis: every Amber and Flask Upgrade, named and counted

All six Chapter 2 Ambers in the Valley of Ashes by name, Indestructible Shell through Marksman's Bane, plus both Ferrofluid Flask upgrades and the Chapter 1 set. Given as a Lantern plus an area, because the game has no map.

16/10/2026 · 2 min read

Ambers are the upgrade collectible in Valor Mortis, and the game names each one as you take it. There is no map and no collectible tracker, so the only way to describe where one is is a Lantern, the game's checkpoint, plus the area it leads to.

Here is the full set with the names, so you know what you are missing rather than only how many.

Chapter 2, Regroup, all in the Valley of Ashes

Six Ambers and two Flask upgrades.

# Amber Where it starts from
1 of 6 Indestructible Shell The Guidepost
2 of 6 Sleight of Hand Pays out of the An Unheard Farewell side quest
3 of 6 Perfectionism
4 of 6 Dominatus The Military Camp, behind the shut gate
5 of 6 Potent Concoction
6 of 6 Marksman's Bane
Flask upgrade Note
Ferrofluid Flask Power 01/02
Empty Ferrofluid Flask 02/02

Two of the six are gated behind something other than finding them. Sleight of Hand is the reward for finishing An Unheard Farewell, a side quest that begins with a conversation rather than a marker. Dominatus sits inside the Military Camp, which is shut when you arrive, so the gate is the collectible.

Both have their own guides, and doing the side quest before a collectible sweep saves a second trip.

Chapter 1, Revival

Taken on the way through rather than hunted for afterwards, all from the Lantern at the Battlefield Onslaught Arch:

Amber
Bottomless Well
Transmuted Persistence
Iron Grip

Healing, since it decides how much of this you clear in one run

Healing in this game is Nephtoglobin, refilled from a Nephtoglobin Vial. You carry three at a time with more stashed, and the consumables screen also holds Ammunition Packs, Hand Grenades, Whetstones and Catalyst Clots.

The Flask upgrades above are what move that number, which is why they are worth taking before a boss run rather than after one.

Why the table gives names and not directions

Valor Mortis has no map at all. There is nothing to orient a written direction against, so "behind the second ruin on the left" is worth less than nothing when you are standing in the Valley of Ashes looking at twenty ruins.

Each pickup is filmed from the Lantern it starts at, in one run. The names and the count are the part worth carrying, because they tell you what is still missing. The walk is the part you watch.