Inventory

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Stopicon.png To Do: Add repair and disassembling chances, English names of fruits, books and documents section. Also need to alphabetize the items within the table so we can remove the sort.
Cautionicon.png Attention: The Item template is already operational, however the single item pages do not exist yet! A system similar to the way Skills are handled will be set up soon. Until then, please avoid creating item pages! - Ividyon (talk)

Gear

These provide passive effects when held.

Image Name
Origin
Attributes
Repair
Disassemble
Details
Alien can opener.jpg Alien Opener
Exploration
Increases success chance of repairs, item reinforcement, dismantling, and hull reinforcement by 50% of base chance without the opener.
Antigrav scooter.jpg Anti-Grav Scooter
1 x Daedalus
2 charges to start, max 8
Adds 2 extra Pa slot2.png during Pa slot1.png to Pa slot2.png conversions. Does not stack with the Sprinter skill.
Super talky.jpg iTrakie
Gold Mode
Combines the functions of the walkie talkie and tracker. Obtained after buying gold mode once.
Ncc lens.jpg Lenses
2 x NCC Contact Lenses
Adds 10% accuracy when shooting at hunters, adds 33% accuracy when shooting at players.
Wavoscope.jpg Oscilloscope
Blueprint
Heavy
Increases success chance of repairing the hull of Patrol ships and the Daedalus by 50% of base chance without.
Plastenite armor.jpg Plastenite Armor
1 x Storage
Absorbs 1 point of combat damage. (Twinpedia says between players only, confirm not useful for expeditions?)
Protection gloves.jpg Protective Gloves
1 x storage
Chance of injury during repairs is divided by 5.
Rolling boulder.jpg Rolling Boulder
Exploration
During even numbered cycles, you earn one additional Pa slot2.png during Pa slot1.png to Pa slot2.png conversions. Stacks with the scooter.
Aiming helmet.jpg Sniper Helmet
1 x blueprint
Adds 10% accuracy when shooting at hunters, adds 33% accuracy when shooting at players.
Soap.jpg Soap
1 x storage
The wash action costs 1 Pa slot1.png less.
Space suit.jpg Spacesuit
6 x Daedalus
Allows you to breathe on planets without oxygen and to survive after ejection from patrol ships.
Apron.jpg Stainproof Apron
1 x Storage
Messy actions do not make you dirty. Super messy actions still make you dirty. See Dirty
Super soap.jpg Super Soaper
1 x Mushicide soap
The wash action costs 1 Pa slot1.png less and removes 1 spore from infected humans.
Tracker.jpg Tracker
Personal 1 x each
Displays the minimap with the position of the crew if they are aboard the Daedalus. Can also display breakages and fires with certain NERON projects.
Talky walky.jpg Walkie Talkie
Personal, 1 x each
Provides access to human channels (general and private).
Wrench.jpg Wrench
1 x storage
Increases success chance of repairs, item reinforcement, dismantling, and hull reinforcement by 50% of base chance without the wrench.

Exploration

Image Name
Origin
Attributes
Repair
Disassemble
Details
Quad compass.jpg Quadrimetric Compass
1 x Storage
Prevents the person carrying it from getting lost on expeditions. Recommended that someone with pilot skill and Action Point needed to pilot a rescue mission carry this, as well as other important items.
Rope.jpg Rope
2 x Storage
Cancels the personal damage that can occur in the seismic, cave and mountain zones during explorations if it targets the holder. Does not protect other crew members, and does not prevent events which cause crew death.
White flag.jpg White Flag
1 x blueprint
Cancels the chance of combat in Intelligent Life zones during expeditions.
Echo sounder.jpg EchoLocator
1 x blueprint
If one of the remaining planet zones is Hydro Carbon, increases the chance of exploring it by 5.
Driller.jpg Drill
1 x Storage
Doubles the amount of fuel gained from any zone.
Trad module.jpg Babel Module
1 x blueprint
Doubles the chance of gaining artifacts in Intelligent Life zones.
Heat seeker.jpg Thermosensor
1 x blueprint
If one of the remaining zones is Ruminant, Predator, Intelligent Life, Mankarog or Insects, increases the chance of exploring it by 5.

