
24 visual item records with prices, effects, and slot decisions
The Mound Items & Gear Database
Choose the item by contract, weather, recovery, and return job. Keep objective space open, move overflow to the Ox-wagon, and use the live item screen for the final price or patch-sensitive effect.
What this page is for
A visual item database for loadout decisions—not a copied shop list.
Use the page in three moves
Query first, test second, recover cleanly
Items and gear database is a server-rendered reference with a light selector layered on top. Start from the named blocker, narrow once, and leave the full answer visible when a filter would hide useful context.
- 01Name the job
Start with the player problem, then use the search an item, category, effect, or price control instead of scanning every row.
- 02Read one matching record
Use the items and gear database result to compare the job, fields, confidence, and safe next action before changing another variable.
- 03Verify the live result
Run the smallest test that can disprove the current plan, keep the baseline you can reproduce, and record the exact condition that changes your next move.
Build around the contract
The six slots are a route budget, not a shopping list
An item earns its place when it answers the next contract, the weather, or the return problem the crew can already name.
Start with the objective before opening the shop. A treasure contract may need a Divining Rod of Yig or Medallion, while a rescue or deep descent may need a recovery answer and a light source that survives the route. The database is most useful when it narrows the first decision; it is not a reason to fill every slot with interesting gear.
Keep one slot visibly uncommitted when the contract can create a carried objective. Personal inventory is shared with treasure and mission items, so a full loadout can turn a successful find into an extraction problem. The Ox-wagon is a pressure release for overflow, not a replacement for deciding what the crew can safely bring back.
When two items solve the same job, keep the one whose condition is easier to verify during the current run. A cheaper or familiar answer can be better than a more specialized item if the specialist would leave the route without recovery space. Make the choice reversible by changing one slot on the next contract rather than rebuilding the whole loadout after one unlucky encounter.
- Objective firstName treasure, rescue, exploration, or return before choosing optional gear.
- Reserve spaceLeave room for the contract item instead of spending every personal slot at the shop.
- One slotIf two items cover the same job, change one dependency and compare the next run.
Match the environment
Weather and ammunition decide whether a weapon is actually live
A weapon record is only useful when its ammunition and weather condition still work on the route you are about to enter.
Read the weapon and its supporting item together. A firearm-heavy plan can lose its ranged answer when rain disables the chosen option, while bows, crossbows, or another weather-safe lane may preserve the job at a different cost. The correct comparison is not the biggest number; it is whether the attack remains available when the contract becomes difficult.
Treat ammunition as a route resource rather than a final shopping detail. Loose charges, arrows, bolts, and bundles occupy different amounts of space and support different return margins. Keep the stack that matches the weapon you can actually use, then protect enough recovery and objective space to finish the route.
If the environment invalidates the planned loadout, do not replace every item at once. First identify whether the failure is weather, empty ammunition, missing light, or a lost recovery answer. Swap the smallest affected layer, repeat a comparable route, and keep the rest of the known baseline intact.
- Weapon plus weatherConfirm the chosen ranged lane is usable in the current contract conditions.
- Ammo plus slotsCompare stack convenience with the space needed for objectives and recovery.
- Small retestChange the weather- or ammo-sensitive layer before rebuilding the whole loadout.
Protect the return
Recovery gear is valuable because it preserves information and extraction
The best item choice is often the one that keeps the crew able to regroup, revive, and carry the objective home.
Ammonia Salts answer more than a downed-player prompt: they protect the route from turning a body into a new Y'm-bhi problem. Carry them when the next contract has a real support need, and keep the decision visible before the expedition starts. A recovery item that stays in the Ox-wagon while the crew pushes too deep is not serving the current route.
Light and navigation items also protect the return. A Torch can mark a breadcrumb, a Map can make an incomplete route legible, and a Slave Finder or Medallion can reduce a search that would otherwise split the crew. Use the record's job field to decide which information gap matters now, rather than carrying every locator at once.
After a failed expedition, compare the first lost resource with the item that was missing: contact, light, weather coverage, ammunition, revival, or objective space. Restore that one layer on the next run and keep the successful parts of the route. This turns the database into a repeatable recovery check instead of a static list of prices.
- Revive earlyKeep the support answer accessible before a downed crewmate becomes a route threat.
- Carry informationChoose light, map, or locator gear only when it fixes the current navigation or search blocker.
- Recover one layerAfter a wipe, replace the first missing resource and preserve the known-good route.
24 named rows with local icons
Source candidates outside this bounded set
Every carried item needs a route job
Item selection route
Choose the slot by the contract, not by novelty
Use category, effect, and price to decide what earns space before the crew leaves the Ox-wagon.
- 1Name the contract job
Treasure, cylinder, corruption, exploration, and descent routes do not need the same six slots.
- 2Check weather and recovery
Keep an all-weather weapon and a recovery answer visible when the route can change.
- 3Reserve objective space
Do not fill every slot before the contract item or treasure can be carried home.
