The Item Catalog
Every material, consumable, weapon, armor piece and trinket, in one place. What it does, what it takes to make, and where you can get it. Tools, storage, clothes and the big shop purchases live on their own page.
Three things to know before you read the tables:
- Some workshop recipes (the Glue Lance, bone armor and the ten charms) roll a rarity on the bench, common through legendary, and your Wits tilt that roll. A fifth tier, mythic, worth double a common and carrying three side bonuses, cannot be rolled at all: fusing is the only door to one. Everything else off the bench, the saddle, the saddlebag, tees, bandages, the tent, furniture, comes off plain. See Gear and Rarity.
- Durability is gone. It used to be a printed number that nothing ever spent, and on 5 August 2026 it was deleted from the game entirely. Nothing wears out, nothing breaks, and there is no repair because there is nothing to repair.
- Crafting is instant. There is no craft timer on anything. Every craft out in the world costs a flat 10 gloo to the treasury.
Materials
| Material | Floor | What it feeds | |
|---|---|---|---|
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Scrap | 4 gloo | Hoof Wraps, Barding, Bone Armor, the Brute and Hasty Charms, the Saddle, the Metal Rod, and all six pieces of furniture. Renewable, world ceiling 39,000 |
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Sap | 2 gloo | Patch Kit, Crude Glue, Stamina Tonic, five of the ten charms, all five Chem Lab potions, the Sap Lamp, the Tent and its repair kit. Renewable, world ceiling 60,000 |
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Hide | 5 gloo | Barding, Saddlebag, Bone Armor, six of the ten charms, Glue-Ward Tonic, Vigor Elixir, Mending Draught, the Saddle, the Straw Rug, the Tent. Renewable, world ceiling 57,000 |
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Bone | 10 gloo | Glue Lance, Bone Armor, Grand Elixir, the Saddle, six of the ten charms, every charm fuse, and throw ammo for human souls. Renewable, off creature kills and the kiln. No node gives it any more, and the world holds at most 9,000 at once |
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Fishbone | 5 gloo | Refines 2 into 1 bone at the Kiln, from level 6. Drops only from the fish of the Ocean. No node anywhere. Finite, 4,000 in the world |
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Horse Shit | 1 gloo | Brick, armour fusing fuel, the Flinger Charm, a storage chest upgrade, and throw ammo for horse souls. Renewable, world ceiling 35,000, but no node gives it: it comes from a stable or the activity bar |
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Straw | 1 gloo | Brick, the Waystone Shard, spun fiber and so every t-shirt and bandage, the Straw Rug, the mannequin, and 100 of a tent. Renewable, world ceiling 68,000 |
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Water | 2 gloo | Brick, and cotton, and so every t-shirt, bandage and tent. Renewable, world ceiling 42,000 |
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Frozen Sap | no floor | Feeds the Frozen Long Sword at the frost forge on Knacker's Pass, 19 a forge. Finite, 12,000 in the world, all of it on the Pass. No vendor will buy it, so it trades player to player only |
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Iron Fittings | no floor | Gates the 10x10 stable (4), the 12x12 (6) and every black market shop (10). A rare creature and chest drop. Finite, 3,800 in the world, split across the seven grounds that drop it. No vendor will buy it |
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Keystone | no floor | Gates the 12x12 stable, 1 needed. Comes off Lil Knacker and nothing else. Finite, 1,500 in the world, all of it on Knacker's Pass. No vendor will buy it |
Sap, scrap, hide, straw and water are renewable: their nodes regrow, and what bounds them is a ceiling on how much may be held at once rather than a pool that empties. Bone and horse shit are renewable too, and neither has a node. Only the last three lines plus fishbone are still finite pools. Where each one is gathered, and what the ceilings mean: Gathering and Scarcity and the Cap.
Consumables
| Item | Effect | How you get it | |
|---|---|---|---|
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Patch Kit | Heals 30 HP | Hoof Bench: 1 scrap + 1 sap |
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Stamina Tonic | Restores 50 stamina | Hoof Bench: 1 sap + 1 hide |
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Vigor Elixir | Restores 120 stamina | Chem Lab, level 10: 2 sap + 1 hide |
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Mending Draught | Heals 90 HP | Chem Lab, level 10: 1 scrap + 1 sap + 1 hide |
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Grand Elixir | Heals 180 HP, the strongest heal there is | Chem Lab, level 10: 1 bone + 2 sap |
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Oat Snack | Restores 60 stamina | Sticky Pomus, the general store: 10 gloo |
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Field Ration | Heals 45 HP | Sticky Pomus, the general store: 18 gloo |
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Bandage | Used on another player within 2 tiles, below half health: heals them 40% of their max HP. Ten seconds between uses. Pays hero standing | Workshop, level 3: 2 cotton |
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Waystone Shard | One use, one trip: snaps you to the waystone you last unlocked. Spends the waystone's own one minute cooldown | Hoof Bench: 4 straw. Also a 2% drop off any level 8+ creature |
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Ocean Treasury | Open it for 100 to 500,000 gloo. Four treasury opens a day, of any kind. See the Ocean | Guaranteed from every reef shark |
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Frozen Treasury | The exact same payout table and the same shared four opens a day. Only the source differs | Half of Lil Knacker kills, per participant |
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Beer | About 30 seconds of Drunk, a woozy look only, no penalty | Dregs, at The Sticky Hoof: 3 gloo |
Healing and stamina items share a 45 second cooldown per item, so you cannot chain-chug your way through a fight.
