A | B | C | D | E | F | G | |
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1 | Item Name | Races | Other | Item Effect | Item Description | Crafting Category | Body Slot |
2 | 🐱 | ||||||
3 | MISC ITEMS | ||||||
4 | Backpack_Small_(Token) | ALL | Increases the capacity of your inventory by 10. | A small backpack or satchel. | Clothing | ||
5 | Backpack_Medium_(Token) | ALL | Increases the capacity of your inventory by 20. | A medium backpack. | Clothing | ||
6 | Backpack_Large_(Token) | ALL | Increases the capacity of your inventory by 30. | A large backpack or duffel. | Clothing | ||
7 | Container_(Token) | ALL | This item is currently disabled until a future patch. | A crate or storage container. | Tools | ||
8 | Organic_Pet_(Token) | ALL | This item is currently disabled until a future patch. | An organic friend. | Cloning | Pet slot | |
9 | Mechanical_Pet_(Token) | ALL | This item is currently disabled until a future patch. | A robotic pal. | Cybernetics | Pet slot | |
10 | Power_Mining_Drill | ALL | May be used to mine a rock. Breaks upon first use. | A cheap, disposable drill. | Drills | ||
11 | Steel_Mining_Drill | ALL | May be used to mine rocks. Breaks 35% of the time. | A cheap, steel drill. | Drills | ||
12 | Mithril_Mining_Drill | ALL | May be used to mine rocks. Breaks 20% of the time. | A decent drill made of mithril. | Drills | ||
13 | DuraSteel_Mining_Drill | ALL | May be used to mine rocks. Breaks 15% of the time. | A high-tech drill made of DuraSteel. | Drills | ||
14 | Mining_Laser | ALL | May be used to mine rocks. Breaks 2% of the time. | A high-tech mining laser. | Drills | ||
15 | Mega_Credit | ALL | This item may be used as currency with certain NPCs in exchange for items. This item may not be traded, gifted, looted, or otherwise leave your ownership. | Special credits given as a reward for good RolePlay. | N/A | ||
16 | Free_Medical_Care_(Token) | ALL | This item may be given to BOO Bots or Colony Hospital employees in exchange for surgery or medical services. If a player is providing the services, user must @drop this item. | A token given out by the colony hospital, which is a voucher for one free medical service. | N/A | ||
17 | |||||||
18 | |||||||
19 | CONSUMABLES - Items in this category cannot be consumed during combat unless stated otherwise | ||||||
20 | - FOOD | ||||||
21 | Apple | 1,2,3,4,5,6,8,9,10 | Food Lasts 5 hours | +3 Temporary HP | A rare fruit that once according to legend, led to the fall of mankind from paradise. | Cloning | Consumable |
22 | Baby_Food | ALL | Food Lasts 6 Hours | +3 Temporary HP | A smooth food even a robot or cyborg could consume. | Food | Consumable |
23 | Battery | 7 | Food Lasts 6 Hours | [Tech] +3 Temporary HP | Batteries make a great supplemental power source for cybernetics. | N/A | Consumable |
24 | Box_of_Pizza | 1,2,3,4,5,6,8,9,10 | Food Lasts 6 Hours | +3 Temporary HP | New york style. | Food | Consumable |
25 | Can_of_Food | 1,2,3,4,5,6,8,9,10 | Food Lasts 6 Hours | +2 Temporary HP +1 DR | Bachelor chow! New! Now with flavor! | Food | Consumable |
26 | Can_of_Sardines | 1,2,3,4,5,6,8,9,10 | Food Lasts 5 hours | +2 Temporary HP +1 AGI | Smelly! | Food | Consumable |
27 | Cherry | 1,2,3,4,5,6,8,9,10 | Food Lasts 5 hours | +1 AGI | A rare fruit that fills you with a vitality not often seen in this age. | Cloning | Consumable |
28 | Corpse | 5,10 | Food Lasts 8 hours | +3 Temporary HP | You might have known this guy once upon a time. It might be edible as is by some of Earth's mutant population. | N/A | Consumable |
29 | Dead_Cat | 5,10 | Food Lasts 4 hours | +3 Temporary HP | So soft... so warm... little ball of fur. Poor Earth cats tend to be a food source for local mutants. | N/A | Consumable |
30 | Decapitated_Mouse | 2,5,10 | Food Lasts 2 hours | +3 Temporary HP | Delicious to mytharii and mutants. | N/A | Consumable |
