Items

Items

Open your inventory from the hamburger menu > Character > Inventory button.

Inventory

Your inventory shows all items you're carrying, stacked by type:

  • Each entry shows: Item Name x{quantity} — {weight} kg
  • Hover over an item to see detailed stats in a tooltip
  • Total carry weight is displayed at the top (e.g., 12.50 kg)

Carry capacity is based on your Strength and Fortitude (see Character). Exceeding capacity prevents picking up more items.

Equipment

Open the Equipment panel from the character sheet. You have seven slots: head, shoulders, weapon, arms, torso, legs and feet.

Each shows what is in it, or - if it is empty. An item tells you which slot it goes in, so you never have to guess — and it will only go there.

None of it can be changed during a fight. Equipping, unequipping and socketing are all refused while you are in an encounter, so gear is a decision you make before you walk, not one you make when a fight starts going badly.

What equipment gives you comes from two places: the piece itself (damage, defence, resistances) and whatever you socket into it. The second is usually the larger effect, and it depends entirely on the slot.

What each slot does with a shard

A socketed shard does something different depending on where you put it:

Slot Effect
Weapon Damage — counts all four affinities, and counts them hardest
Arms Damage — counts density only, at a smaller rate
Head, Torso, Legs Defence — but which way depends on the affinity, below
Shoulders, Feet Reflex — counts kinetic only

Shoulders, feet and arms each read exactly one affinity, and a socket only ever offers what its slot can use — so you will never find a boot socket that takes caloric. Offer a socket the wrong shard and it refuses, without consuming it.

Armour polarity: two of the four defend backwards, on purpose. Kinetic and cohesion only run one way, so socketing them in your head, torso or legs simply takes damage of that kind off. Caloric and density are poles, and what you socket is the pole you align with: a caloric shard makes you harder to hurt with cold and easier to hurt with heat. So you armour yourself in the opposite of what you expect to face — wear the cold shard to survive the fire. If you have been fighting one kind of thing, its shards are the wrong ones to wear against it.

Density is the interesting one: it is damage in your arms and resistance in your torso. Same shard, two builds.

Using Items

Some items are consumable — using them applies an effect immediately. For example, a Minor Recovery Vial restores HP. Items can be used from:

  • Your inventory (out of combat)
  • The combat action panel (during encounters, using the Item action)

Containers

Some items are containers — portable storage with their own weight limit. The Field Cache Box is one example.

  • Open a container to see its contents
  • Transfer items between your inventory and the container
  • Close the container when done

Containers let you carry more total weight by splitting it across multiple storage units.

DNA Socketing

Some items have sockets that accept special slottable items. Sockets are typed to an element:

Socket Type Property
Caloric Heat and cold
Kinetic Speed and force
Density Mass and penetration
Cohesion Binding — how strongly matter holds together

For example, a Caloric Essence Shard can be slotted into a Caloric socket on your Warden Helm to add fire resistance.

  • Slot an item into a socket from the inventory panel
  • Unslot to remove it (returns to inventory)

Pending Drops

Near the centre of the map, monsters sometimes carry starter equipment — a walking stick or a piece of cloth. It is not most kills, but it is the fastest way to arm a new character, and it stops once you leave the origin sector: further out the same monsters carry consumables and shards instead.

When you kill monsters, loot drops appear. If your inventory is full, a blocking screen appears titled "Inventory Full — Resolve Drops".

This screen shows:

  • Your current inventory (with checkboxes to select items to drop)
  • Pending loot from the monster

Select items to remove and click Resolve to drop them and pick up the new loot. The screen stays open until resolved — you cannot interact with the game until you make room.

Finding out what an item is

There is no catalogue, and this page will not become one — the world is still growing items, and a list written today would be wrong by the time you read it.

Every item describes itself where you are holding it. Your inventory tells you what a thing weighs, which slot it equips to, what its sockets will take, and — for a shard — which equipment it fits and what affinity it carries. That is always current, because it is read from the item rather than written down about it.

Market tickets

Listing something at a market gives you a ticket in its place. It is an ordinary item — it takes a slot, it weighs a little, and it can be dropped, looted, or put in a box like anything else.

It is also the only claim on what you listed. Losing it loses the goods; dying with it hands the goods to whoever killed you. Nothing about a ticket is recoverable if you destroy it.

Generated from player/items.md.