🛡 Items and slots
Item bases by slot. Properties are rolled at random — by slot and item level.
| Slot | Items |
|---|---|
| Head | Hood, Helm, Circlet |
| Amulet | Amulet, Ring, Talisman |
| Body | Jacket, Mail, Robe |
| Tool | Axe, Pickaxe, Sickle, Hammer |
| Weapon | Spear (forged), Bow (forged), Cleaver (forged) |
| Hands | Mittens, Gloves |
| Feet | Boots, Shoes |
| Building module | Gear module, Crystal module |
Required item tier: for everyone → for artisans → for masters → for elders (more — population tiers).
🏅 An item grows with its deeds
Tools and weapons remember what was done with them: how many trees were cut, boulders mined, harvests gathered, pieces made, animals hunted and bandits driven off. At thresholds the item gets a nickname, and with each nickname it gets better: a tool — work 4% faster, a weapon — the guard 4% stronger (per step). The item’s owner is whoever did the most with it. Items with a nickname are not touched by auto-salvage, “Useless” and “Salvage junk”.
| Deed | With | Nicknames and thresholds |
|---|---|---|
| Trees | tool | “Woodcutter” — 100, “Terror of the thicket” — 500, “Forest breaker” — 2000 |
| Boulders | tool | “Stonebreaker” — 100, “Terror of the rocks” — 500, “Heart of the mountain” — 2000 |
| Harvests | tool | “Reaper” — 60, “Provider” — 300, “Gift of bread” — 1200 |
| Pieces | tool | “Journeyman” — 60, “Golden hands” — 300, “Master for the ages” — 1200 |
| Animals | weapon | “Tracker” — 15, “Huntsman” — 60, “Terror of beasts” — 200 |
| Bandits | weapon | “Defender” — 5, “Warden” — 20, “Terror of bandits” — 60 |
⚜ Masterpieces
When an item in the smithy or armory is forged by a master (or a settler of an even higher tier), it now and then comes out as a masterpiece: master — 5%, elder — 7%, architect — 9%, keeper — 12%. A masterpiece bears the master’s name (“Masterpiece pickaxe, master — Taisya”). Its properties are like a rare item’s, only a quarter stronger. It won’t become legendary: masterpieces have no unique powers.
☠ Cursed items
Now and then a rare or legendary find turns out to be cursed (the ☠ sign). Its properties are 1.6 times stronger than usual, but the owner gets a downside. The curse can be lifted in the inventory: 2 arcane cores and a rune of level 3 or higher. Then the downside goes away and the power stays.
| Curse | What happens to the owner |
|---|---|
| Gloomy | the owner frowns: mood −10 |
| Insatiable | the owner gets hungry 25% faster |
| Heavy | the owner tires 25% faster |
| Viscous | the owner walks 15% slower |
How it looks
What’s equipped is visible on the settler — on the map, on their card and inside buildings. Every item has its own drawing: a hood, a crested helmet, a jacket, chain mail, a belted robe, boots, an axe or pickaxe in hand, a bow on the back. The trim is the rarity color: blue for magic, yellow for rare. Legendary items and relics glow slightly. A full set has its own colors and a cloak on the back.
This guide is built from the data of the game “Oskolki” — a browser colony simulator on a floating shard among the ruins of the ancients. Play for free in the browser.