
Crucible-steel reinforced work coat
Equip in the body slot. -10 marksmanship accuracy; -30 engineering accuracy; +109 close-work evasion; +106 marksmanship evasion; -6 engineering evasion.
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Equip in the body slot. -10 marksmanship accuracy; -30 engineering accuracy; +109 close-work evasion; +106 marksmanship evasion; -6 engineering evasion.

Equip in the body slot. 6% damage reduction; -10 marksmanship accuracy; -30 engineering accuracy; +8 close-work force; +136 close-work evasion; +106 marksmanship evasion; -6 engineering evasion.

Equip in the body slot. -10 marksmanship accuracy; -30 engineering accuracy; +7 close-work force; +120 close-work evasion; +106 marksmanship evasion; -6 engineering evasion.

Thrown sporting equipment; one item is spent on each attack unless preserved. Equip in the ammunition slot. 2s attack interval; +6 marksmanship accuracy; +48 marksmanship force. +15% ammunition preservation chance. Firearms form a separate complete progression; this branch is never required to unlock a rifle.

Thrown sporting equipment; one item is spent on each attack unless preserved. Equip in the ammunition slot. 2.2s attack interval; +13 marksmanship accuracy; +93 marksmanship force. +15% ammunition preservation chance. Firearms form a separate complete progression; this branch is never required to unlock a rifle.

Material for Crucible-steel throwing spear.

Equip in the weapon slot. 2.4s attack interval; +67 thrust accuracy; +41 cut accuracy; +26 guard accuracy; +63 close-work force.

Equip in the neck slot. Special bonuses also work in an unlocked passive slot; its base equipment ratings do not. +25% marksmanship critical hit chance.

Equip in the instrument band slot. +15 marksmanship accuracy; +15 marksmanship force.

File in the Stockpile for 3 Resolve points per item. Material for Crew supply concentrate I, Briefing tonic I.

Material for Diamond Bolts, Silver Diamond Ring, Gold Diamond Ring, and other listed recipes.

Equip in the ammunition slot. +128 marksmanship force.

Equip in the field supply slot. Resolve costs −1 (minimum 1), and +5% Resolve point preservation. Uses one per Resolve cost attempt, even when points are preserved.

A case for field records. Prepare it at the engineering bench before filing its briefing.

Equip in the head slot. Special bonuses also work in an unlocked passive slot; its base equipment ratings do not. Each Resolve costs one fewer point, to a minimum of one. +10% Resolve point preservation.

Equip this specialist supply allotment in a Teamwork slot. Work consumes supplies while its bonus is active. +5 percentage points chance to preserve Apothecary ingredients.

Activate for encounters. 5 base charges. Uses charges when you attack. Successful hits slow the target’s attack interval by 3%.

Activate for encounters. 10 base charges. Uses charges when you attack. Successful hits slow the target’s attack interval by 6%.

Activate for encounters. 15 base charges. Uses charges when you attack. Successful hits slow the target’s attack interval by 10%.

Activate for encounters. 25 base charges. Uses charges when you attack. Successful hits slow the target’s attack interval by 15%.

Equip in the off-hand slot. +6 marksmanship accuracy; -10 engineering accuracy; +16 close-work evasion; +16 marksmanship evasion; +9 engineering evasion. Off-hand protection or support; two-handed long arms displace it. It is an equipment bonus, not a simulated portable barricade.

Equip in the off-hand slot. 3% damage reduction; +8 marksmanship accuracy; -10 engineering accuracy; +6 marksmanship force; +20 close-work evasion; +20 marksmanship evasion; +11 engineering evasion. Off-hand protection or support; two-handed long arms displace it. It is an equipment bonus, not a simulated portable barricade.

Equip in the legs slot. +11 marksmanship accuracy; -10 engineering accuracy; +25 close-work evasion; +25 marksmanship evasion; +14 engineering evasion.

Equip in the legs slot. 3% damage reduction; +14 marksmanship accuracy; -10 engineering accuracy; +31 close-work evasion; +31 marksmanship evasion; +18 engineering evasion.

Equip in the body slot. +20 marksmanship accuracy; -15 engineering accuracy; +45 close-work evasion; +45 marksmanship evasion; +30 engineering evasion.

Equip in the body slot. 3% damage reduction; +25 marksmanship accuracy; -15 engineering accuracy; +56 close-work evasion; +56 marksmanship evasion; +28 engineering evasion.

Material for Double-tanned hide wrist guards, Double-tanned hide riding chaps, Double-tanned hide riding vest, and other listed recipes.

Equip in the hands slot. +9 marksmanship accuracy; -10 engineering accuracy; +4 close-work evasion; +4 engineering evasion.

Equip in the hands slot. 3% damage reduction; +11 marksmanship accuracy; -10 engineering accuracy; +5 close-work evasion; +5 engineering evasion.