31 | Donut | 1,2,3,4,5,6,8,9,10 | Food Lasts 5 hours | +1 ACC -1 AGI | Unhealthy but rumored to be the COL-SEC's food of choice on the job. | Food | Consumable |
32 | French_Fries | 1,2,3,4,5,6,8,9,10 | Food Lasts 6 Hours | +6 Temporary HP -1 AGI | A great snack, but not that healthy. | Food | Consumable |
33 | Hamburger | 1,2,3,4,5,6,8,9,10 | Food Lasts 6 Hours | +1 STR | Cooked hamburger from the almighty golden arches. | Food | Consumable |
34 | Hot_Dog | 1,2,3,4,5,6,8,9,10 | Food Lasts 6 Hours | +6 Temporary HP -1 AGI | A great snack, but not that healthy. | Food | Consumable |
35 | Lucky_Mushroom | ALL | Food Lasts 5 hours | +2 to Looting Rolls | Tastes of rot. | Cloning | Consumable |
36 | Pack_of_Ramen | 1,2,3,4,5,6,8,9,10 | Food Lasts 5 hours | +6 Temporary HP -1 AGI | Its college in a bowl,Yum! | Food | Consumable |
37 | Pancake | 1,2,3,4,5,6,8,9,10 | Food Lasts 6 Hours | +1 DR -1 AGI | Its a cake but from a pan. | Food | Consumable |
38 | Pineapple | 1,2,3,4,5,6,8,9,10 | Food Lasts 5 hours | +1 AGI | An exceptionally healthy fruit! | Cloning | Consumable |
39 | Plasma_Cell | 7 | Food Lasts 4 hours | [Tech] +2 ACC +1 AGI User explodes for 3 explosive damage upon death, in a 10m diameter AoE Any user, including non-cybernetic users, may prime and throw this item as if it were a Plasma_Grenade | A volatile power source. | Tools | Consumable |
40 | Potato_Chips | 1,2,3,4,5,6,8,9,10 | Food Lasts 5 hours | +6 temp HP -1 AGI | Taters? whats Taters, precious? POtaaatoohs. | Food | Consumable |
41 | Power_Cell | 7 | Food Lasts 6 Hours | [Tech] +3 Temporary HP +1 DR | Power cells give a power boost to cybernetics. | N/A | Consumable |
42 | Ration | 1,2,3,4,5,6,8,9,10 | Food Lasts 6 Hours | +4 Temporary HP | Military rations taste like cardboard and toilet paper. Oh wait, that part -was- toilet paper. | Food | Consumable |
43 | Raw_Fish | 2,9,10 | Food Lasts 4 hours | +3 Temporary HP | Normally used as a raw ingredient in things like Sushi. Mytharii and Anshiri both love raw fish just the way it is! | N/A | Consumable |
44 | Raw_Meat | 2,5,10 | Food Lasts 4 hours | +2 STR | Raw meat makes for the primary ingredient in most of the food in the colony. Mytharii and Mutants though love it just the way it is. | N/A | Consumable |
45 | Steak | 1,2,3,4,5,6,8,9,10 | Food Lasts 6 Hours | +2 STR | Cooked cow meat. Red meat is good for the muscles! | Food | Consumable |
46 | Stew | 1,2,3,4,5,6,8,9,10 | Food Lasts 6 Hours | +3 Temporary HP +1 STR | A healthy soup of veggies and meat. | Food | Consumable |
47 | Sushi | 1,2,3,4,5,6,8,9,10 | Food Lasts 5 hours | +3 Temporary HP +1 AGI | Raw fish wrapped in rice. | Food | Consumable |
48 | Tomato | 1,2,3,4,5,6,8,9,10 | Food Lasts 5 hours | +3 Temporary HP +1 AGI | Healthy! | Cloning | Consumable |
49 | Weinerschnitzel | 1,2,3,4,5,6,8,9,10 | Food Lasts 5 hours | +3Temporary HP +1 STR | WEENURPALOOZA! | Food | Consumable |
50 | - DRINKS | ||||||
51 | Bottle_of_Beer | 1,2,3,4,5,6,8,9,10 | Drink Lasts 2 Hours | [Alcohol] [Addictive] +7 Temporary HP -2 AGI | Sweet nectar of barley | Drinks | Consumable |
52 | Bottle_of_Moonshine | 1,2,3,4,5,6,8,9,10 | Drink Lasts 3 Hours | [Alcohol] [Addictive] +2 BS -1 ACC -1 AGI | Potato liqour. You feel the urge to kill someone named Mccoy. | Drinks | Consumable |
53 | Bottle_of_Saki | 1,2,3,4,5,6,8,9,10 | Drink Lasts 2 Hours | [Alcohol] [Addictive] +2 STR -2 AGI | Rice liqour. The way of the samurai flows through you. | Drinks | Consumable |
54 | Bottle_of_Scotch | 1,2,3,4,5,6,8,9,10 | Drink Lasts 3 Hours | [Alcohol] [Addictive] +7 Temporary HP +1 DR -3 AGI | Blood of the Scots. | Drinks | Consumable |
55 | Bottle_of_Tequila | 1,2,3,4,5,6,8,9,10 | Drink Lasts 2 Hours | [Alcohol] [Addictive] +2 STR -2 AGI | Seems to have pickled worms in it. Gain the prowess of a revolutionary in combat. | Drinks | Consumable |