Tools

Allow various actions.

Image Name
Origin
Attributes
Repair
Disassemble
Details
Hacker kit.jpg Hacker Kit
1 x Storage
Repair = 6% Allows the user to attempt to force access to the command or BIOS terminals at a cost of 2 Action Point 25% base chance of success without IT Expert skill, 50% base chance with IT Expert skill.
Postit bloc.jpg Block of Post-It Notes
1 x Storage
Used to write notes. Useful for filling shelves with in case of fires, adding filler to expedition crew inventory to reduce chances of important items being lost, and communicating with certain injuries which impair communication.
Extinguisher.jpg Extinguisher
2 x Storage, 1 X Blueprint
50% base chance to extinguish a fire for 1 Action Point
Mad kube.jpg MAD Kube
1 x Refectory
Can use 1 Action Point to try to solve the kube. About 10% chance of success, first time rewards 5 Glory
Microwave.jpg Microwave
1 x Refectory
Heavy
Disassembling:
Metal scraps.jpg
2 Metal Scraps
Starts broken. Allows cooking of standard rations for free. Chance to break the comms link to Sol.
Duck tape.jpg Duct Tape
1 x Storage
For 1 Action Point, may gag another crew member.
Icon TODO: The effects of gagging someone/getting gagged?
Freezer.jpg Superfreezer
1 x Refectory
Heavy
Starts broken. Converts cooked rations and alien steaks into standard rations. Can freeze other perishable consumables. (To be confirmed: Consumables retain same status as when frozen.)
Alien holographic tv.jpg Alien Holographic TV
Exploration
Repair = 3% Provides +3 Morale to all crew in the room. Each crew member can only gain Morale from this once per game. Can be used several times.
Printer.jpg Tabulatrix
Bridge
Repair = ?% Is used to print several documents, such as The List

Weapons

Tools for attacking other players. Also useful for exploration.

Image Name
Origin
Attributes
Repair
Disassemble
Accuracy
Damage
Expedition
Strength
Wounds Details
- Kick Off
(Unarmed attack)
60%
1-3
- Rare
Knife.jpg Knife
1 x Storage
60%
1-5
1 Rare Can attack another player with the knife for 1 Action Point. Chance for a fatal blow. Risk of injury to both victim and attacker when using the knife. Also a chance to drop the knife on the room's shelf upon attacking.
Does not count as hand-to-hand combat.
Blaster.jpg Blaster
2 x Storage
50%
3-5
1 or 2 Rare Can attack another player with the blaster for 1 Action Point. Stores a maximum of 3 charges. Chance for a fatal blow. Risk of injury to the victim.
Provides 1 point for expeditions without day 4 rebel base contact, 2 points with.
Natamy riffle.jpg Natamy Rifle
Research
50%
2-4
1 1
Common
When used on a mush, does 6-13 damage and injures. Stores a maximum of 3 charges.
Items decoup 05.jpg Lizaro Jungle
1 x Blueprint
99%
3-5
1 1
 ???
Stores only 1 charge
Machine gun.jpg Old Faithful
1 x Blueprint
50%
2-3
2 0-3
Very
Common
Stores a maximum of 12 charges.
Missile launcher.jpg Rocket Launcher
1 x Blueprint
50%
?-8
3 0-2
Common
Stores only 1 charge. Damages everyone in the room including the attacker, however does less damage to the attacker. Risk of breaking equipment in the room. Chance of fatal blows.
Grenade.jpg Grenade
1 x Storage
1 x Blueprint
0-10(target)
0-3(attacker)
3  ? 1 Action Point to throw. Is consumed by taking on expeditions. Damages everyone in the room including the attacker, however does less damage to the attacker. Risk of breaking equipment in the room.
Cannot be thrown by humans if the NERON Peace Core is active (BIOS settings) but mush can still throw it.

Instruments

Provide passive effects in a given room when on the shelf. In the case of instruments which unlock research, can also be in a player's inventory.

