Items
Rucksacks
Rucksacks
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Rucksacks
Rucksacks are items which contain Resources. They must be delivered to your home site's Storage Facility to allow your community to use its contents for crafting, building, consuming, etc. Each Resource has several rucksacks; all of these have a set amount of units of the resource they will give you upon depositing them.
Notes:
- You can only carry one rucksack at a time (it has its own slot in your inventory).
- They can be stored in your vehicles' trunk to bring home more than one from your supply run.
- Rucksacks can be broken open, however it's not recommended. The items you'll receive from breaking them open will only worth a fraction of the value you'd get by delivering it to your base.
- The weight of the Rucksack can tell the amount of resources it holds.
- While carrying a Rucksack, your stamina costs are doubled and your speed is reduced by half round down.
Food Rucksacks
Food rucksacks weighing 8 lbs will contain 3 units of Food (5 units in Green Zone).
- Bundle of Juice Concentrate - Delicious vitamin-delivery system. Better with water.
- Case of Cooking Spirits - The alcohol cooks out, but the flavor reminds us of the old world.
- Case of Honey - A source of sweetness that never spoils. Folks will be happy to see this.
- Package of Snack Food - Chips, crackers, and popcorn. Quick, easy energy.
- Sack of Coffee Beans - Not the most nutritious food item, but you'll appreciate this the next time you pull a double shift guarding the wall.
- Sack of Corn - Subsidized staple of the Western diet.
- Sack of Potatoes - Boil 'em. Mash 'em. Stick 'em in a stew.
- Sack of Rye - A hearty cereal grain.
- Sack of Wheat - Chaff-free. Contains gluten, however.
Food rucksacks weighing 10 lbs will contain 4 units of Food (6 units in Green Zone).
- Case of Canned Goods - Concentrated soups and vegetables, packaged to last.
- Case of MREs - Food designed to survive, and sometimes cause, apocalyptic events.
- Case of Packaged Dinners - Long-lasting meals that anyone can cook.
- Package of Dried Meat - Tough and salty, but it lasts a long time.
- Sack of Mystery Meat - It smells a little odd, but it's definitely meat.
- Sack of Oatmeal - Edible when boiled. Marginally edible as cookies.
- Sack of Preserved Foods - Food keeps you going. Running out will cause morale and stamina issues you won't soon forget.
- Satchel of Flour - Good for making bread, biscuits, and cakes. Mmm, cake.
- Satchel of Rice - An enormous bag of rice, packaged for long-distance shipping.
Meds Rucksacks
Meds rucksacks weighing 8 lbs will contain 3 units of Meds (5 units in Green Zone).
- Bag of Medicinal Herbs - Only legal to grow in certain places, because of their potent properties.
- Case of Disinfectant - Good for cleaning wounds and fighting infection. The non-walking-around kind, that is.
- Case of Vitamins - Good preventative medicine. This might keep everyone a little healthier for a while.
- Package of Chemical Cleaners - Half of good medicine is sanitation. You can't survive without it.
- Satchel of "Traditional" Medicine - A variety of exotic herbs and distillations, known for their beneficial health effects for thousands of years.
- Set of Medical Tools - Good clean scalpels and syringes are difficult to find.
Meds rucksacks weighing 10 lbs will contain 4 units of Meds (7 units in Green Zone).
- Bag of EMT Supplies - Includes sutures, surgical tape, burn cream, antiseptic towelettes, and boxes of rubber gloves.
- Bundle of Over-the-Counter Drugs - Basic cough, cold, and headache medicine. Good for aches and pains.
- Case of Medical Gear - Know exactly what's going on inside the patient with an EKG or an ultrasound.
- Package of Prescription Drugs - Controlled substances that could really mess you up. Seek a doctor's advice... if you can.
- Package of Splints - Heavy-duty gear for treating serious injuries.
- Sack of Medical Supplies - Meds let your survivors recover from injuries and other maladies.
- Stash of Stolen Prescription Drugs - Back in the day, carrying this around would've earned you jail time. Now we get to make our own rules.
Ammo Rucksacks
Ammo Rucksacks weigh 14 lbs and contain 6 units of Ammo (9 units in Green Zone).
- Bag of Hunting Ammo - Ammo for hunting rifles and shotguns.
- Bundle of Demolition Supplies - Thankfully, nothing here will actually blow up accidentally.
- Bundle of Military Ammo Cans - Factory-packed military ammunition, never opened.