56 | Bottle_of_Vodka | 1,2,3,4,5,6,8,9,10 | Drink Lasts 3 Hours | [Alcohol] [Addictive] +2 ACC -2 AGI | From Mother Russia. You will always shooting the accurate. | Drinks | Consumable |
57 | Bottle_of_Whiskey | 1,2,3,4,5,6,8,9,10 | Drink Lasts 2 Hours | [Alcohol] [Addictive] +2 BS -2 AGI | Drink of the wasteland cowboy. | Drinks | Consumable |
58 | Can_of_WD40 | 7 | Drink Lasts 4 Hours | +1 AGI | Great for those squeaky joints on your old model sex droid! | N/A | Consumable |
59 | Clean_Water | ALL | Drink | Removes all other drink buffs. Gives no buff of its own. | Water that is okay to drink. | Drinks | Consumable |
60 | Coffee | 1,2,3,4,5,6,8,9,10 | Drink Lasts 3 Hours | +1 AGI -1 ACC | Some higher ups at EarthGOV made double dog sure that the drink their corporate world runs on survived from Earth. | N/A | Consumable |
61 | Cola | 1,2,3,4,5,6,8,9,10 | Drink Lasts 3 Hours | +1 ACC -1 AGI | Carbonized beverage, made with real coca! Causes the user to become hyperactive. | Drinks | Consumable |
62 | Coolant | 7 | Drink Lasts 2 Hours | [Tech] +2 AGI | A cooling gel that can be applied internally to relieve stress on servos and mechanical parts. | Tools | Consumable |
63 | Magika_Elixir | ALL | Drink
Lasts 4 Hours | +1 MAE -1 AGI | A bubbly potion that enhances Magikal ability. | Alchemy | Consumable |
64 | Milk | 1,2,3,4,5,6,8,9,10 | Drink Lasts 2 Hours | +1 AGI vs debuffing attacks | Cool milk has a soothing effect, and helps build strong bones! | N/A | Consumable |
65 | Motor_Oil | 7 | Drink Lasts 2 Hours | +6 temp HP | A hearty fuel, and a lubricant for mechanical components, this stuff keeps mechanicals working at pique performance. | Tools | Consumable |
66 | Pure_Water | 1,2,3,4,5,6,8,9,10 | Drink Lasts 3 Hours | +1 AGI against any effect which can cause a debuff | Pure water is free of the impurities found in tap water. It is great for clearing out your system. | Medicine | Consumable |
67 | Wine | 1,2,3,4,5,6,8,9,10 | Drink Lasts 2 Hours | [Alcohol] [Addictive] +2 ACC -2 AGI | For the most sophisticated of Colonists. Causes liver damage after second use. | Drinks | Consumable |
68 | - DRUGS | ||||||
69 | Box_of_Cigarettes | 1,2,3,4,5,6,8,9,10 | Drug Lasts 1 Hour | [Addictive] +3 ACC User takes 1 internal damage at the start of each of their turns. | Making people look cool and get cancer since the 1700s. Due to the lack of plants remaining on Earth, most traditional cigerettes are now Chem Cigs using chemicals to simulate the taste and effect of traditional tobacco, perfectly safe according to 9 out of 10 Chem Cig technicians. | Drugs | Consumable |
70 | Chocolate | 1,2,3,4,5,6,8,9,10 | Drug Lasts 2 Hours | +1 AGI | Sweet treat, extracted from a coco plant on Earth. | N/A | Consumable |
71 | Cocaethylene_Spray | 1,2,3,4,5,6,8,9,10 | Drug Lasts 4 Hours | [Injection] [Addictive] +1 AGI +2 DR -4 Max HP May be used during combat. Grants [Haste] for the first round of combat if used prior to combat. If used during combat, you gain the stats immediately, and take 4 internal damage. Then, gain [Haste] for one round at the start of your next turn. | A bottle of liquidized super cocaine that one sprays into the eye or injects in their body, causing the user to perceive time at a very rapid rate, making everything around them appear to move in slow motion, Some have dubbed it "Red Eye" or "Slo Mo" | Drugs | Consumable |
72 | Cocaine | 1,2,3,4,5,6,8,9,10 | Drug Lasts 3 Hours | [Addictive] +3 AGI -1 ACC | The white lady, designer drug for the masses since its creation. | Drugs | Consumable |
73 | Crystal_Meth | 1,2,3,4,5,6,8,9,10 | Drug Lasts 3 Hours | [Addictive] +3 AGI -1 UDR | Meth, not even once. If you do use it once though it gives a serious jittery boost to your senses. | Drugs | Consumable |
74 | Hit_of_LSD | 1,2,3,4,5,6,8,9,10 | Drug Lasts 6 Hours | +2 PER Wound timers are multiplied by 2x | Expands your senses creating vivid hallucinations and allowing one to take in their surroundings more clearly. | Drugs | Consumable |
