Items

Items

Item Capabilities

Each item definition declares a set of capabilities that determine how it can be interacted with:

Capability Description
useable Can be consumed (e.g., potions)
equipable Can be equipped to a body slot
placeable Can be placed in the world
container Can hold other items
slottable Can be socketed into another item's DNA slots
readable A book. Carries writing — recipes today, forge patterns next
claim A bearer right to something held elsewhere, redeemed where it names
material Raw stock for the forge. See crafting

Equipment Slots

Items can be equipped to one of seven body slots:

What a socketed affinity does depends entirely on the slot holding it:

Slot What a socketed affinity contributes
WEAPON Damage multiplier, from the sum of all four affinities at 0.05/point
ARMS Damage multiplier, from density only at 0.02/point
HEAD, TORSO, LEGS Defence, at 0.02/point — but read the polarity note below
SHOULDERS, FEET Reflex, from kinetic only, raw at 1:1

Density is the one affinity with two homes: in your arms it is damage, in your torso it is defence.

A socket only ever permits what its slot can read. Shoulders and feet take kinetic; arms take density. There is no such thing as a socket that accepts a shard and changes no number — offer one the wrong affinity and it is refused outright, with nothing consumed. What varies between two copies of the same item is how many sockets it has and which single affinity each one takes.

Two of the four axes defend backwards, on purpose. Kinetic and cohesion only ever run one way, so socketing them in head, torso or legs takes 0.02 off the damage of that kind per point. Caloric and density are poles, and what you socket is the pole you align with: a caloric shard makes you 0.02/point harder to hurt with cold and 0.02/point easier to hurt with heat. You armour yourself in the opposite of what you expect to face — and the shards dropped by what you have been hunting are the wrong ones to wear against it.

Negative values carry through elsewhere too. A diffuse (negative-density) shard in ARMS reduces damage — a gas does not penetrate — though the multiplier never falls below zero.

DNA Socketing

Items can have sockets that accept slottable items. Each socket permits a set of affinities:

Affinity Description
CALORIC Thermal — heat and cold
KINETIC Speed and force
DENSITY Mass and penetration
COHESION Binding — how strongly matter holds together

A slotted item's properties augment the host item. A cold (negative-caloric) shard socketed into a Warden Helm is what protects you from fire; a caloric one in the same socket makes fire hurt more and cold hurt less.

A shard fits a socket when an affinity it actually carries is permitted there. Carrying means a non-zero value: a shard reading KINETIC 3 with the other three at zero fits a kinetic socket and nothing else, and a shard at all zeroes fits nothing at all. Sign is irrelevant — DENSITY -4 counts as carrying density.

Sockets are per-item, not per-item-type. A definition names a default layout, but an individual instance can carry its own: two cloth caps found in different rooms may permit different affinities and even differ in socket count.

Containers

Items with the container capability hold other items with a weight limit. Containers can be opened/closed and items can be transferred between containers and inventory.

The Field Cache Box is a portable container item.

Carry Weight

Total carried weight (inventory + equipped items) is limited by:

CarryCapacity (grams) = (10 + strength * 7 + fortitude * 11) * 1000

Exceeding capacity restricts further item pickups.

Most items weigh what their definition says. Materials do not. A material's mass comes from its own density and cohesion — kinetic contributes nothing, because motion has no mass — so two materials with the same name can weigh different amounts, and a dense one can outweigh the shards it was made from. See crafting.

Item Operations

There are fourteen item operations, and doing one twice by accident is never possible:

Operation Description
pickup Pick up a world item into inventory
use Consume a useable item
equip Equip an equipable item to a body slot
unequip Remove an equipped item back to inventory
place Place a placeable item into the world
open_container Open a container item
close_container Close a container item
transfer Move an item between containers/inventory
slot Socket a slottable item into another item
unslot Remove a slotted item from its host
fuse shards Combine shards into one better shard — see crafting
craft material Melt shards into a material
fuse materials Consolidate materials into one
forge Beat a material into equipment, in a Fabrication Bay

Idempotency

Every operation carries an identifier the game remembers, and a repeat of one it has already done is refused rather than done again. A dropped connection that retries, or two attempts landing together, cannot spend the same item twice.

The two kinds of shard

They are different items and it matters, because the game charges in both.

essence_shard eco_essence_shard
Players see Essence Shard <Affinity> Chit — "Kinetic Chit", "Caloric Chit"
What it carries a signed vector — up to four axes at once, with magnitude one affinity, no magnitude
Weight 400g 1g
Used for socketing, fusing, crafting currency: stash upkeep, network retrieval, market prices

The id stays eco_essence_shard — nothing is migrated. The name is the client's to build, not the server's: the snapshot carries currency.affinity and each client puts it in front of the definition's noun. That is why the affinity is never merely decoration on a chit's line — it is the only thing distinguishing one from another, and a client that groups these must group per affinity rather than per baseItemId.

An ask like "kinetic at 5 or better" only means something against the first. A currency shard is typed but not graded, so a market term naming one asks for the variant and nothing else.

Market tickets

A ticket is the claim capability's first use: a bearer right to something held elsewhere, redeemed at a place and consumed by redeeming. It is not useable, deliberately — item:use decrements before effects run, so a useable ticket could be destroyed anywhere in the world by a misclick, taking the claim with it.

The item operations grow again: list, buy, cancel and collect join the ten already there. All four are room-gated to a market interior, and all four run under the same inItemTransaction + request-id + row-lock + audit contract as everything else.

Generated from items.md.