Image Name
Origin
Attributes
Repair
Disassemble
Details
Water stick.jpg Water Stick
Exploration
Artifact
Unlocks Perpetual Moisture and Tesla SUP2X research when placed in the laboratory.
Magellan liquid map.jpg Magellan Liquid Map
Exploration
Artifact
Repair = 1% When placed on the bridge, planets detected will automatically have 1 or 2 sections revealed. Does not stack with multiples.
Insectoid shell.jpg Invertebrate Shell
Exploration
Artifact, Heavy
When placed in a turret room, adds 100% damage to the turret. Starts a fire in the room if destroyed. Does stack with multiples.
Mush floppy disk.jpg Mush Genome Disk
1 x Xyloph DB
Unlocks research when placed in the laboratory.
Computer jelly.jpg Printed Circuit Jelly
Exploration
Artifact
When placed in the Nexus, +3% is added to Laboratory Research base efficiencies. Does not stack with multiples.
Super map.jpg Star Map Piece
Exploration
Artifact
Used to unlock travel to Eden. When one is placed in the laboratory, unlocks Super Calculator research. Once complete, Super Calculator in Nexus can be used with 3 star map pieces to triangulate the location of Eden.
Myco alarm.jpg Myco Alarm
5 x Mycoalarm Research
Repair = 25% Displays an alert in the room logs if a mush infects someone in that room. Still works if hidden.
Mush sample.jpg Mush Sample
1 x Daedalus
Unlocks research in the laboratory.

Components

Mainly from dismantling or scrap collection using the Pasiphae after shooting down hunters. Used for assembling blueprints and reinforcing (both Daedalus hull and objects).

Image Name
Attributes
Origin
Repair
Disassemble
Details
Metal scraps.jpg Metal Scraps
Scrap Collection
Used in assembling objects using plans
Thick tube.jpg Thick Tube
x 2 Shower
1 x Lizaro Jungle
Used in assembling objects using plans
Plastic scraps.jpg Plastic Scraps
x 2 Shower
Used in assembling objects using plans
Old shirt.jpg Old T-Shirt
1 x Daedalus
Used in assembling the White Flag blueprint.

Miscellaneous

->Note: put containers here

Image Name
Origin
Attributes
Repair
Disassemble
Details
Camera.jpg Camera
3 x storage
2 x Paranoid
Secret and furtive actions are recorded in the room log when a camera is present. Cannot be dropped on a shelf. If the paranoid skill is selected when the player has a full inventory, the cameras will mount on the room wall.
1 Action Point to dismount a camera, 2 Action Point to install.
Space capsule.jpg Space Capsule
Scrap Collection
Costs 1 Action Point to open. Often contains oxygen, fuel, metal or plastic scrap. May contain a ration or medkit according to Twinpedia. (Verify?)
Icon Note: If you open the Capsule and it contains Fuel/Oxygen, you will not be able to drop it until returning it to a Oxygen Tank etc
Fuel capsule.jpg Fuel Capsule
Rear Storage fuel tanks
Combustion Chamber
Contain 1 unit of fuel. Cannot be placed upon a shelf unless the holder mutates or dies. Can be removed from or placed in the fuel tanks and combustion chamber.
Oxy capsule.jpg Oxygen Capsule
Central Storage tanks
Contain 1 unit of oxygen. Cannot be placed upon a shelf unless the holder mutates or dies. Can be removed from or placed in the oxygen tanks in the central storage rooms. Holding an oxygen capsule prevents the holder from suffocating if the ship is out of oxygen but is consumed when this occurs
Tree pot.jpg HydroPot
2 x Storage
3 x Hydroponic Garden
Fruit can be planted in these to develop the garden. See Gardening.
More hydropots can be obtained via the NERON project Additional HydroPots and Ian's skill Green Thumb.
Help drone.jpg Robo -Name drone
1 x Daedalus
1 x blueprint
Attempts to repair defective equipment in the room before moving. See Drones
An additional drone can be obtained via the NERON project Additional Drone
Body cat.png Schrödinger
1 x Decryo of Raluca
Raluca's cat. Cannot place on shelves, can drop in a given room. Can be infected by mush. See Schrödinger
Pill box.jpg Survival Kit
Vending Machine
N/A Contains 2 bandages and 2 drugs. Effects of the drugs in the Kit are visible to all.
Lunchbox.jpg Lunchbox
Vending Machine
N/A Contains 3 Standard Rations
Coffee thermos.jpg Coffee Thermos
Vending Machine
N/A Gives 4 coffees.
Sofa.jpg Swedish Sofa belonging to -player-
1 x Blueprint
N/A Works just like a bed. Once built it cannot be moved.