75 | Leviathan_Strain | 1,2,3,4,5,6,8,9,10 | Drug Lasts 8 Hours | [Injection] May be used during combat. Unarmed attacks now deal 5 melee damage per hit Regenerate 1 health per turn +2 MOV Cannot be revived once downed. Cannot use Magika Stones. If used during combat, its target is [Dazed] for one turn, then all other effects begin at the start of its target's next turn. | This chemical compound is normally produced as an excretion of the leviathan parasite. Reverse engineering has made it possible to synthesize the compound, giving a temporary boost to physical prowess at the cost of mental faculties. | Adv.Drugs (ExPraeda Faction) | Consumable |
76 | Magnet | 7 | Drug Lasts 4 Hours | EMP effects last 1 less turn -1 ACC | Magnets have a strange effect on the internal circuitry of cybernetic beings. It makes cyborgs feel funny and can even be addictive to certain cyborgs. | Consumable | |
77 | Near_Death | 1,2,3,4,5,6,8,9,10 | Drug Lasts 4 Hours | +1 ACC with magika stones -1 ACC with magika other than stones. May cast stones as if you were standing at any point within 8m of your position | This form of LSD is enhanced to target specific parts of the brain, unlocking an out of body feeling like a near death experience. | Adv.Drugs (ExPraeda Faction) | Consumable |
78 | Opium | 1,2,3,4,5,6,8,9,10 | Drug Lasts 4 Hours | [Addictive] +1 DR +5 Temp HP -2 ACC | This powerful pain killer contains ancient chinese secrets! Take it to relieve the pain of injury, or to just chase the dragon. It is highly addictive. | Medicine | Consumable |
79 | Phencyclidine | 1,2,3,4,5,6,8,9,10 | Drug Lasts 3 Hours | +2 DR -1 AGI If an attack would [Daze] you, but your natural dodge roll was above 10, you are not dazed. | Commonly called PCP, or Angel Dust, this highly controlled substance is making a comeback. When taken in high doses, it causes extreme numbness, making the user unable to feel pain. | Adv.Drugs (ExPraeda Faction) | Consumable |
80 | Sniffing_Spice | 1,2,3,4,5,6,8,9,10 | Drug Lasts 3 Hours | [Addictive] +2 STR -1 DR | The spice must flow. A new organic drug created through genetic engineering of modern day plants. | Drugs | Consumable |
81 | Steamlight | 7 | Drug Lasts 3 Hours | [Tech] +1 AGI -1 DR User starts combat with 2 turns of [Haste] User takes 1 internal damage at the start of each of their turns. | Also known as a blue cap, the refined form of dilithium is super fuel for starships and cybernetics alike. | Tools | Consumable |
82 | Sugar | 1,2,3,4,5,6,8,9,10 | Drug Lasts 2 Hours | +1 AGI | Sugar sugar sugar SUGAR! Must have sugar! | N/A | Consumable |
83 | Titan_Serum | 1,2,3,5,6,8,10 | Drug Lasts 8 Hours | [Injection] [Addictive] Cannot be injected into cybernetic players +3 STR +2 UDR -3 AGI See ExoFrame and Power_Armor for interactions with Titan_Serum, if applicable. | A very potent mega steroid that will cause the user's muscle mass to multiply x5 giving them super human strength. The effects will last for much longer than other drugs. Some have dubbed it "Zerker" Serum. | Drugs | Consumable |
84 | |||||||
85 | Non-Lootable Permanents | ||||||
86 | Bar_Tending_Permit_(Permanent) | ALL | Allows one to legally serve alcohol in the colony. Cannot be traded, looted, stolen, or sold. May be revoked by COL-SEC or EarthGOV personnel. | Allows the owner to distribute alcohol in bars,clubs, or food establishments within the city. | |||
87 | Clearance_Chip_Level_#_(Permanent) | ALL | Grants employees access to resources and information that require a certain level of security clearance. Cannot be traded, looted, stolen, or sold. | A subdermal chip that allows the user to collect a special paycred each week, or give them acces to some sort of node. Typically used in companies and employment to mark higher grades of pay or security levels. | |||
