A Line That HoldsThe player's field guideThe Meridian Reach
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Items & materials

Find a material, see where it comes from and follow it into the things you can make.

1,327 entries · Page 16 of 23

Ranger’s riding vest · reinforced

Equip in the body slot. Special bonuses also work in an unlocked passive slot; its base equipment ratings do not. Grants Warrants XP, area negation, task damage and Warrants Coin bonuses. The passive slot keeps bonuses without base armour stats.

Ranger’s riding vest · standard

Equip in the body slot. Special bonuses also work in an unlocked passive slot; its base equipment ratings do not. Grants Warrants XP, area negation, task damage and Warrants Coin bonuses. The passive slot keeps bonuses without base armour stats.

Ranger’s riding vest · veteran

Equip in the body slot. Special bonuses also work in an unlocked passive slot; its base equipment ratings do not. Grants Warrants XP, area negation, task damage and Warrants Coin bonuses. The passive slot keeps bonuses without base armour stats.

Ranger’s trail hat · chief

Equip in the head slot. Special bonuses also work in an unlocked passive slot; its base equipment ratings do not. Grants Warrants XP, area negation, task damage and Warrants Coin bonuses. The passive slot keeps bonuses without base armour stats.

Ranger’s trail hat · reinforced

Equip in the head slot. Special bonuses also work in an unlocked passive slot; its base equipment ratings do not. Grants Warrants XP, area negation, task damage and Warrants Coin bonuses. The passive slot keeps bonuses without base armour stats.

Ranger’s trail hat · standard

Equip in the head slot. Special bonuses also work in an unlocked passive slot; its base equipment ratings do not. Grants Warrants XP, area negation, task damage and Warrants Coin bonuses. The passive slot keeps bonuses without base armour stats.

Ranger’s trail hat · veteran

Equip in the head slot. Special bonuses also work in an unlocked passive slot; its base equipment ratings do not. Grants Warrants XP, area negation, task damage and Warrants Coin bonuses. The passive slot keeps bonuses without base armour stats.

Rapid-shot timing band

Equip in the instrument band slot. Marksmanship hits build up to five stacks. Each gives −0.15s attack interval, −10% accuracy and −2% maximum hit. A miss or the end of a fight clears the stacks.

Rattler hide armguard

Equip in the off-hand slot. Special bonuses also work in an unlocked passive slot; its base equipment ratings do not. Each enemy turn’s first successful hit has a 10% chance to poison the attacker. Its special effect also works in the Passive slot. Off-hand protection or support; two-handed long arms displace it. It is an equipment bonus, not a simulated portable barricade.

Raw Anglerfish

Cook at a suitable station before using it as encounter food. Ingredient for Anglerfish.

Raw Beef

Ingredient for Sightline drops I, Beef, Beef skillet flatbread, and other listed recipes.

Raw Carp

Cook at a suitable station before using it as encounter food. Ingredient for Carp.

Raw Cave Fish

Cook at a suitable station before using it as encounter food. Ingredient for Cave Fish.

Raw chicken

Ingredient for Close-work liniment I, Roast chicken, Chicken soup.

Raw Crab

Cook at a suitable station before using it as encounter food. Ingredient for Crab, River lure mixture I.

Raw creek perch

Cook at a suitable station before using it as encounter food. Ingredient for Creek perch.

Raw Fanfish

Cook at a suitable station before using it as encounter food. Ingredient for Fanfish.

Raw golden trout

Eat to restore 140 base health, or equip as encounter provisions. A ready-to-eat river delicacy. Eat it to restore health, or equip a stack as encounter provisions.

Raw Herring

Cook at a suitable station before using it as encounter food. Ingredient for Herring.

Raw lake sturgeon

Cook at a suitable station before using it as encounter food. Ingredient for Lake sturgeon.

Raw Lobster

Cook at a suitable station before using it as encounter food. Ingredient for Lobster.

Raw Manta Ray

Cook at a suitable station before using it as encounter food. Ingredient for Manta Ray.

Raw Salmon

Cook at a suitable station before using it as encounter food. Ingredient for Salmon.

Raw Sardine

Cook at a suitable station before using it as encounter food. Ingredient for Sardine.

Raw Shark

Cook at a suitable station before using it as encounter food. Ingredient for Shark.

Raw Shrimp

Cook at a suitable station before using it as encounter food. Ingredient for Shrimp, River Hand allotment.

Raw spiny riverfish

A spiny river catch kept for the fishing collection or sold for its listed value. It is not edible and has no cooking recipe.

Raw Swordfish

Cook at a suitable station before using it as encounter food. Ingredient for Swordfish.