- Case of Pyrotechnics - Designed to make a really loud bang, but can be repurposed in a variety of ways.
- Sack of Ammunition - Ammo allows us to defend our home and ourselves.
- Sack of Police Ammo - Police-issue ammunition, for basic service firearms and SWAT forces.
- Sack of Scavenged Magazines - A huge pile of half-spent magazines, scavenged from the battlefield.
- Stash of Civilian Ammo - Boxes of ammunition, once sold in department stores across America.
- Stash of Powder and Primer - Basic ammunition ingredients, perfect for manufacturing whatever you need.
Materials Rucksacks
Materials Rucksacks weigh 12 lbs and contain 5 units of Materials (7 units in Green Zone).
- Bag of Auto Parts - A wide variety of useful car bits.
- Bundle of Carpentry Supplies - Finished hardwood, cabinet hinges, drawer pulls, and oh-so-many knobs.
- Bundle of Pipes - From plumbing to tentpoles to head-smashers, our most versatile invention.
- Package of Duct Tape - The universal construction material. You could build your entire base from this.
- Package of Lumber - Two-by-fours and nails, packed tight for easy transport.
- Package of Quality Materials - The stuff they build really nice places out of, like museums and four-star hotels.
- Roll of Canvas - Perfect for shelters, patches, and ties.
- Roll of Carpeting - Who wants to stand on hard floors all day? It's the little things that make a difference.
- Sack of Materials - Materials are used primarily for improving your base.
- Set of Landscaping Supplies - Pavers, fencing materials, and the like.
Fuel Rucksacks
Fuel Rucksacks weigh 10 lbs and contain 4 units of Fuel (6 units in Green Zone).
- Bundle of Biodiesel Cans - Once upon a time, we had the know-how to make fuel from simple plants. Maybe someday we will again.
- Bundle of Jerry Cans - A bunch of small gas cans all strapped together.
- Bundle of Premium Fuel Cans - Now that we're not paying for it, we can get the good stuff.
- Bundle of Siphoned Fuel - Someone collected a bunch of gas in milk cartons and paint cans.
- Bundle of Treated Fuel - The kind that cleans your engine while you drive. Allegedly.
- Fuel Tank - Large portable fuel container for refilling a generator.
- Propane Tank - Volatile and under pressure. Just like some people you know.
- Sack of Cooking Oil - Old cooking oil can be reprocessed into usable fuel.
- Sack of Fuel Cans - Fuel is primarily for powering vehicles and generators, though some facility actions use it too.
Consumables
This section contains a list of consumable items, including textbooks, explosives, decoys, and more. The values listed under "✪" are the prices given when selling to a trader (in Influence, of course). While there are slight variances in price from one trader to the next, this list will still provide a general value for these items.
Any Kit only stacks as one per inventory slot. This include things such as First Aid Kits, Vehicle Upgrade Kits and Toolkits.
Same name consumables can be stacked together to preserve space. You can stack up to 6 consumables per one inventory slot.
Item Name Category ✪
Chemistry Textbook Consumable - Learn Skill 85
Computers Textbook Consumable - Learn Skill 85
Cooking Textbook Consumable - Learn Skill 85
Craftsmanship Textbook Consumable - Learn Skill 85
Gardening Textbook Consumable - Learn Skill 85
Mechanics Textbook Consumable - Learn Skill 85
Medicine Textbook Consumable - Learn Skill 85
Utilities Textbook Consumable - Learn Skill 85
Lichenology Textbook Consumable - Learn Unusual Skill 510
Boombox Consumable - Placed Decoy 34
Tube of Fireworks Consumable - Placed Decoy 17
Box Mine Consumable - Placed Explosive 17
Whistling Box Mine Consumable - Placed Explosive 34
Military Land Mine Consumable - Placed Explosive 85
Pursuit Mine Consumable - Placed Explosive 85
Cup of Coffee Consumable - Postpone Fatigue 11
Shot of Espresso Consumable - Postpone Fatigue 17
Gas Can Consumable - Refuel Vehicle 19
Remote Box Mine Consumable - Remote Explosive 34
C4 Charge Consumable - Remote Explosive 85
First Aid Kit Consumable - Remove Trauma 34
Toolkit Consumable - Repair Vehicle 43
