Items

Items

Open the inventory with the Inventory HUD button or I. Items are not catalogued here; each states its own weight, slot, sockets and, for a shard, what it fits and carries.

Inventory

Entries Stacked by type: picture, name, quantity (x3), weight in kg
Details Hover for all of them; click to open them beside it with every action (on a phone, a tap opens a drawer)
Weight Shown against capacity, e.g. 12.50/46.00kg; over capacity, nothing more is picked up
Capacity From Strength and Fortitude (Character)
Materials Weigh by their own density and cohesion (Crafting)

A bound item cannot leave your hands: it cannot be dropped, put in a container, or deposited in a stash.

Equipment

Open Equipment from the character sheet. Seven slots: head, shoulders, weapon, arms, torso, legs, feet; empty shows -. An item equips only to the slot it names. Equipping, unequipping and socketing are refused in a fight.

Gear adds its own values (damage, defence, resistances) and its socketed shards, read by slot:

Slot Role Affinity read Rate Other affinities
Weapon Damage multiplier All four, signed: cold and diffuse subtract 0.05 per point —
Arms Damage multiplier Positive density 0.02 per point Resistance at 0.015
Arms Reflex Negative density floor(0.25 * abs(density)) Resistance at 0.015
Head, torso, legs Resistance All four, each separately 0.02 per point —
Shoulders, feet Reflex Kinetic 1:1 up to 9, softened past it Resistance at 0.015

A diffuse arms shard buys reflex instead of damage and never lowers damage; under 4 points it buys nothing. Full rates: Reference: Equipment contribution.

Armour polarity

Affinity In head, torso or legs
Kinetic, cohesion 0.02 less damage of that type per point
Caloric (heat) 0.02 per point harder to hurt with cold, easier with heat
Cold, dense, diffuse Each the same way: harder to hurt from the opposite pole, easier from its own

Heat and cold cancel across all slots, since they land in one total. A monster's shard aligns with that monster, so wearing it lowers your resistance to its damage.

A dropped shard averages the monster's techniques by how often it uses them, per axis, within −9..9, with at least one point on its strongest axis; farther monsters drop larger shards. See Reference: World.

Sockets

Every socket takes every affinity. A shard fits only equipment of the slot it names (shown on the shard), and there any socket, if it carries any non-zero affinity, either sign. A shard at all zeroes fits nothing. Sockets belong to the instance: two items of one type can have different counts.

Action Where Rule
Slot Inventory A filled socket is refused; unslot first
Unslot A Maintenance Bay only, from its panel Rolls INT, REF and FOR; a miss grinds every axis toward 0, and a shard left with nothing breaks
chance = clamp(0.45 + 0.05 * (INT + REF + FOR), 0.25, 0.90)
miss   = every axis moves max(1, ceil((roll - chance) / 0.15)) toward zero

Consumables

Item Restores
Minor Recovery Vial 25 HP
Minor Mana Vial 15 mana

Used from the inventory outside a fight, or with Item in a fight (Combat). They apply at once; food and water take time.

Food and water

Food answers hunger and water thirst away from a Meditation Sanctum. Water may be drunk in a fight; food may not.

Water

Water comes from a well, a river or lake, or a matched pair of shards; the whole of it is in Fluids.

Action
Drink from cupped hands At water; 3 thirst
Fill here On a vessel, where there is water; flasks, canisters and jugs are forged (Crafting)
Drink Anywhere; 1 unit = 1 thirst, 1 second (a litre of rain, 50 units, is 50 s); a step stops it and keeps what was swallowed
Pour out Empties the vessel, the only way water leaves
Make water One hot and one cold shard of equal magnitude become rain; overflow is lost; an unequal pair is refused and kept
grams = round(magnitude² * 20)        ±1: 20 g   ±5: 500 g   ±9: 1620 g

Hot water scalds and cools in its vessel (Fluids).

Food

Food is not sold and does not start in your pack. Meat creatures may drop a Raw Cut, plant creatures Forage Greens.

Food Hunger restored Caloric to cook Time to eat, per unit
Forage Greens 5 1 4 seconds
Raw Cut 12 4 8 seconds
Treatment Effect
Cook From the pack, spend shards whose caloric sums to the need (each shard counts once per item in its stack); +10 freshness, never past 100; restores the same
Freeze Offer cold shards of the same magnitude: stays raw, never spoils; heat and cold together cancel, and a pair cancelling to nothing is refused
Freshness (100 to 0) Lost
Raw 12 an hour
Cooked 1.5 an hour
Frozen None
Carried, not frozen 0.02 a step on top; none in a stash

Above 0 it feeds in full; at 0 it is refused and nothing is lost. Each Raw Cut eaten has a 1 in 4 chance to cost 4 HP, cooked or not. Storing food: see Stash.

Containers

Portable storage with its own weight limit, such as the Field Cache Box: Open, Transfer between it and the inventory, Close. Its contents count against its limit, not your capacity; only its own weight is carried. One lying on the ground opens only for a character standing on it.

The two kinds of shard

Essence Shard Chit
Carries A signed vector, up to four affinities, with magnitude One affinity, no magnitude
Weight 400 g 1 g
Used for Socketing, fusing, crafting Currency: stash upkeep, network retrieval, market prices

A chit is named for its affinity (Kinetic Chit, Caloric Chit) and pays only that affinity. A price that asks for a minimum strength, such as kinetic 5 or better, can only be paid with essence shards.

Drops

In the origin sector, monsters sometimes carry starter equipment (a walking stick, a piece of cloth); elsewhere they carry consumables and shards instead. Vials are commoner there too: each one drops from 30% of kills in the origin sector and 12% beyond it.

When loot arrives with the inventory full, Inventory Full - Resolve Drops blocks everything else: tick items from your inventory to drop, beside the pending loot, then Resolve. A dropped item is visible to anyone nearby and anyone can pick it up.

Tickets and recon

Item
Market ticket Replaces a listed item. An ordinary item with weight and a slot; droppable, lootable, storable; not useable. It is the only claim on the goods: lose it and you lose them, a killer takes it with the rest of your pack, and if it is destroyed nobody can claim them
Job board ticket Replaces a posted job's reward; behaves as a market ticket
Recon book Bought at a job board, ten blank pages
Recon note Torn from the book; records where it was written; tradeable and handed in

Neither the book nor the note is useable.

Generated from items.md.