ITEM BIBLE — master taxonomy
STATUS: filled v1 — 4 categories. The single source of truth for everything that can sit in the pack.
Every item belongs to exactly one category. Fields: Name — effect/use · source · stack · ~value(g) · flavor.
Canon: BOOK-CANON.md. Balance/POWER: BALANCE.md. Difficulty HARD — consumables ease the grind, they don't trivialise it.
CATEGORIES
gear you equip (Weapon · Tool · Light · Armor · Trinket). Full ladder + POWER in EQUIPMENT.md. (Not duplicated here; summary below.)
single-use; restore, buff, or enable a verb.
feed forging/brewing; the grind chains.
key items, quest items, lore, sellables, currency.
1. EQUIPMENT ITEMS (→ EQUIPMENT.md)
Equipped, never consumed. Tiers: Scavenged → Forged Iron → Smith-Steel → Veil-Touched → Starborne (set).
Slots: Weapon · Tool · Light · Armor · Trinket ×2. The 12 Veil Medal tools are permanent verbs.
See EQUIPMENT.md for every piece, recipe, POWER band, and grind gate. (This category lives there to keep one ladder.)
2. CONSUMABLES
+30 food/+30 thirst · shop/Apothecary · x20 · 8g
“Dried, salted, joyless. It keeps you walking.”
+30 food, faint regen · harvest · x30 · 3g
“Cold-sweet, faintly blue. The valley's one mercy.”
refills lantern; +ignite for puzzles · Apothecary/mine · x10 · 6g
“A finger of oil against the whole dark.”
restores ~30% HP over 4s · Apothecary · x10 · 25g
“Heartwood sap and salt. It burns going down, then it doesn't.”
restores ~40 willpower, brief slow-immunity · Apothecary · x10 · 20g
“Bitter root. The fog lifts for a while.”
cures poison/bleed, +resist 60s · Apothecary · x10 · 18g
“For the swamp's small betrayals.”
drop to repel summons/Wisps 20s · craft salt · x5 · 15g
“A circle they will not cross. While it lasts.”
break enemy lock, reset a fight · Black-market · x5 · 22g
“Buy yourself one breath. Spend it well.”
next 3 rites cost HP, no Essence (big burst) · rare craft · x3 · 60g
“Power on credit. The count always comes due.”
self-revive once at 25% HP (consumed) · 1 per Apothecary visit · x1 · 200g
“The dark gives one back. Once. It remembers the debt.”
3. CRAFTING MATERIALS (the grind chains — canonical list; EQUIPMENT.md §F refers here)
fuel; lights the furnace (5-min window) · mine/shop · x99 · 3g.
10 ore → 1 ingot · smelt · x99 · 12g · the T2 backbone.
2 ingot + 1 Flux · greatforge · x99 · 30g · T3 backbone.
smelting agent (salt+ash) · craft/shop · x99 · 8g.
armor mat · drops (wolves/bears) · x99 · 6g.
bindings/strings · drops · x99 · 4g.
hilts, T4 mauls; cuts black glass · forest dungeons · x50 · 20g
“Wood that remembers being a tree, and a door.”
lanterns, observatory puzzles · sand/Ravensford · x50 · 10g.
preserves, wards, flux · mines/towns · x99 · 2g · canon-dense (salt-&-hair, salted holes).
flux, dark reagent · volcanic · x99 · 2g.
T4 gear; dungeon-locked drops (R8+) · x50 · 80g
“A sliver of the Tear. It hums if you hold it too long.”
4. MISCELLANEOUS
KEY items: each binds a traversal/utility VERB at a Veil Shrine (see DUNGEONS.md/EQUIPMENT §B) · dungeon rewards · not sellable.
KEY: opens the Observatory finale · final dungeon · not sellable.
QUEST/puzzle: name where keys/the taken are "counted" · found in dungeons · clue items.
open side-quests from inn rumor boards · inns · ephemeral.
read for world/Veil lore + small map reveal · Library · keepsake.
Aurelia's Ribbon
STORY key item; ties to the mercy ending + the T5 trinket · story beat · not sellable.
reveal a region's roads/POIs when assembled · exploration · keepsake.
quest token (missing-kin thread) · NPC quests · not sellable.
1051 linked entries · source: content · living wiki, auto-synced from the game's design.