Bandage Consumable - Restore Health 9
Bottle of Painkillers Consumable - Restore Health 9
Bottle Strong Painkillers Consumable - Restore Health 34
Bottle Weak Painkillers Consumable - Restore Health 4
First Aid Kit Consumable - Restore Max Health 34
Pack Nutritious Snacks Consumable - Restore Multiple 9
Bag of Snacks Consumable - Restore Stamina 4
Bottle of Stimulants Consumable - Restore Stamina 34
Energy Drink Consumable - Restore Stamina 9
Road Flare Consumable - Thrown Decoy 4
Roll of Firecrackers Consumable - Thrown Decoy 4
Flashbang Grenade Consumable - Thrown Explosive 17
Frag Grenade Consumable - Thrown Explosive 34
Pipe Bomb Consumable - Thrown Explosive 17
Soda Can Bomb Consumable - Thrown Explosive 9
Fuel Bomb Consumable - Thrown Incendiary 17
Molotov Consumable - Thrown Incendiary 9
Thermite Grenade Consumable - Thrown Incendiary 17
Jar of Zombait Consumable - Thrown Lure 4
Bloater Cloud Grenade Consumable - Thrown Poison 17
Smoke Grenade Consumable - Thrown Smoke 17
Dose of Zedeye Plague Consumable - Night Vision 43
Zedrenaline Pill Plague Consumable - Regen 43
Bottle ScentBlock Plague Consumable - Stealth 43
Vial of Plague Cure Special - Blood Plague Cure 102
*See Below for more detailed descriptions of consumables
Backpack
Backpacks are your key items when out looting. It gives you extra inventory slots so you can carry more stuff at once, however it also weights down your character so choosing the right backpack for the right occasion is crucial.
There are 5 backpacks in the game excluding the unique ones. These backpacks are the following:
- Small Backpack: A lightweight backpack with very limited space. It has 6 slots and weighs 4 lbs.
- Standard Backpack: A medium-sized backpack; not too heavy, but with limited space. It has 7 slots and weighs 6 lbs.
- Large Backpack: A heavy-duty high-capacity backpack; good for supply runs, but murder on the shoulders. It has 8 slots and weighs 12 lbs.
- Ultralight Pack: An ultra-light high-efficiency backpack. It has 6 slots and only weighs 0.1 lbs. Your best choice when you want to travel light.
- Hiking Pack: A modern lightweight pack with plenty of attach points for storing extra gear. It has 8 slots and weighs 8 lbs. A great alternative for the Large Backpack.
Crafting Items
Crafting Items cannot be used on their own, but are consumed as components for Upgrades, also are used in crafting of Consumables, Weapons, Ammunition or as fuel in some Facilities Actives.
It requires one 8 hours of time to craft an item unless it is a consumable. Consumables take only 2 hours to craft.
These crafting materials can be stacked up to 6 times per one inventory slot.
Parts can be stacked up to 30 times per one inventory slot.
Plague Samples
- 0.1 Ibs
A disgusting tissue from plague-infected zombie or plague heart. Required to craft blood plague cure in your Infirmary.
- x5 Blood Plague Sample can be crafted into x1 Vial of Plague Cure at Infirmary Facility.
- x20 Blood Plague Sample can be crafted into x1 Bulk Plague Cure at Infirmary Facility, that sells for x500 Influence.
(Pathology Skill will reduce Blood Plague Sample crafting cost by -40%)
Renewable (unless all Plague Hearts are destroyed)
- Blood Plague Sample can be obtained from blood plague infected zombie upon death, kills with crossbows and kills by survivor with Pathology skill will increase yields, both methods stack to nearly double quantity of samples.
Parts
- 0.05 Ibs
Used for crafting items and repairing weapons.
Boxes of Seeds
- 0.1 Ibs
Used in upgrading gardens and farms, as well as for boosting their yields. Assorted vegetable and herbs seeds, useful for growing crops.
Renewable
- Kitchen Facility: Active +1-3 Boxes of Seeds (-3 Food)
Cases of Chemicals
- 1 Ibs
Used for crafting, or upgrading facilities.
Useful industrial chemicals for building, mixing and processing.
Jugs of Ethanol
- 1 Ibs
Used for crafting, or upgrading facilities.
Crude alcohol equally suited for mixing into drinks, or use as disinfectant
Renewable
- Still Facility: Active +5 Jugs of Ethanol (-3 Food)
Scraps of Circuitry
- 1 Ibs
Used for crafting, or upgrading facilities.
