The best keepsake in Elden Ring for most players is the Golden Seed, because it gives you an extra Sacred Flask charge from the very start. The Stonesword Key pair is the strongest alternative if you want early loot from sealed areas, and the Lands Between Rune is a good pick if you plan to level up immediately. Below is what every keepsake actually contains, which ones are worth it, which to skip, and how to match the choice to your starting class.
We checked the keepsake contents, prices and locations against the Fextralife pages for Keepsakes, the Golden Seed and the Stonesword Key in November 2026.
What a Keepsake Is and Why It Matters
A keepsake is a single bonus item you choose during character creation, right after picking your class. It is optional, and you can start with none at all. The game shows you a short description of each one, but it does not tell you how useful each item actually is or which ones you can simply buy later, which is why so many first-time players pick something they never use.

The honest answer is that no keepsake decides how a playthrough goes. Every option is a small head start measured in minutes or a few thousand runes. That said, the first few hours of Elden Ring are the hardest for most players, and the right keepsake makes those hours smoother. The difference between four and five healing charges against Margit is real.
Fextralife's keepsake page sorts the options into two groups. It recommends the Lands Between Rune, Golden Seed, Fanged Imp Ashes, Cracked Pot and Stonesword Key, and it discourages the Crimson Amber Medallion, Bewitching Branch, Boiled Prawn and Shabriri's Woe. The sections below explain why.
All Ten Keepsake Options
Here is every choice and what it gives you, using the item descriptions and quantities Fextralife lists:
- None. You start with no bonus item.
- Crimson Amber Medallion. A talisman that raises max HP by 6% while equipped.
- Lands Between Rune. One consumable worth 3,000 runes.
- Golden Seed. Adds a charge to your Sacred Flasks.
- Fanged Imp Ashes. A Spirit Ash that summons two Fanged Imps to fight beside you.
- Cracked Pot. Three pots used to craft certain throwing pots.
- Stonesword Key. Two keys, each of which breaks the seal on one imp statue.
- Bewitching Branch. Five branches that turn a pierced enemy into an ally for 3 minutes.
- Boiled Prawn. Five pieces that boost Physical Damage negation for 1 minute.
- Shabriri's Woe. A talisman that constantly draws enemies' attention to you.
Look at that list through one question: what will you still be using in five hours? The consumables run out quickly, two of the talismans are weak or niche, and the rest either save you a trip to a merchant or open loot earlier than normal.
Why the Golden Seed Is the Default Pick
Fextralife calls the Golden Seed highly recommended, and the math explains why. Every character starts with 4 Sacred Flask charges, shared between the Flask of Crimson Tears for health and the Flask of Cerulean Tears for FP. Golden Seeds raise that count, up to a maximum of 14, and you use them after resting at a Site of Grace. The first upgrade costs only one seed, so picking it as your keepsake gives you a fifth charge right away.

That extra charge matters most in exactly the fights new players struggle with. Margit at the Stormveil gate, the Tree Sentinel outside the first Site of Grace and the bosses of the Weeping Peninsula all punish players who run out of healing. One more flask is one more mistake you can afford while you learn the patterns.
It is also the keepsake that keeps paying off. The full upgrade path to 14 charges takes 30 seeds, with each step costing more than the last, and Fextralife notes you can find far more than 30 in a single playthrough. A seed at the start does not change the endgame, but it moves every early upgrade forward by one step. If you also pick up the easy early seeds Fextralife lists, such as the one in front of the Fort Haight entrance in Mistwood and the one on the path from Stormgate toward the Stormhill Shack, you can add another charge or two before Stormveil.
A practical tip once you have it: use the seed at the first Site of Grace you rest at, before you leave the starting area, so the extra charge is ready for the first real fights in Limgrave and everything after. Seeds sitting in your inventory do nothing until you spend them at a grace. The Golden Seed does not touch the Flask of Wondrous Physick, which is upgraded separately. If you play a caster, the extra charge is still useful because you can split it toward Cerulean Tears for more FP.
The Case for the Stonesword Key
The Stonesword Key keepsake gives you two keys, and each breaks the seal on one imp statue. Those statues guard optional rooms, catacomb shortcuts and items. Fextralife points to several early uses that make two keys worth it right away:
- Fringefolk Hero's Grave, next to the Stranded Graveyard where you start. It needs two keys, but a third key is hidden inside, so the trip effectively costs one. At the end, an Ulcerated Tree Spirit drops a Golden Seed and Banished Knight Oleg's Ashes.
