Items
Contents
Various items are scattered on the island and can be carried in a player's inventory. All items can be found by searching in the appropriate places; some tend to be found more in huts and villages, while others are more likely to be found in the jungle. All items can be traded to traders for what they have in stock.
Clicking on an item in your inventory uses 1 AP. Generally, this attempts to use the item (such as a sharpening stone); otherwise, you get a message like: "Upon closer inspection, the knife appears to be a weapon." (1 AP is used in either case.)
For more information, see Talk:Items.
Melee weapons
The default weapon, the punch, deals 1 point of base damage at 10% base accuracy.
There is an unknown chance of a weapon dealing additional damage during combat. "Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal. You attack [the target] for 5 damage." There is also an unknown chance of a weapon breaking during combat, which causes you to lose that weapon. "Unlucky or just clumsy? The blade snaps off and you're left holding the handle, which you discard." See Special weapon event odds for more information.
Melee Weapons | |||||
---|---|---|---|---|---|
Name | Base damage | Base accuracy | Normal trade value | Locations | Notes |
Knife | 1 | 20% | $80 | Camps | Required for writing messages on trees or huts. |
Dagger | 1 | 20% | $80 | Ruins | Required for writing messages on trees or huts. |
Machete | 2 | 20% | $100 | Jungle | Breakable. Required for chopping through the jungle. Can become a blunt machete when you chop vegetation; see Special weapon event odds. |
Blunt machete | 1 | 20% | $70 | Camps, Jungle | Required for chopping through the jungle, but doesn't always succeed at doing so. Can be sharpened with a sharpening stone to become a machete. |
Cutlass | 2 | 20% | $120 | Ship | Breakable. Required for chopping through the jungle. Can become a blunt cutlass when you chop vegetation; see Special weapon event odds. |
Blunt cutlass | 1 | 20% | $80 | Ship | Required for chopping through the jungle, but doesn't always succeed at doing so. Can be sharpened with a sharpening stone to become a cutlass. |
Heavy sword | 4 | 20% | $5000 | Jungle (?) | Extremely rare; only a few are rumored to exist. |
Ranged weapons and ammunition
Unlike melee weapons, ranged weapons rely on ammunition. If a ranged weapon is not loaded, the character will not be able to attack with it. Reloading is accomplished for 1 AP by clicking on name of the ammunition associated with weapon in the inventory list.
Ranged Weapons | |||||
---|---|---|---|---|---|
Name | Base damage | Base accuracy | Normal trade value | Locations | Notes |
Rifle | 5 | 20% | $300 | Outsider ammunition huts, Outsider camps | Needs ammo (rifle bullets). Holds 2 bullets at a time. Requires 2 inventory spaces (regardless of how many bullets are loaded). (Outsiders only; natives require outsider knowledge to use.) |
Blowpipe | 4+ | 20% | $300 | Native ammunition huts, Native camps | Needs ammo (poison darts). Holds 1 dart at a time. Requires 2 inventory spaces (whether loaded or empty). (Natives only; outsiders require native knowledge to use.). Initially inflicts 4 HP of damage for 4 XP. Animals take a further 2 HP of damage immediately from poison, while human targets incur 1 HP of damage on each of their next four actions. No XP is gained from poison damage. |
Ammunition | |||
---|---|---|---|
Name | Normal trade value | Locations | Notes |
Rifle bullet | $15 | Outsider ammunition huts, Outsider camps | Used as ammo for rifles (which hold 2 bullets each). Found as singles or in boxes with up to 8 in a box; boxes immediately break out into individual bullets, taking 1 inventory space per bullet. (Outsiders only; natives require outsider knowledge to use.) |
Poison dart | $10 | Native ammunition huts, Native camps | Used as ammo for blowpipes (which hold 1 dart each). Found as singles or in bundles with up to 8 in a bundle; bundles immediately break out into individual darts, taking 1 inventory space per dart. (Natives only; outsiders require native knowledge to use.) |
Consumables
Using a consumable item takes 1 AP and removes the item from your inventory. XP is also gained equal to the HP restored or removed by the item.
Fruits and drinks may only be used on yourself. First aid kits and healing herbs may also be used to heal animals and other characters (including NPC traders and shamans).
