Carrying and Keeping
Everything you gather and make rides in your trough, your pack. You wake with nothing, and the scarecrow hands you the bag itself in the prologue.
Slots
The trough starts at 15 slots, and one slot stacks up to 99 of one thing. A pile of one material is one slot no matter the size. Made goods and gear take their own room, one piece per slot. When the trough is full, you cannot pick up more until you sell, craft, trade, or drop something.
Room grows three ways:
- Every fifth level quietly adds a slot. By the level 35 cap that is 7 more than you started with.
- A saddlebag off the workshop adds 8.
- A built stable keeps a 40 slot stash at home, 60 once you upgrade it to level 2. A stash row holds up to 999 of one thing, ten times a bag stack.
What death cannot reach
Death takes what you are carrying and what you are wearing, and nothing else. Anything you have put down stays put down: the home stash, a placed chest, a tent's stash. The home stash is simply the biggest and the safest of the three, since nobody can ever loot it.
It holds gear as well as materials, so the right move before a dangerous trip is to walk home and leave your good charms in the chest. A legendary roll you cannot replace has no business being on your body in a wolf den.
You can take things out of the stash at a plot you own even before the stable is built. Putting things in needs the stable standing.
One caution for the long absent: leave the world entirely for more than 4 days and your stored material starts leaking back, and the rate climbs the longer you stay away.
| Days of decay | Lost per day |
|---|---|
| 1 | 0.2% |
| 2 | 0.5% |
| 3 | 1.2% |
| 4 | 3% |
| 5 | 5% |
| 6 | 7% |
| 7 | 8.5% |
| 8 and after | 10% |
Half a hoard is gone at sixteen days away. It is forgiving for a week, then firm.
It reaches every store you are not carrying: the home stash, the placed chest and the tent. Your carried bag and worn gear are never touched, because those are things you are using, and neither is a short break. It exists so a dead hoard circulates instead of rotting.
A chest of your own
There is one more store you can put where you want it: a personal storage chest from the town shop, 12 slots, placed anywhere and yours alone. Its contents survive across sessions, and you can pack it up and set it down somewhere new. The plain chest costs 120,000 gloo from level 12, and a golden one runs 600,000, the same chest in a finer shell.
Two things it does that the shop card does not say. It upgrades once, forever, to 24 slots, for 10 crude glue, 15 scrap and 8 horse shit, and the chest burns those out of its own contents rather than your bag. And from level 29 you can have two placed at once, which are two doors onto the same box rather than two boxes, so packing one up can never strand half your things.
A tent
A tent is the third kind of store: pitch it anywhere walkable and it holds 26 slots, more than a chest and less than a stable. It takes materials and plain goods but not gear, it wears out in 7 days unless you repair it, and 24 hours after it wears out anyone can empty it. It is the only store somebody else can eventually take from.
Sorting the pile
The stash and your chests sort on a click, five ways: by materials, by gear, by name, by type and by rarity.
By type files things the way a fighter reaches for them: charms first, then weapons with their relics beside them, then armor, then the special tools (the boombox, the gps tracker, the portable terminal, the camera, personal storages, the flashlights), then cosmetics, then materials, then everything else. By rarity is the newest, and it is the one to use when you are hunting for the good roll in a full chest.
A sort re-lays the whole store, not just the page you are looking at.
Nothing rots, nothing leaks
What is in your trough stays exactly as it is, and it follows your wallet across sessions. Close the tab, come back tomorrow, it is all still there. The only ways things leave your trough are the ones you choose: selling them, crafting with them, or trading them.