- Summonwater Village in Limgrave, whose underground cavern holds the Green Turtle Talisman.
- The Stormveil Castle cellar, which holds the Godskin Prayerbook and the Godslayer's Seal and opens a shortcut.
The catch is that the dungeon behind Fringefolk Hero's Grave is tough for a fresh character, and keys are sold later anyway. Fextralife lists the Isolated Merchant on the Weeping Peninsula and the Nomadic Merchant at the Castle Morne Rampart at 2,000 runes each, and the Twin Maiden Husks at the Roundtable Hold at 4,000. If you plan to rush early loot, take the keys. If you play at a normal pace, you will be able to afford them within a few hours. Our Bell Bearings guide explains how handing certain bearings to the Twin Maiden Husks changes their key stock and price.
The Situational Picks and the Ones to Skip
The Lands Between Rune gives 3,000 runes the moment you use it. For a low-level class like the Wretch or Bandit, that is several early level-ups before you even reach Limgrave's first merchant. The Fanged Imp Ashes give you two small summons that are good at pulling enemies off you in the early game, when you have few other Spirit Ashes to choose from. The Cracked Pot starts slowly but becomes more valuable as you collect cookbooks and crafting materials for throwing pots.
The rest are traps for a first run. The Crimson Amber Medallion adds only 6% HP, and Fextralife notes you can buy one for 1,500 runes in the Weeping Peninsula. The Bewitching Branch and Boiled Prawn are limited, single-use effects that run out within the first session. Shabriri's Woe pulls enemy attention onto you, which only makes sense once you have summons or co-op partners to protect, and even then it is a niche tool. If you plan to play with friends, our Elden Ring co-op guide covers the multiplayer items you will want instead.
Matching the Keepsake to Your Class
Your class changes which keepsake helps most. A few pairings that make sense:
- Vagabond, Hero or Heavy Knight. These classes already have good Vigor and armor. The Golden Seed makes them even more forgiving, while Stonesword Keys let them grab early loot they can actually survive.
- Astrologer, Prophet or Confessor. Casters burn FP quickly. The Golden Seed lets you shift a charge into Cerulean Tears without giving up healing.
- Wretch or Bandit. Low-level starts gain the most from the Lands Between Rune, since early levels are cheap and 3,000 runes goes a long way.
- Samurai or Warrior. Dexterity classes that rely on dodging get the most from a Golden Seed, but Fanged Imp Ashes are a fun alternative if you like drawing enemies off yourself.
Still deciding on the class itself? Our breakdown of all twelve Elden Ring classes compares their starting stats and gear, including the two knights added with the Tarnished Pack. And once you have both picked, our recommended boss order shows which fights the extra flask or keys help with first.
Starting With Everything Instead
If deciding between a seed and two keys sounds like a small choice next to the hundreds of items in the game, the store's best starter modded save takes the other approach. Its product page describes four characters at the very start of the game with zero bosses defeated, each at max level 713 and carrying every item, with everything at x9999, including all smithing stones and tears.
It is a PS4 and PS5 product only, you must already own Elden Ring, and Shadow of the Erdtree must be purchased and installed on the account, with PlayStation Plus active on that same account. Delivery works by logging into your account after checkout, with a typical completion time of 0 to 48 hours per the page. See the best starter save for the slot details or browse the Elden Ring store section.
Frequently Asked Questions
What is the best keepsake for beginners?
The Golden Seed. It gives you a fifth flask charge from the start, which helps most in the early boss fights.
Golden Seed or Stonesword Key?
Pick the seed for a smoother early game, and the keys if you want to raid sealed areas like Fringefolk Hero's Grave and the Summonwater Village cavern right away.
Can you change your keepsake later?
No. It is chosen once at character creation. Most keepsake items can be found or bought later in the game, though.
How many Golden Seeds do you need for max flasks?
Thirty seeds take you from 4 charges to the maximum of 14, according to Fextralife's cost table.
Where can I buy Stonesword Keys?
Early options include the Isolated Merchant on the Weeping Peninsula and the Nomadic Merchant at the Castle Morne Rampart for 2,000 runes, and the Twin Maiden Husks in the Roundtable Hold.
Is the Crimson Amber Medallion worth it?
Rarely. A merchant sells the same talisman cheaply early on, so spending your one free pick on it is a poor trade.