Reference shelves
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

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.

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.

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.

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.

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.

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.

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.

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.

Equip in the hands slot. Equip to unlock Rapid-water fishing.

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.

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

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

Material for Trail conditioning liniment I, Coating concentrate I.

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

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

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

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

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

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

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.

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

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

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

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

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

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

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

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

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

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

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

Equip in the outerwear slot. Reduces Reconnaissance intervals by 0.5 seconds, adds 100% cents and 150 Stealth.

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.

A workshop component. Use the listed fitting or exchange recipe to turn it into useful goods.

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.

File in the Stockpile for 3 Resolve points per item. File to receive 3 Resolve points.

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.

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

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

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

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

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

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

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.

Material for Redwood long 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.

Material for Redwood short hunting bow.

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

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.

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.

A workshop component. Use the listed fitting or exchange recipe to turn it into useful goods.

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.

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.

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.

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.

Equip in the outerwear slot. Reduces Resolve Point costs by 50%, with a minimum cost of one.

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.

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.

Material for Tool-steel billet, Crucible-steel billet.

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.