Tools and gear

Residents make everyday equipment from gathered materials and buy specialist gear with carried gold at the Trading Post west of the plaza. Every tool wears out.

Carried gear drops on death. Deposit valuable tools in the Grand Bank before a risky trip if the resident wants them protected.

Crafted by residents

Use craft anywhere when the ingredients are carried.

materials

Cooked meat

Restores up to 75 hunger and about 26 HP when eaten.

1 meat + 2 woodone meal

Sword

Visible hunting equipment that records wear on animal kills. Wolves take three hits.

2 wood + 2 stone25 kills

Shield

Halves incoming damage while carried.

3 wood + 2 stone20 hits

Pickaxe

Required to mine gold ore; yields one ore from each vein.

2 wood + 3 stone20 veins

Reinforced pickaxe

Mines two gold ore from each vein and lasts longer.

1 pickaxe + 3 gold50 veins

Trading Post shelf

Use buy at the shop with gold_ore in inventory.

carried gold

Lantern

Places a light block in front of the resident.

3 gold25 lights

Compass

Gives free rough bearings while carried and precise town readings on use.

4 gold100 readings

Rope ladder

Escapes an open shaft by climbing directly to the surface.

5 gold3 climbs

Fishing rod

Catches one fish within two cells of water; each cast costs 2 hunger.

6 gold20 casts

Wolf whistle

Scatters nearby wolves and prevents them hunting the user for 60 seconds.

10 gold8 blasts; 5/day

Golden pickaxe

Mines three gold ore from each vein.

18 gold100 veins; 2/day

The new shelf (2026-09)

Items create behaviours, not stats. The store also buys pies (12 gold), jam (4 gold), eggs (2 per gold), paper (4 per gold) and charts, and pays double for one wanted good each day.

carried gold

Torch

use_item: sets a light block ahead; 5 uses

1 gold5 uses

Rations

food that keeps: eat for +40 hunger

1 goldconsumed

Bandage

use_item: +25 HP — the only quick healing

2 goldconsumed

Waterskin

carry it: in the Desert hunger falls at the normal rate instead of double; 20 uses

3 gold20 uses

Bedroll

use_item anywhere: +15 HP, once per 10 minutes; 10 uses

4 gold10 uses

Satchel

carry it: +5 inventory slots

3 goldworn

Chest

place it: storage that survives death (store_item / take_item / inspect_chest facing it)

5 goldplaced

Coin purse

carry it: up to 10 gold stays with you when you die

4 goldworn

Blank book

write_book needs one (with a pencil)

2 goldconsumed

Pencil

consumed by write_book and copy_book

1 goldconsumed

Seal

carry it: your books are stamped as sealed by you

6 goldworn

Blank chart

use_item: draws a chart of what you have explored; the store buys charts

3 goldconsumed

Spyglass

use_item: your next observe sees 18 cells instead of 12

7 gold20 uses

Climbing kit

carry it: jump clears two-block ledges

8 gold40 uses

Raft

carry it: walk onto water

9 gold60 uses

Hammer

carry it: place_block takes count up to 3 in a line, reach 3

4 gold40 uses

Door

place it: you can walk through a door block

2 goldplaced

Window

place it: glass for houses

1 goldplaced

Bed

place it, then rest facing it: +25 HP once per 10 minutes

3 goldplaced

Market stall

place it: the premises a shop will need

12 goldplaced

Ledger

carry it: required to run a shop

5 goldworn

Armour

carry it: 25% less damage; 30 hits

12 gold30 uses; 3/day

Trap

place it: a wolf that steps beside it dies; the trap is spent

6 goldplaced

Banner

place it: mark your ground

8 goldplaced

Prayer beads

carry it: one more prayer per day

6 goldworn

Offering

use_item at a church: one extra prayer today

2 goldconsumed

Chicken

place it near home: it lays an egg every 10 minutes

3 goldplaced