Equip in the weapon slot. 2.4s attack interval; +8 thrust accuracy; +64 cut accuracy; +8 guard accuracy; +66 close-work force. 30% special-attack chance. Deals 120% normal damage. Reduces enemy Close defense evasion by 10% for the encounter, even on a miss.

Equip in the head slot. Special bonuses also work in an unlocked passive slot; its base equipment ratings do not. Keep equipped to damage opponents at Longgrass Worksite. The route’s level requirement still applies.

Equip in the hands slot. 2% damage reduction; +5 thrust accuracy; +5 cut accuracy; +5 guard accuracy; +5 marksmanship accuracy; -6 engineering accuracy; +3 close-work force; +3 marksmanship force.

Equip in the instrument band slot. 15% special-attack chance. Ten unavoidable hits 0.4s apart, each rolling damage between 1% and 15% of your current health.

Equip in the instrument band slot. Special bonuses also work in an unlocked passive slot; its base equipment ratings do not. Auto Eat triggers 5 percentage points earlier, but food efficiency falls by 25 percentage points. Requires an Auto Eat upgrade.

Material for Emerald Bolts, Silver Emerald Ring, Gold Emerald Ring, and other listed recipes.

Equip in the ammunition slot. +101 marksmanship force.

Material for Heavy-charge trigger band.

Equip in the off-hand slot. Special bonuses also work in an unlocked passive slot; its base equipment ratings do not. Adds 10% Field Engineering maximum hit. Each successful Field Engineering hit has a 10% chance to apply one equally likely effect: Immobilize, Lingering damage or Exhausted. The passive slot keeps these effects but grants no Off-hand guard damage reduction. Off-hand protection or support; two-handed long arms displace it. It is an equipment bonus, not a simulated portable barricade.

Equip in the instrument band slot. Special bonuses also work in an unlocked passive slot; its base equipment ratings do not. Keep equipped to damage opponents at Far Lantern Back Road. The route’s level requirement still applies.

Equip in the neck slot. +9 engineering accuracy; -10 close-work evasion; -10 marksmanship evasion; +9 engineering evasion.

Equip this specialist supply allotment in a Teamwork slot. Work consumes supplies while its bonus is active. +3% Field Engineering accuracy and maximum hit.

Material for Three-stroke training band.

Equip in the neck slot. Special bonuses also work in an unlocked passive slot; its base equipment ratings do not. +5% encounter damage reduction; +10% encounter work interval.

Equip in the off-hand slot. Special bonuses also work in an unlocked passive slot; its base equipment ratings do not. When using Close defense: +7 Close defense Guard bonus, −0.1s attack interval and −3% damage reduction. Off-hand protection or support; two-handed long arms displace it. It is an equipment bonus, not a simulated portable barricade.

Equip in the instrument band slot. 2% damage reduction; +30 close-work evasion; +30 marksmanship evasion; +30 engineering evasion.

An optional hunting crossbow. Uses bolts and leaves the off-hand slot available. Equip in the weapon slot. Earn cents on successful hits. The reward grows with your cents balance, from 0.1% to 2.5% of damage dealt, paid in cents and rounded down per hit. Firearms form a separate complete progression; this branch is never required to unlock a rifle.

Equip in the neck slot. +10 thrust accuracy; +10 cut accuracy; +10 guard accuracy; +6 close-work force; +3 close-work evasion.

Equip in the head slot. +10% global Mastery XP, −10 percentage points of skill resource preservation and −5% skill XP.

Equip in the ammunition slot for the Railway express repeater only. +32 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 80 to receive 25 Express-rifle cartridges; it cannot be equipped until unpacked. This work sorts finished supplies and does not manufacture ammunition.

Eat to restore 140 base health, or equip as encounter provisions.

Eat to restore 154 base health, or equip as encounter provisions. A perfect cook. Can be downgraded to ordinary food.

An optional sporting bow. Uses arrows and both hands. Equip in the weapon slot; requires both hands. 3s attack interval; +83 marksmanship accuracy; +90 marksmanship force. 50% special-attack chance. A landed hit starts a combo. Each subsequent hit removes 0.1s from the attack interval, up to three stacks. A miss clears the combo. Firearms form a separate complete progression; this branch is never required to unlock a rifle.

Equip in the weapon slot; requires both hands. 3.6s attack interval; +86 thrust accuracy; -4 cut accuracy; -4 guard accuracy; +126 close-work force. 100% special-attack chance. A landed hit starts a combo. Each stack removes 0.2s from the attack interval and reduces accuracy and maximum hit by 3%, up to five stacks. A miss clears the combo.

Equip in the outerwear slot. Adds 25% to base Farming yields, alongside compost and mastery bonuses.

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

Material for Fletched arrow shafts, Crew supply concentrate I.

Equip this specialist supply allotment in a Teamwork slot. Work consumes supplies while its bonus is active. +10% evasion for all combat styles; enemies have 10% less evasion.

A stamped paper allotment for finished cartridges for the opening field 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 stamped paper allotment for dressings and other preparation supplies for disruption 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.