Consumables | |||||
---|---|---|---|---|---|
Name | Restores | Normal trade value | Price per 1HP healed | Locations | Notes |
Banana | 1 HP | $40 | $40 | banana tree, loose in jungle | |
Mango | 1 HP | $40 | $40 | mango tree, jungle | |
Bottle of beer | 2 HP | $40 | $20 | outsider camps, beach | Drinking it gives an empty bottle. Natives without outsider knowledge see it as 'brown liquid', but may drink it normally. |
Bottle of rum | 2 HP | $40 | $20 | shipwreck | Drinking it gives an empty bottle. Natives without outsider knowledge see it as 'brown liquid', but may drink it normally. |
Bottle of water | 2 HP | $30 | $15 | outsider camps, shipwreck | Drinking it gives an empty bottle. Natives without outsider knowledge see it as 'liquid', but may drink it normally. |
Bottle of salt water | -2 HP | $20 | $10 | use empty bottle in water at shore | Damages for 2 HP, gives 2 XP, and leaves an empty bottle. Outsiders without native knowledge see it as a 'bottle of water' and may drink it normally, but can't tell it from ordinary water. |
Gourd of water | 2 HP | $30 | $15 | loose in jungle | Drinking it gives an empty gourd. |
Gourd of salt water | -2 HP | $20 | $10 | use empty gourd in water at shore | Damages for 2 HP, gives 2 XP, and leaves an empty gourd. Outsiders without native knowledge see it as a 'bottle of water' and may drink it normally, but can't tell it from ordinary water. |
Bunch of tasty berries | 2 HP | $40 | $20 | berry bush | Outsiders without native knowledge recognize them as 'berries' and may use them normally, but cannot identify them from poisonous berries. |
Bunch of poisonous berries | -2 HP | $20 | $10 | berry bush | Inflicts 2 HP damage on self, but gives 2 XP. Outsiders without native knowledge recognize them as 'berries' and may use them normally, but cannot identify them from tasty berries. |
First aid kit | 5/10 HP | $200 | $40/$20 | outsider medical huts, shipwreck | Heals 5 HP unskilled, or 10 HP with First Aid skill. Heals shark bite wounds. Natives without outsider knowledge recognize this item but are unable to use it. "FAK" and "Kit" are common abbreviations. |
Healing herb | 5/10 HP | $200 | $40/$20 | outsider medical huts, shipwreck | Heals 5 HP unskilled, or 10 HP with Natural Medicine skill. Heals shark bite wounds. Outsiders without native knowledge see this item as a "dried herb" and are unable to use it. |
Empty bottle
Remains in your inventory after drinking a bottle of beer, rum or water.
Normal trade value: $20.
They may be filled at certain locations, including:
- Water in inland rivers (gives bottle of water)
- Water at beach (gives a bottle of salt water)
Empty gourd
Drinking a gourd of water leaves an empty gourd in your inventory. Functionally, it is identical to an empty bottle, except that the two count as separate items in the trading hut.
Useful equipment
GPS unit
- Normal value: $250
- Locations: outsider camps, outsider resource huts
- Usable by: outsiders; natives with outsider knowledge
Gives the coordinate location of your character when a signal is available in a non-dense, non-enclosed area. Coordinates are in the form [-70.366,+26.443], where the first number is the X coordinate (longitude) and the second is the Y coordinate (latitude). Moving a single square represents a change in coordinate in that direction of 0.001.
Piece of driftwood
- Normal value: $70
- Locations: beach, dunes, boatyard
A signpost can be built out of two pieces of driftwood.
Sharpening stone
- Normal value: $50
- Locations:all camps
Clicking on it will sharpen either a blunt machete or blunt cutlass from your inventory.
Currency
Gem
- Normal value: $1000
- Locations: ruins, hold (shipwreck)
Ten times more valuable than gold at normal prices. Unlike gold, gems require inventory space.
Gold coin
- Normal value: $100
- Locations: camps, jungle, beach
Being the currency of the island, gold coins are the only items to require no inventory space, and up to ten can be given to any player in the same location via the "Give" button. Clicking on a gold coin in one's inventory flips it and gives "heads" or "tails" as a result.
Charms and Amulets
Charms are automatically listed in your character profile, and may or may not give an advantage to gameplay. Examining one gives the message: "The [item] doesn't appear to actually do anything. Maybe just carrying it is sufficient if you believe in its power."
Charms and Amulets | |||
---|---|---|---|
Name | Normal trade value | Locations | Known powers |
Rabbit foot charm | ? | jungle | |
Parrot feather charm | ? | jungle | |
Silver skull cross | ? | jungle | |
Monkey claw charm | ? | jungle | |
Tiger tooth amulet | $50 | Temple Ruins south of shipwreck |
Creatures
When searching in certain areas, players may catch animals. These have no practical function, but may be exchanged at the trading hut.
Crab
- Normal value: $50
- Locations: beach
Poisonous snake
- Normal value: $5
- Locations: grasslands
Broken knife (discarded)
Searching in certain locations, such as water or swamp, gives the message "You search and find a broken knife which you discard." Receiving this message indicates that no items can be found in this particular location at all.