Health

Image Name
Origin
Attributes
Repair
Disassemble
Details
Bandage.jpg Bandage
2 x Medlab
2 x Survival Kit
N/A Uses 1 Action Point to heal 2 Health Point.
Medikit.jpg Medkit
1 x Daedalus
Uses 2 Action Point if treating someone else, 3 if treating self. Heals 3 Health Point and may cure diseases. With Doctor skill, heals 5 Health Point. Can be upgraded via Ultra Healing Pomade research to heal one additional point of Health Point.
Alien oil.jpg Jar of Alien Oil
Exploration
Artifact
Heals HP to maximum and cures wounds. One time use. May also be inserted into fuel reservoir for 5 units of fuel.
Anti mush serum.jpg Retro-Fungal Serum
1 x Retro-Fungal Serum
Costs 1 Action Point to use on a crewmate. Cures a mush, single use. No effect if used on a human. Usage is not logged in room records, and no notification is given to the player it is used upon if they are human.
Spore extractor.jpg Spore Sucker
1 x Spore Sucker
Costs 1 Action Point to remove a spore from a human. Mush cannot use it. Use is private, but makes one dirty, and does 3 Health Point Damage.

Blueprints

Plans for constructing objects using specific components

Each ship will start with 1 Swedish Sofa blueprint and 4 random ones. An additional 3 can be obtained via the Xyloph DB. 6 will be unavailable on any given ship.

If a blueprint is in the same room as its components, anyone may build it for 3 AP.

When a Blueprint is used all materials are used up, this means making the white flag removes the use of soap on a ship.

Image Name
Possible Copies
Result Components Dismantling
Blueprint.jpg Blueprint: Sniper Helmet
0-1
Aiming helmet.jpg 1 x Scrap Metal
1 x Plastic Scrap
1 x Scrap Metal
1 x Plastic Scrap
Blueprint.jpg Blueprint: White Flag
0-1
White flag.jpg 1 x Soap
1 x Old T-Shirt
Blueprint.jpg Blueprint: Support Drone
0-1
1 x Robotics Expert
Help drone.jpg 4 x Scrap Metal
1 x Plastic Scrap
Blueprint.jpg Echo Locator
0-1
Echo sounder.jpg 1 x Scrap Metal
1 x Plastic Scrap
Blueprint.jpg Blueprint:Extinguisher
0-1
Extinguisher.jpg 1 x Scrap Metal
1 x Oxygen Capsule
1 x Scrap Metal
Blueprint.jpg Blueprint: Grenade
0-1
Grenade.jpg 1 x Oxygen Capsule
1 x Fuel capsule
Blueprint.jpg Blueprint: Rocket Launcher
0-1
Missile launcher.jpg 1 x Thick Tube
1 x Scrap Metal
1 x Plastic Scrap
Blueprint.jpg Blueprint: Lizaro Jungle
0-1
Items decoup 05.jpg 2 x Scrap Metal
1 x Plastic Scrap
1 x Thick Tube
1 x Scrap Metal
Blueprint.jpg Blueprint: Babel Module
0-1
Trad module.jpg 1 x Scrap Metal
1 x Plastic Scrap
Blueprint.jpg Blueprint: Swedish Sofa
1-2
Sofa.jpg 1 x Thick Tube
1 x Scrap metal
1 x Plastic Scrap
Blueprint.jpg Blueprint: Old Faithful
0-1
Machine gun.jpg 4 x Scrap Metal 1 x Scrap Metal
Blueprint.jpg Blueprint: Thermosensor
0-1
Heat seeker.jpg 1 x Scrap Metal
1 x Plastic Scrap
1 x Plastic Scrap
Blueprint.jpg Blueprint: Oscilloscope
0-1
Wavoscope.jpg 1 x Scrap Metal
1 x Plastic Scrap
2 x Scrap Metal

Consumables

Actions:

Consume: Removes starvation status and gives satisfaction (if food). Chance of becoming dirty.