Electrical guts useful for building simple powered devices.
Piles of Weapon Remains
- 5 Ibs
Useless hunk of broken weaponry.
If we have workshop at home we can break this down into a lots of parts.
- x1 Piles of Weapon Remains can be crafted into x50 Parts at Workshop Facility.
Vehicles Upgrade Kit
- 25/40/50 Ibs
You can upgrade your car from a parking spot facility containing a vehicle. Doing that action expends this kit and transforms the vehicle.
There are 3 different types of Vehicle Upgrade Kits and each will only upgrade a specific size of vehicles.
Renewable
- Auto Shop Facility: Active
- Light Vehicle Upgrade Kits (- 15 Scraps of Circuitry, -70 Parts, -4 Materials)
- Medium Vehicle Upgrade Kits (- 10 Scraps of Circuitry, -80 Parts, -4 Materials)
- Heavy Vehicle Upgrade Kits (- 5 Scraps of Circuitry, -100 Parts, -4 Materials)
Vehicles
Using a vehicle is the best way of transportation: They're fast, safe, and have a trunk allowing you to extend your carrying capacity. Well, as long as you can refuel it and keep it roadworthy of course. Some vehicles are better than others, however, you can never go wrong with having any of them.
Vehicles
Name Type Trunk Seats Upgrades into
Ambulance 2-Door Van 6 Slots 2 Seats Vandito (Heavy)
Big Boss 4-Door Truck 6 Slots 6 Seats Maxed Out.
Bloodmobile 2-Door Van 6 slots 2 Seats Maxed Out.
Brogan Hatch 4-Door 5 Slots 4 Seats Hellion (Light)
Brogan Trekker 4-Door 8 Slots 4 Seats Hellion (Light)
Burninator 4-Door Pickup 6 Slots 6 Seats Maxed Out
Cargo Van 2-Door Van 8 Slots 2 Seats Vandito (Heavy)
Desperado 2-Door Jeep 6 Slots 2 Seats Trail Beast (Light)
Hellion 4-Door 6 Slots 4 Seats Maxed Out
Impaler 4-Door Muscle 4 Slots 4 Seats Maxed Out
Kaiser 4-Door Sedan 4 Slots 4 Seats Maxed Out
Legendre 4-Door Muscle 4 Slots 4 Seats Impaler (Medium)
Mad Norma 2-Door Pickup 6 Slots 4 Seats Maxed Out
Maximilian 2-Door Muscle 4 Slots 2 Seats Mega Max (Med.)
Mega Max 2-Door Muscle 4 Slots 2 Seats Maxed Out
Megalodon 2-Door Muscle 4 Slots 2 Seats Maxed Out
Military Truck 4-Door Truck 6 Slots 6 Seats Big Boss (Hvy)
Miragra 4-Door Sedan 4 Slots 4 Seats Wichita ES (Med)
News Van 2-Door Van 8 Slots 2 Seats Vandito (Heavy)
Norma 2-Door Pickup 6 Slots 4 Seats Zedbuster (Lgt)
Passenger 4-Door Van 8 Slots 4 Seats Vandito (Heavy)
Pilato 4-Door SUV 6 Slots 4 Seats Smshwagon (H)
Pilato CR 4-Door SUV 6 Slots 4 Seats Smshwagon (H)
Police Car 4-Door Sedan 4 Slots 4 Seats Kaiser (Heavy)
Ranger 4-Door SUV 6 Slots 4 Seats Smshwagon (H)
Repair 2-Door Van 8 Slots 2 Seats Vandito (Heavy)
Rhames V 4-Door Pickup 6 Slots 6 Seats Viking (M)
Road Man. 2-Door Sports 3 Slots 2 Seats Maxed Out
Road Racer 2-Door Sports 3 Slots 2 Seats Road Man. (L)
Royale 4-Door Sedan 4 Slots 4 Seats Kaiser (Heavy)
Sm. wagon 4-Door SUV 7 Slots 4 Seats Maxed Out
Survey Car 4-Door Hatchback 5 Slots 4 Seats Hellion (Light)
Taxi 4-Door Sedan 4 Slots 4 Seats Kaiser (H)
Trail Beast 2-Door Jeep 6 Slots 2 Seats Maxed Out
Utility 4-Door Pickup 6 Slots 6 Seats Viking (M)
Vagabond 2-Door Jeep 6 Slots 2 Seats T Beast (L)
Vandito 4-Door Van 9 Slots 4 Seats Maxed Out
Viking 4-Door Pickup 6 Slots 4 Seats Maxed Out
Wichita ES 4-Door Sedan 7 Slots 4 Seats Maxed Out
Zedbuster 2-Door Pickup 6 Slots 4 Seats Maxed Out
Notes
- The Ambulance, the Police Cruiser, and the Ranger SUV have working sirens you can use to lure zeds to your location.