88 | Fake_ID_Chip_(Permanent) | ALL | This item carries a false identity for the user, and is injected like an ID_Chip Allows the user to pass themselves off as another citizen during ID scans. This item can be used to buy drills at the PDI mines without a mining license. Opponents must roll 1d20 +HAX to detect that this is a fake item. User may choose to either compare this against a 1d20 +HAX roll of their own, or to require the opponent to roll 12 or higher with their roll. Can only be looted by COLSEC, PDI, or EarthGOV. May be traded. Must be destroyed when unequipped/removed. | Fake ID Chip, carries false or stolen information. | Implants | ||
89 | Food_Vendor_Permit_(Permanent) | ALL | Allows the user to legally set up food and drink stands around the colony. Cannot be traded, looted, stolen, or sold. May be revoked by COL-SEC or EarthGOV personnel. | Allows the owner to legally run a food service in the city limits. | |||
90 | ID_Chip_(Permanent) | ALL | Carries user's species, name, age, origin, and criminal history. Allows user to interact with NPC vendors in the colony. Cannot be traded, looted, stolen, or sold. Can be cut out, but may only be legally revoked by COL-SEC or EarthGOV personnel. Must be destroyed when unequipped/removed. | ID Chip, carries information on wearer, and is required to obtain a residence, buy, sell and trade, and aquire any permits/licenses within the colony. | |||
91 | Mining_License_(<Month>_<Year>) | ALL | Allows the user to legally purchase drills and mine at the PDI camp. Cannot be traded, looted, stolen, or sold. May be revoked by PDI personnel. | Allows the owner to mine legally. Mine with out it, and you may be caught and detained. Must be updated monthly at the PDI office to stay current. | |||
92 | Vehicle_License_(Permanent) | ALL | Allows user to operate a standard vehicle within city limits. Cannot be traded, looted, stolen, or sold. May be revoked by COL-SEC or EarthGOV personnel. | Allows the owner to legally operate a vehicle in the colony. Without it, your vehicle is subject to being impounded. | |||
93 | Vendor_License_(Permanent) | ALL | Allows the user to legally set up general merchandise stands around the colony. Cannot be traded, looted, stolen, or sold. May be revoked by COL-SEC or EarthGOV personnel. | Allows the owner to legally run a general merchandise business within the city limits. | |||
94 | EG_Scanner_(Permanent) | ALL | Capable of the following types of information gathering:
1. Identity Chip verification - Can determine if an ID chip is present or not, as well as if the ID chip is valid or fake via a DC12 HAX roll. 2. ID chip information reading - Can read all info placed on an ID chip including but not limited to: Species, Age, Gender, Licenses owned, Criminal record, last recorded appearance. This item does not take up a slot and cannot be looted. Upon being removed from an EarthGov job/roster, this item becomes unusable and must be @dropped in the presence of a Storyteller, GM, or Egov/ColSec faction lead. | An EarthGov Corp. issued scanner, given to earthgov and colony security personnel to identify civilians. | N/A | ||
95 | |||||||
96 | EQUIPMENT | ||||||
97 | Armor Addons | ||||||
98 | Ammo_Belt_(Permanent) | ALL | You may now reload up to two weapons with one action Both weapons must be currently in your hands slots. | An armor addon that gives convenient holsters for additional ammo magazines. | Addons | Armor Addon Slot | |
99 | Anti-Grav_Harness_(Permanent) | ALL | Disabled by EMP | [Tech] Choose one: +1 AGI and [High Mobility] or Counteracts all instances of [Cumbersome] on armor and weapons. | The harness attaches to the body and helps offset the gravity of whatever celestial body you find yourself on. | Addons | Armor Addon Slot |
100 | Chameleon_Coating_(Permanent) | ALL | Disabled by EMP | [Tech] +2 SNK | This armor addon is a coating for any armor that will bend light around the wearer passively. | Addons | Armor Addon Slot |