Raw Trout

Cook at a suitable station before using it as encounter food. Ingredient for Trout.

Reconnaissance practice record

Redeem in the Stockpile to add experience to this trade’s Mastery Pool. Claim for 0.1% of Reconnaissance’s base Mastery Pool capacity as pool XP.

Recovered kiln cache

Open in the Stockpile for a roll from the listed contents. Opening consumes the container. Open this recovered kiln cache for one of four equally likely kiln instrument pendants.

Recovery crew’s tally pendant

Equip in the neck slot. Special bonuses also work in an unlocked passive slot; its base equipment ratings do not. Automatically collects ordinary combat loot into the Stockpile while equipped.

Recovery sorting pouch

Equip in the field supply slot. +4 percentage points to combat loot doubling. Uses one per player attack, including misses.

Recovery tonic I

Activate for encounters. 15 base charges. Uses charges when health regenerates. +30% encounter health regeneration.

Recovery tonic II

Activate for encounters. 25 base charges. Uses charges when health regenerates. +60% encounter health regeneration.

Recovery tonic III

Activate for encounters. 40 base charges. Uses charges when health regenerates. +100% encounter health regeneration.

Recovery tonic IV

Activate for encounters. 60 base charges. Uses charges when health regenerates. +150% encounter health regeneration.

Red supply chit

Material for Freight Scout allotment, Field Analyst allotment, Trail Guide allotment, and other listed recipes.

Redwood long hunting bow

An optional sporting bow. Uses arrows and both hands. Equip in the weapon slot; requires both hands. 3s attack interval; +93 marksmanship accuracy; +100 marksmanship force. Firearms form a separate complete progression; this branch is never required to unlock a rifle.

Redwood short hunting bow

An optional sporting bow. Uses arrows and both hands. Equip in the weapon slot; requires both hands. 2.6s attack interval; +68 marksmanship accuracy; +50 marksmanship force. Firearms form a separate complete progression; this branch is never required to unlock a rifle.

Redwood timber

Material for Redwood short hunting bow · unstrung, Redwood long hunting bow · unstrung, Crucible-steel hunting crossbow, and other listed recipes.

Reinforced field gun tool roll

A prepared gun-crew equipment kit: tools, a rest and the assigned field arm. Equip in the weapon slot at Field Engineering 30. Leaves the off-hand slot free. 2.6s base attack interval; +21 engineering accuracy; +0% technique damage. The technique chooses the drill and its supplies. Tickets pay for off-screen preparation; no crew-placement or cover simulation is implied.

Repeater cartridges

Equip in the ammunition slot for the Repeating rifle only. +15 Marksmanship force. One round is normally spent per attack. Outfitters sell boxes of 25, or you can inspect a sealed supply lot at the Gunsmithing bench. Open ammunition has no resale value.

Repeater supply lot

A sealed lot of finished ammunition. Inspect and pack it at Gunsmithing 35 to receive 25 Repeater cartridges; it cannot be equipped until unpacked. This work sorts finished supplies and does not manufacture ammunition.

Repeating cartridge ticket

A stamped paper allotment for finished ammunition for the second set of drills. The listed quantity is redeemed when the technique or workshop order resolves. These tickets remain in your Stockpile; they are not equipped in the ammunition slot. Obtain them through Ordnance work or regional outfitters. Kit discounts never reduce a listed supply below one.

Repeating rifle

A faster long arm for sustained encounters. Requires both hands and uses ammunition more quickly. Requires Marksmanship 30. 2.4s attack interval; +40 accuracy; +45 force. Uses only Repeater cartridges. Each attack spends one round unless preserved by equipment; the interval includes aiming and reloading.

Repeating rifle mechanism lot

A commissioned, prepared equipment lot for one Repeating rifle. Bring it with one Shaped gunstock to the outfitter’s fittings counter. This is an abstract workshop order, not usable equipment.

Revolver cartridges

Equip in the ammunition slot for the Worn six-shooter only. +7 Marksmanship force. One round is normally spent per attack. Outfitters sell boxes of 25, or you can inspect a sealed supply lot at the Gunsmithing bench. Open ammunition has no resale value.

Revolver supply lot

A sealed lot of finished ammunition. Inspect and pack it at Gunsmithing 1 to receive 25 Revolver cartridges; it cannot be equipped until unpacked. This work sorts finished supplies and does not manufacture ammunition.

Ridgeway piercing pick

Equip in the weapon slot; requires both hands. 3s attack interval; +67 thrust accuracy; -3 cut accuracy; +67 guard accuracy; +179 close-work force. 50% special-attack chance. Two hits 0.2s apart, dealing 65% then 85% of normal damage. A hit grants 15% evasion for two turns.