Stash
Storage rooms work as chests: enter, deposit, withdraw. There are about a hundred per sector. A Maintenance Bay is not one; it prises shards out of sockets (Items).
| Room | Where | Frequency |
|---|---|---|
| Utility Closet | All biomes | The most common outside Mountain |
| Supply Cache | All biomes | Common |
| Ice Vault | Mountain | The most common room in Mountain |
The room opens when you step inside; its doorway opens nothing.
Cold storage
Stored food spoils on world time, without the per-step loss of carrying it. Cold slows it.
| Room temperature | Summed Caloric of the cold shards in it (other axes do not count), capped at 27 |
| At 9 or more | Decay stops; one -9 shard is enough |
| Cooling shard | Loses a point every 5 minutes, destroyed at 0 (a -9 lasts 45 min) |
| Ice Vault | Always frozen, no shard needed |
decay rate = base rate * max(0, 1 - temperature / 9)
Contents
An unclaimed storage room refills. Standing in it and opening it rolls for loot when its cooldown has passed and nothing it found last time is still inside; whatever lands goes to whoever takes it first and is on no network until deposited. Faction-held rooms never roll.
Opening one says what the search came to: something turned up, nothing this time, or someone has turned the room over recently and it has not refilled. It never says when it will. Opening cells less than a second apart only looks in: the later one shows what is there without searching it. Your game also remembers, in this browser only, when you last searched each cell yourself, and shades those cells dark on your map, with a small tick, for a day, fading as it passes. The mark shows only where the room itself does, never past the fog; hovering one says how long ago. The mark is a rule of thumb from your own searches, not when the cell refills.
| Cooldown | A day, divided by the square root of the accounts that opened a room in the sector in the last hour; at least 30 minutes, at most a week. Four times as long, everywhere, for an account that rolled more than 194 rooms in the last day |
| Odds | Each find rolls on its own; about 1 room in 15 pays something before anything pulls on the odds |
| Scarcity | A find is up to twice as likely while little of it lies in the sector's storage rooms, on its ground or at its market (packs and job-board escrow do not count), until the sector's rooms have paid out their day's share of it |
| Wealth | A find gets rarer once the sector's rooms have paid out more of it in the last day than expected, and stops at twice that |
| Bad luck | Each empty room you roll raises your odds everywhere, doubling them by 20; after 40 empty rooms in a row the next one pays one find, chosen at the rooms' usual odds. Any find resets it; it is per account |
| Find | Odds and limits |
|---|---|
| Essence shards | The usual find; larger with distance from the origin, like monster drops |
| Binding Salt | About 1 room in 70 (Crafting) |
| Starter gear | Within 2 sectors of the origin (|x| + |y| <= 2): about 1 room in 120 holds a piece |
| Saturation | Every find stops turning up anywhere once the world already holds enough of it. Shards and Binding Salt come back as they are used up; gear and books, which last, do not |
| Pattern books | About one a sector: flask near the origin, canister or satchel 3–5 sectors out, jug beyond (Crafting); forged flasks lying in the sector count against flask books, ten to a book. Picking one up writes its shape into your notes (Crafting). Once the world holds enough of a shape's books, pages in living smiths' notes and what they forge, that book stops turning up anywhere |
| A ghost's estate | What an escaped ghost carried, in its grave's sector: half the rooms that roll there hand out one of its items instead (Graves) |
| The Exchange | A sector short of a find may see it offered for goods at its market (Market); a trade counts as one of the sector's room finds |
| A Stocker's delivery | Rooms are restocked by Stockers, delivery drones (World); killing one hands you its sector's next find, always at least one item, and the next room to roll in that sector pays nothing |
Starter gear (cloth cap, mantle, vest, leggings, wraps, sandals, walking stick) has no stats and exists to hold a shard; sandals and the mantle carry a socket only a quarter of the time. Any monster drop for the same slot is better.
Access
Whoever holds the tile holds the room; capturing the tile captures it.
| Tile | Access |
|---|---|
| Unclaimed | Any character; nothing in it is owned |
| Faction-held | That faction only |
Depositing and withdrawing in the room you stand in are free. When a faction claims an unclaimed room, its contents stay but are not added to the network.
Faction networks
A faction holding two or more storage rooms links them into one inventory: any member retrieves any linked item from any linked room. The item stays in the room it was deposited in until retrieved; it is never copied.
link cost = ceil(weight in grams / 1000) DENSITY chits, HQ reserve
retrieval cost = ceil(weight * tile distance / 1000) KINETIC chits, your inventory
| Linking | Automatic on depositing into a held room; never refunded |
| Reserve short | The new item stays as ordinary local storage; nothing linked is displaced |
| Unlinked items retried | On any deposit, donation or linked item leaving; Relink retries at once |
| Linked until | Retrieved, captured, or the faction dies |
| Distance | Tiles between the two rooms, counted along the grid; retrieving in the same room is free |
See Reference: Stash.
The HQ reserve
| Holds | DENSITY chits, which every link draws on |
| Donations | Any member, voluntary |
| Withdrawals | None; spent by the network or destroyed with the faction |
| Visible | Balance and headroom, to every member |
The participation ledger records each character's lifetime donations. It has no effect, stays on the faction's ledger after they leave, are kicked or die, and is destroyed with the faction.
Territory changes
Items in a captured room transfer with the tile. They try to link against the capturer's reserve, which owes the same DENSITY upkeep; too-heavy items stay local. The loser's reserve commitment drops by the linked weight that left.
Faction destruction
| HQ reserve | Destroyed, given to nobody |
| Network | Every link collapses |
| Uncontested tiles | Unclaimed; rooms open to anyone, contents intact |
| Contested tiles | Cleared and neutral, like the rest |