Hyperfreeze: 1 AP or cooking point required,the Superfreezer must be in the room and working

  • Converts an Alien steak or a cooked ration into a standard ration
  • Removes spores from the food
  • Gives the food the attribute "Frozen" without affecting anything else, spoiled food is still spoiled.

Express Cook: Need the microwave. Caution: Using the microwave can interrupt the ship's connection with Sol, and typically should not be done until after all important comms things have been done.

  • If food is frozen, removes the attribute "Frozen." Spoilage status stays the same.
  • If used on standard ration, changes to a cooked ration for free.


Drugs

Drug effects are assigned at random at the beginning of each ship. Doctors, Biologists, Nurses and Mush can see their properties.
Each ship starts with 12 drugs. The Narcotics Distiller can produce 1 drug per day. 2 drugs can also be obtained via the Survival Kit at the vending machine. Survival Kit drug properties will be readable by everyone.
Drugs do not perish.


Drugs can have different combinations of the following effects:

  • May have 0-1 of the following: -2, +1, +2 or +3 Morale
  • May have 0-1 of the following: +1, +2, or +3 Action Point, +2 or +4 Movement Point
  • May have 1-4 of the following:
    • Disease Cures: Vitamin Deficiency, Rash, Gastroenteritis, Influenza, Generalized Infection, Cold, Rubella, Syphilis, Sinus Storm, Tapeworm
    • Disorder Cures: Paranoid Crisis, Depression, Migraine


Rations

Image Name
Origin
Attributes
Effects Details
Ration 6.jpg Anabolic
4 x Anabolics
8 Movement Point
Ration 7.jpg Coffee
Coffee Machine
4 x Thermos
2 Action Point Is not tea. :(
+2 additional Action Point if the player has the Caffeine Junkie skill. At the beginning of the ship, coffee is available once per day starting at the beginning of cycle 1. After PILGRED is fixed, coffee is also available during cycles 3, 5 and 7. However, coffee does not stack in the machine, and the post-PILGRED coffee must be retrieved during the cycle in which it spawns.
Organic scraps.jpg Organic Waste
3-4 x Quarantine
6 Action Point
-4 Morale
16 Satisfaction
Remains of a player put in quarantine. Possible chance to sicken. Not cookable.
Ration 0.jpg Standard Ration
32 x Refectory
3 x Lunchbox
4 Action Point
-1 Morale
4 Satisfaction
Costs 1 Action Point to cook in the refectory. May also express cook for free if the microwave is there and fixed, but microwave may break the comms link with Sol. Alien steaks may be hyperfrozen to create additional rations.
Ration 1.jpg Cooked Ration
Cooking
4 Action Point
4 Satisfaction
Ration 5.jpg Alien Steak
<Exploration>
4 Action Point
-1 Morale
4 Satisfaction
50% Chance to cause the disease gastric reflux within 4-8 cycles.
25% Chance to cause the disease tapeworm within 4-8 cycles.
Ration 4.jpg Lombrick Bar
Vending Machine
6 Action Point
2 Morale
8 Satisfaction
A curious mix of caterpillars and other worms shaped into a bar and shrinkwrapped in plastic. Gulp...

Does not perish.

Ration 8.jpg SuperVitamin Bar
Vending Machine
8 Action Point
4 Movement Point
6 Satisfaction
The most fashionable SNC product, which in certain South American tribes, has completely replaced Ayahuasca. Only contains substances scientifically proven to be bad for your health!
  • 55% chance of causing Slight Nausea
  • Non-perishable
Ration 3.jpg Space Potato
Vending Machine
8 Action Point
8 Satisfaction
Does not perish.
Ration 2.jpg Proactive Puffed Rice
Vending Machine
10 Action Point
5 Satisfaction
Does not perish. 55% chance to damage a door.