Timed buffs
Two of the chem lab potions are buffs: drink one and it adds raw stat points for 30 seconds, through the same channel your worn gear uses, so it reaches every formula gear reaches.
| Item | Effect | How you get it | |
|---|---|---|---|
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Swift Brew | +6 Speed for 30 seconds | Chem Lab |
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Glue-Ward Tonic | +6 Resistance for 30 seconds. You genuinely take less damage | Chem Lab |
You can hold up to four buffs at once. The 30 seconds is deliberately shorter than the 45 second per-item cooldown, so a buff can never be kept up permanently. It is something you drink for a fight, not something you live in.
One that is not a drink
| Item | What it actually is | |
|---|---|---|
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Crude Glue | Not drinkable. It is a real and needed crafting input: the Glue Lance, the Glue Long Sword, the Saddle, the Tent, the fusing station, the mannequin, and the 24 slot chest upgrade |
Weapons
The weapon slot holds one thing, and the flashlight counts: a lamp and a sword displace each other.
| Item | Stats | How you get it | |
|---|---|---|---|
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Hoof Wraps | +2 Power | Hoof Bench: 2 scrap. The starter weapon, no rarity roll |
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Glue Shiv | +3 Power | Sticky Pomus, the general store: 25 gloo |
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Glue Lance | +6 Power base, plus its own attack ladder: +10% at common, 12%, 14%, 17%, +22% at mythic. Rolls rarity | Workshop: 1 Crude Glue + 1 bone. Craftable from level 6, wearable from level 10 |
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Glue Long Sword | +6 Power, and +15% attack damage at common, 18%, 21%, 25%, +32% at mythic | Workshop, level 6, wear at 10: 30 Crude Glue + 2 bone |
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Bloody Long Sword | +6 Power, +31% attack damage at every tier it drops at, and +40% if fused to mythic. The hardest hitting sword in the world at every rung | Drop only, off the Dead Forest wolves: 0.024% per Dark Wolf, 0.048% per White Wolf. Wear at 10 |
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Frozen Long Sword | Carries the glue sword's attack ladder and then pays a cut for the ice: 25% softer at common, 20%, 16%, 12%, 9% at mythic. Every hit chills the target to half speed for 1.5s to 2.6s by rarity | Forged at the frost forge on Knacker's Pass: 1 Glue Long Sword + 19 frozen sap. Also a 3% per participant drop off Lil Knacker |
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Flashlight | +9 Light. Held in the weapon hand, beam on L or Tab | Sticky Pomus: 30,000 gloo, from level 6 |
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Party Flashlight | The same beam with six gels: keys 7, 8, 9 for colour wheel, white pulse and colour pulse | Sticky Pomus: 5,000,000 gloo. Also a 0.008% drop off any level 10+ creature or shipwreck chest |
Armor
Barding and Bone Barding are horse pieces. Scrap Plate and Bone Plate are human pieces. Wearing the wrong soul's armor gives you nothing.
| Item | Stats | How you get it | |
|---|---|---|---|
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Barding | +3 Resistance | Hoof Bench: 1 hide + 1 scrap. Horse |
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Scrap Plate | +3 Resistance | Sticky Pomus, the general store: 35 gloo. Human |
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Bone Barding | +8 Resistance, rolls rarity | Workshop, level 16: 3 bone + 2 hide + 1 scrap. Horse |
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Bone Plate | +8 Resistance, rolls rarity | Workshop, level 16: 3 bone + 2 hide + 1 scrap. Human |
Bone armor is one recipe, not two. Build it and the bench gives you the piece your soul can wear. At nearly three times the resistance of anything below it, it is the best armor in the world and the reason level 16 matters.
Trinkets
You have three trinket sockets and wear any mix at once, duplicates included: two Swift Charms both count. Equipping fills the first free socket; when all three are full, take one off to swap.