- The Burninator can shoot flames around its doors to burn off any zombies jumping on them.
- Upgrading a car usually results in losing the utility it had (sirens, etc.).
- The spikes of the Impaler and Zedbuster will sometimes kill zombies who attempt to grapple the vehicle.
- If your Home Site has a Trade Depot, you can summon Parts Traders, who sometimes have Vehicle Upgrade Kits to trade.
- Vehicles that take enough damage will catch fire and then explode, destroying the vehicle and burning the occupants inside.
- A vehicle that has been damaged and destroyed can be repaired using a Toolkit.
- Smaller Vehicles such as jeeps, muscle/sports cars, hatchbacks, 2-door trucks and sedans have 100hp and have smaller gas tanks (200mi). Larger Vehicles, such as 4-door trucks, SUV's and Vans have 200hp and have larger gas tanks (400mi). Gas cans only give 25% fuel.
- An upgraded vehicle has double the amount of Hit Points.
Textbooks
Textbooks are special consumables allowing you to learn new, level up, or respec your survivors' skills. Unlike learning the hard way of on the job learning for months to years as normal. A Textbook will reduce it to 1 month instead.
If you are using it to level up a skill you already have. After the time period it levels it up as follows. Note that any overflow of experience is lost.
- 2 Star: 50% Experience
- 3 Star: 40% Experience
- 4 Star: 30% Experience
- 5 Star: 25% Experience
- 6 Star: 20% Experience
- 7 Star: 10% Experience
There are 2 types of Textbooks in the game:
- Community Skill Textbooks
- Quirk Skill Textbooks
Each Textbook can only be used once since they get consumed in the process. The Community Skill Textbooks can be found while looting. The best places to look for them are Libraries and Offices. Wandering Traders can also sell them. Quirk Skill Textbooks are only sold by Rare Skills Traders and Training Manuals are only sold by Mysterious Wandering Traders.
Community Skill Textbooks
Community Skill Textbooks allow you to teach a Community Skill to one of your survivors if they don't have a 5th skill yet. They can also be used to improve the basic community skills and specializations the survivors already have.
Each Community Skill has its own textbook.
Chemistry Textbook
Teaches one survivor the basics of Chemistry, or improves that survivor's Chemistry, Munitions, or Pharmacology skill.
Computers Textbook
Teaches one survivor the basics of Computers, or improves that survivor's Computers, Electronics, or Programming skill.
Cooking Textbook
Teaches one survivor the basics of Cooking, or improves that survivor's Cooking, Cuisine, or Nutrition skill.
Craftsmanship Textbook
Teaches one survivor the basics of Craftsmanship, or improves that survivor's Craftsmanship, Construction, or Metalwork skill.
Gardening Textbook
Teaches one survivor the basics of Gardening, or improves that survivor's Gardening, Agriculture, or Herbalism skill.
Mechanics Textbook
Teaches one survivor the basics of Mechanics, or improves that survivor's Mechanics, Automechanics, or Engineering skill.
Medicine Textbook
Teaches one survivor the basics of Medicine, or improves that survivor's Medicine, Surgery, or Pathology skill.
Utilities Textbook
Teaches one survivor the basics of Utilities, or improves that survivor's Utilities, Electrical, or Plumbing skill.
Quirk Skill Textbooks
Quirk Skill Textbooks allow you to teach a Quirk Skill to one of your survivors if they don't have a 5th skill yet. While the game has dozens of these Skills, only 10 of them can be learned with these textbooks.
The following Quirks Skill Textbooks can be found in the game:
Driving Textbook
Teaches one survivor as much as they can learn about Driving.
Fishing Textbook
Teaches one survivor as much as they can learn about Fishing.
Hygiene Guide
Teaches one survivor as much as they can learn about Hygiene.
Lichenology Textbook
Teaches one survivor as much as they can learn about Lichenology.
Recycling Guide
Teaches one survivor as much as they can learn about Recycling.