Fruit

See Gardening for plant care information.

There are 14 different fruits. All are perishable. Of the 14, 12 have attributes which are randomly assigned, except for satisfaction. All fruits give 1 satisfaction

The ship starts with 2 mature banana trees. Bananas give 1 Action Point , 1 Morale, and 1 Health Point, and take 36 cycles to mature. Jumpkins can be found on expeditions or in the vending machine for klix and always give 3 Action Point , 1 Morale, and 1 Health Point, and take 7-11 cycles to mature. All other fruits are randomly assigned attributes other than satisfaction from within a certain range each game. Some may cause or cure illnesses, and some may cure psychological disorders. Botanists, chefs, and mush can see which properties a specific type of fruit has.

Icon TODO: Need English names of fruits, fill in as seen please.

Image Plant name Image Fruit name
Fruit tree00.jpg Banana Tree Fruit banana.jpg Banana
Fruit tree01.jpg Creepist Fruit01.jpg Creepnut
Fruit tree02.jpg Cactax Fruit02.jpg Meztine
Fruit tree03.jpg Bifflon Fruit03.jpg Guntiflop
Fruit tree04.jpg Pulminagro Fruit04.jpg Ploshmina
Fruit tree05.jpg Fruit05.jpg Precati
Fruit tree06.jpg Fruit06.jpg Bottine
Image Plant name Image Fruit name
Fruit tree07.jpg Platacia Fruit07.jpg Fragilane
Fruit tree08.jpg Tubiliscus Fruit08.jpg Anemole
Fruit tree09.jpg Fruit09.jpg Peniraft
Fruit tree10.jpg Fiboniccus Fruit10.jpg Kubinus
Fruit tree11.jpg Mycopia Fruit11.jpg Caleboot
Fruit tree12.jpg Asperagunk Fruit12.jpg Filandra
Fruit tree13.jpg Bumpjunkin Fruit13.jpg Jumpkin

Effects

Fruit may give between 1-3 Action Point , -1-1 Morale, 0-1 Health Point, 0-1, 1 satisfaction and 0-4 of the following possible effects.

Possible effects:

  • Disease cures:
    • Influenza
    • Migraine
    • Gastric Reflux
    • Cold
    • Coprolalia
    • Sinus Storm
    • Tapeworm
    • 30% chance to cure Influenza
    • 35% chance to cure Influenza
    • 65% chance to cure Fungal Infection
  • Diseases caused:
    • Tinnitus
    • Migraine within 4-5 cycles of consumption
    • Extreme Tinnitus within 5-6 cycles of consumption
    • Extreme Tinnitus within 11-15 cycles of consumption
    • Influenza within 7-15 cycles of consumption
    • Fungal Infection within 9-14 cycles of consumption
    • Food Poisoning within 5-11 cycles of consumption
    • Mild Nausea within 4-9 cycles of consumption
    • Sinus Storm within 3-11 cycles of consumption
    • Skin Inflammation within 5 to 12 cycles
    • Tapeworm within 5-13 cycles of consumption
    • 25% chance of Gastric Reflux within 5-12 cycles of consumption
    • 45% chance of Space Rabies within 7-12 cycles of consumption
  • Psychological Illness cures:
    • Coprolalia
    • Vertigo
    • 65% chance of curing Psychotic Episodes
  • Psycohogical Illnesses caused
    • 60% chance of causing Chronic Migraine within 7-12 cycles
    • Crabisme within 4-10 cycles
  • Other:
    • 50% chance for 1 extra Action Point

Books and Documents

Book.jpg Mage Books allow a player to learn an additional skill, even one outside of an individual characters limitations. Each character can only learn 1 mage-book skill per game and doing so adds it as a special, additional skill to the right of their portrait, this can be used to replace skillsets lost due to Mush/Death.

The main source of Mage Books is through the Communication Officer's Xyloph DB, which provides three, random Mage Books which are created on the bridge.

Example:
A Level 3 Chun, which has used a mage-book to learn Biologist, displayed below their third skill (Gold Mode)

Magebook.jpg