There are ten charms now, and they split down the middle. The five stat charms each carry a guaranteed identity bonus on top of their base stat, 1% of that stat at common, 1.5% at uncommon, 2% at rare, 3.2% at legendary and 4% at mythic, stacked on top of any rolled secondaries too. The five utility charms carry no base stat at all: the effect in their row is the whole charm, and it deepens with rarity the same way.
| Item | Effect | How you get it | |
|---|---|---|---|
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Swift Charm | +4 Speed base, plus a guaranteed Speed % | Workshop, level 6: 1 sap + 1 bone |
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Sturdy Charm | +4 Resistance base, plus a guaranteed Resistance % | Workshop, level 6: 1 hide + 3 bone |
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Endless Charm | +6 Stamina base, plus a guaranteed Stamina % | Workshop, level 6: 1 sap + 1 hide |
| Brute Charm | +4 Power base, plus a guaranteed Power % | Workshop, level 6: 2 bone + 1 scrap | |
| Keen Charm | +4 Wits base, plus a guaranteed Wits %. Wits feed your crit chance and your craft quality rolls | Workshop, level 6: 2 bone + 1 sap | |
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Hasty Charm | Cuts your combat ability cooldowns: 5% at common, 8%, 12%, 18%, 23% at mythic | Workshop, level 6: 2 scrap + 1 sap |
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Mending Charm | Out of combat you heal faster: +15% at common, +25%, +40%, +60%, +75% at mythic. Does nothing while you are being hit | Workshop, level 6: 2 hide + 1 sap |
| Packmate Charm | While your Tether is live, your companion's echo hits harder: +5 percentage points at common, +8, +12, +20, +25 at mythic. No base stat, and it does nothing without the tether | Workshop, level 6: 3 bone + 1 hide | |
| Slinger Charm | Human souls only: unlocks the ranged throw. Rarity sets the full wind range, 5 tiles at common, 6, 7, 8, 10 at mythic | Workshop, level 6: 4 bone + 1 hide | |
| Flinger Charm | Horse souls only: the same throw, fired from the back. The same range ladder | Workshop, level 6: 4 shit + 1 hide |
The slinger and flinger are locked to their own soul, and the equip refuses the wrong one. Their whole story is on the throw's page.
The original five, Swift through Mending, also drop off Lil Knacker: two per qualifying participant per kill, rarity rolled without the Wits bonus. The newer five are craft only: no boss and no creature ever drops them.
Fusing charms: two different lanes
A duplicate charm is never a wasted roll. There are two things you can do with one, and they are not the same operation.
Polishing deepens the perk on a charm you already have. The ladder promotes a charm to the next rarity. Both run at a fusing station, which is a thing you craft (workshop, level 6: 2 metal sheets + 20 bone + 10 crude glue) and place where you like. It is yours: nobody else can use it.
Polishing, twin by twin
Feed one copy to another of the same charm at the same rarity and the survivor's perk grows a little. What grows is that charm's identity: the Speed % on a Swift, the cooldown cut on a Hasty, the regen bonus on a Mending, whatever its row above says.
Each polish destroys the twin, charges the ordinary 10 gloo bench fee, and eats bone as a catalyst, priced by rarity: 1 at common, 2 at uncommon, 3 at rare, 5 at legendary, 6 at mythic.
Rarity never changes on this lane, and rarities never mix: common feeds common, legendary feeds legendary.
Every rarity has a cap, and reaching it doubles the charm's guaranteed identity bonus. The higher the rarity, the fewer twins it takes and the bigger each step is:
| Rarity | Polishes to cap | What the cap adds |
|---|---|---|
| Common | 100 | +1.00% |
| Uncommon | 60 | +1.50% |
| Rare | 35 | +2.00% |
| Legendary | 20 | +3.20% |
| Mythic | 12 | +4.00% |
You pick which copy survives and which one goes in. Choose carefully: the fodder's own polish work and its rolled side bonuses are destroyed with it.
The work shows on the charm's card, fused N x, with the running bonus. A polished charm keeps it through trades, through deaths, and on the ground.
The ladder, five into one
The other lane climbs the rarity ladder. Five charms of one rung fuse into one of the next, and the top two rungs can miss.
| Rung | Chance | Bone |
|---|---|---|
| 5 common → 1 uncommon | certain | 2 |
| 5 uncommon → 1 rare | certain | 5 |
| 5 rare → 1 legendary | 60% | 12 |
| 5 legendary → 1 mythic | 33% | 30 |
A failed roll still eats all five and hands one back at the tier you put in, so a miss costs you four.
Priced through the whole ladder, rolls included: a rare is about 25 commons, a legendary about 192, and a mythic about 2,515 commons, which is somewhere near 8,600 raw units of material. Mythic is not a grind you finish by accident.
Why the sink exists
Charms are items, not materials, so both lanes destroy supply and mint nothing, and the bone leaves the world with every press. Lil Knacker pays every qualifying participant two rolled charms per kill, and that faucet is what these sinks are sized against. The bone has its own point too: it is a capped renewable, so every fuse opens headroom for somebody else's kill to fill.
Next: Tools, Storage and Shop Goods, then Carrying and Keeping.










































