Items
Types of items
- Weapons and ammunition
- Armor for head, chest and legs
- Belts, which give you quick slots for a fight
- Accessories, worn at the neck, which carry passive effects
- Tools, which gathering and workshop work require
- Resources and materials, the raw input for everything you make
- Food and medication
- Blueprints - the recipes for crafting and invention
- Books and manuals
- Salvage and junk
- Research insights, produced by deconstruction
- Quest items, escalation devices, currency, and cosmetics
Tiers
Most gear comes in tiers 1 to 3. Higher tiers hit harder or protect better, and cost more skill to use.
Weapon and armor masteries unlock tier 2 at level 4 and tier 3 at level 7. A weapon you cannot meet the requirement for is not usable.
Faction gear is a special case, bought with faction standing rather than found.
Inventory
Your character carries 40 slots.
Space matters more than it looks. A full inventory cancels your gathering action, and loot you have no room for after a fight is lost.
Storage
Every settlement with a storage building holds 20 slots for you, separately per location. Stacks there hold far more than an inventory stack does.
Storage is safe. Nobody can take anything out of it but you.
You can buy extra slots with caps. Each slot costs more than the last, so expand where you actually work.
Equipment slots
Head, chest and legs for armor. One weapon, one ammunition. A belt at the waist, and an accessory at the neck.
The belt is what makes you able to act in a fight: it gives you quick slots, depending on its tier.
Breaking items down
Three different ways, and they are not interchangeable:
- Salvage: instant, on pre-war junk. Gives materials. Uses your processing skills.
- Dismantle (need skill): instant, on crafted gear. Returns roughly a third of what went into it.
- Deconstruct: an action at a workshop. Gives research insights for invention, not materials.