Scrum Textbook
Teaches one survivor as much as they can learn about Scrum Certification.
Secret Shopper's Guidebook
Teaches one survivor as much as they can learn about Shopping.
Sewing Guide
Teaches one survivor as much as they can learn about Sewing.
Sleep Psychology Textbook
Teaches one survivor as much as they can learn about Sleep Psychology.
Soundproofing Guide
Teaches one survivor as much as they can learn about Soundproofing.
Consumable Description
Item Name
Textbooks All textbooks weight 1lb.
Boombox Sound can be heard 200ft, lures nearby non-elite zombies. Lasts for 1 minute. 3lbs
Tube of Fireworks Can be heard 60ft away, can be seen 300ft away, lures nearby zombies. Lasts for 30 seconds. 3lbs
Box Mine Deals 25 damage in a 5ft radius, 200ft Noise. 1lb
Whistling Box Mine Noise 100ft, after 10 seconds, deals 25 damage in 5ft radius, 200ft Noise. 1.5lbs
Military Land Mine Deals 35 damage when stepped on, 200ft Noise. 3lbs.
Pursuit Mine Deals 30 damage when walked within 5ft, 200ft Noise. 3lbs
Cup of Coffee Temporarily removes 1 fatigue for 1 hour. 0.5lb
Shot of Espresso Temporarily removes 1 fatigue for 1 hour. 0.2lbs
Gas Can Refuel Vehicles by 50%. 5lbs.
Remote Box Mine Deal 25 damage using remote in 5ft radius, 200ft Noise. 3lbs
C4 Charge Deal 35 damage using remote in 10ft radius, 200ft Noise. 3lbs.
First Aid Kit 1 Hour apply, Remove Trauma, such as broken bones. 1lb
Toolkit 4 Hour to fully Repair Vehicle. 5lbs.
Bandage 1 Minute to apply, Restores 15 Hit Points. 1lb.
Bottle of Painkillers Restores 5 Hit Points. 0.1lb
Bottle Strong Painkillers Restores 10 Hit Points. 0.1lb.
Bottle Weak Painkillers Restores 2 Hit Points. 0.1lb.
First Aid Kit 1 Hour apply, Restore 25 Hit Points. 1lb.
Pack Nutritious Snacks Gain 15mins of Stamina. 0.5lbs.
Bag of Snacks Gain 15mins of Stamina. 0.5lbs.
Bottle of Stimulants Gain 30mins of Stamina. 0.1lb.
Energy Drink Gain 30mins of Stamina. 0.2lbs.
Road Flare Can be seen 100ft, lures zombies. Lasts 1 minute. 0.2lbs.
Roll of Firecrackers 100ft Noise, Lures nearby non-elite zombies. Lasts for 30 seconds. 0.5lbs.
Flashbang Grenade Any who see within 10ft radius, blinded for 10 seconds. 0.5lbs.
Frag Grenade Deals 20 damage in 10ft radius, 150ft Noise. 0.5lbs.
Pipe Bomb Deals 15 damage in 10ft radius, 150ft Noise. 0.5lbs.
Soda Can Bomb Deals 15 damage in 5ft radius, 100ft Noise. 0.5lbs.
Fuel Bomb 20ft area on fire for 20 seconds, Deals 10 fire damage every 5ft walked through or starts turn in it. 0.5lbs.
Molotov 20ft area on fire for 20 seconds, Deals 5 fire damage every 5ft walked through or starts turn in it. 0.5lbs.
Thermite Grenade 20ft area on fire for 20 seconds, Dealls 15 fire damage every 5 ft walked through or starts turn in it. 0.5lbs.
Jar of Zombait Lures zombies within 200ft. Lasts until 5 zombies have arrived. 5lb
Bloater Cloud Grenade Deals 15 damage in 10ft radius and gives 1 fatigue. Lasts for 30 seconds. Effects repeat each turn you start in area. 0.5lbs.
Smoke Grenade 20ft radius smoke covers area that cant be seen through. Lasts 1 minute. 0.5lbs.
Dose of Zedeye Plague Grants Night Vision for 1 hour. 0.1lb
Zedrenaline Pill Plague Regain 1 Hit Point every 30 seconds for 1 hour. 0.1lb
Bottle ScentBlock Plague When stealthing gain a +4 for 1 hour. 0.1lb
Vial of Plague Cure Cure Blood Plague. 0.1lb