the gluebook
Staying AliveView .md

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
Scrap 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
Sap 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
Hide 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
Bone 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
Fishbone 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
Horse Shit 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
Straw 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
Water Water 2 gloo Brick, and cotton, and so every t-shirt, bandage and tent. Renewable, world ceiling 42,000
Frozen Sap 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
Iron Fittings 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
Keystone 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
Patch Kit Patch Kit Heals 30 HP Hoof Bench: 1 scrap + 1 sap
Stamina Tonic Stamina Tonic Restores 50 stamina Hoof Bench: 1 sap + 1 hide
Vigor Elixir Vigor Elixir Restores 120 stamina Chem Lab, level 10: 2 sap + 1 hide
Mending Draught Mending Draught Heals 90 HP Chem Lab, level 10: 1 scrap + 1 sap + 1 hide
Grand Elixir Grand Elixir Heals 180 HP, the strongest heal there is Chem Lab, level 10: 1 bone + 2 sap
Oat Snack Oat Snack Restores 60 stamina Sticky Pomus, the general store: 10 gloo
Field Ration Field Ration Heals 45 HP Sticky Pomus, the general store: 18 gloo
Bandage 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
Waystone Shard 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
Ocean Treasury 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
Frozen Treasury 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
Beer 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
Swift Brew Swift Brew +6 Speed for 30 seconds Chem Lab
Glue-Ward Tonic 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
Crude Glue 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
Hoof Wraps Hoof Wraps +2 Power Hoof Bench: 2 scrap. The starter weapon, no rarity roll
Glue Shiv Glue Shiv +3 Power Sticky Pomus, the general store: 25 gloo
Glue Lance 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
Glue Long Sword 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
Bloody Long Sword 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
Frozen Long Sword 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
Flashlight Flashlight +9 Light. Held in the weapon hand, beam on L or Tab Sticky Pomus: 30,000 gloo, from level 6
Party Flashlight 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
Barding Barding +3 Resistance Hoof Bench: 1 hide + 1 scrap. Horse
Scrap Plate Scrap Plate +3 Resistance Sticky Pomus, the general store: 35 gloo. Human
Bone Barding Bone Barding +8 Resistance, rolls rarity Workshop, level 16: 3 bone + 2 hide + 1 scrap. Horse
Bone Plate 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
Swift Charm Swift Charm +4 Speed base, plus a guaranteed Speed % Workshop, level 6: 1 sap + 1 bone
Sturdy Charm Sturdy Charm +4 Resistance base, plus a guaranteed Resistance % Workshop, level 6: 1 hide + 3 bone
Endless Charm 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
Hasty Charm Hasty Charm Cuts your combat ability cooldowns: 5% at common, 8%, 12%, 18%, 23% at mythic Workshop, level 6: 2 scrap + 1 sap
Mending Charm 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.