- 4Move overflow to the Ox-wagon
Shared storage protects both the haul and the items needed for the return.
Items Finder
Items and gear database
Choose the item by contract, weather, recovery, and return job. Keep objective space open, move overflow to the Ox-wagon, and use the live item screen for the final price or patch-sensitive effect.
Ammonia Salts
Salt of hartshorn, and the only way to bring a downed crewmate back on their feet. Act fast: leave a body too long and the forest takes it, then sends it back as a Y'm-bhi. Three per pack, and every one of them is worth more than the coin.
- Category
- Support
- Buy cost
- 20c
- Sell value
- 40–60c
- Recorded effect
- Salt of hartshorn, and the only way to bring a downed crewmate back on their feet. Act fast: leave a body too long and the forest takes it, then sends it back as a Y'm-bhi. Three per pack, and every one of them is worth more than the coin.
Decide whether Ammonia Salts earns one of the six personal inventory slots for the next contract.
Carry it only when the next contract can use its support effect; keep one recovery slot visible.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Cost and effect are a current reference; compare the contract, weather, and six-slot return plan before buying.
Crucifix
Held up against something that has been turned, it makes the creature hesitate — hostility is slower to surface, and the moment its restraint breaks is easier for the whole crew to read. A pause button, not a weapon.
- Category
- Support
- Buy cost
- 10c
- Sell value
- 1–2c
- Recorded effect
- Held up against something that has been turned, it makes the creature hesitate — hostility is slower to surface, and the moment its restraint breaks is easier for the whole crew to read. A pause button, not a weapon.
Decide whether Crucifix earns one of the six personal inventory slots for the next contract.
Carry it only when the next contract can use its support effect; keep one recovery slot visible.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Cost and effect are a current reference; compare the contract, weather, and six-slot return plan before buying.
Mask of Nyarlathotep
Wear it and you read to others as an explorer who has already turned. The most expensive ordinary gear in the shop — only the story-critical Tulu cylinder is listed higher — and the only item that hides you rather than helping you fight.
- Category
- Support
- Buy cost
- 60c
- Sell value
- 1–2c
- Recorded effect
- Wear it and you read to others as an explorer who has already turned. The most expensive ordinary gear in the shop — only the story-critical Tulu cylinder is listed higher — and the only item that hides you rather than helping you fight.
Decide whether Mask of Nyarlathotep earns one of the six personal inventory slots for the next contract.
Carry it only when the next contract can use its support effect; keep one recovery slot visible.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Cost and effect are a current reference; compare the contract, weather, and six-slot return plan before buying.
Censer
A hanging incense burner. Listed by only one of our two sources, so we flag it rather than publish numbers we can't corroborate.
- Category
- Support
- Buy cost
- 5c
- Sell value
- —
- Recorded effect
- A hanging incense burner. Listed by only one of our two sources, so we flag it rather than publish numbers we can't corroborate.
Decide whether Censer earns one of the six personal inventory slots for the next contract.
Carry it only when the next contract can use its support effect; keep one recovery slot visible.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Cost and effect are a current reference; compare the contract, weather, and six-slot return plan before buying.
Divining Rod of Yig
Vibrates near buried treasure; aim it and follow the glowing crystals to the dig spot. The only way to find buried caches, and dig spots move between runs — so it stays useful forever.
- Category
- Tool
- Buy cost
- 40c
- Sell value
- 1–2c
- Recorded effect
- Vibrates near buried treasure; aim it and follow the glowing crystals to the dig spot. The only way to find buried caches, and dig spots move between runs — so it stays useful forever.
Decide whether Divining Rod of Yig earns one of the six personal inventory slots for the next contract.
Reserve the slot when the route depends on finding, carrying, or recovering the named objective.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Cost and effect are a current reference; compare the contract, weather, and six-slot return plan before buying.
Medallion
Magnetically drawn to Tulu metal, which is what idols and cylinders are made of. Fifteen coin to stop walking past the expensive things.
- Category
- Tool
- Buy cost
- 15c
- Sell value
- 1–2c
- Recorded effect
- Magnetically drawn to Tulu metal, which is what idols and cylinders are made of. Fifteen coin to stop walking past the expensive things.
Decide whether Medallion earns one of the six personal inventory slots for the next contract.
Reserve the slot when the route depends on finding, carrying, or recovering the named objective.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Cost and effect are a current reference; compare the contract, weather, and six-slot return plan before buying.
Slave Finder
A K'n-yani sound bowl built to locate humanoids. Strike it and any human or human-like presence lights up — survivors to rescue, and the things wearing their shape.
- Category
- Tool
- Buy cost
- 30c
- Sell value
- 1–2c
- Recorded effect
- A K'n-yani sound bowl built to locate humanoids. Strike it and any human or human-like presence lights up — survivors to rescue, and the things wearing their shape.
Decide whether Slave Finder earns one of the six personal inventory slots for the next contract.
Reserve the slot when the route depends on finding, carrying, or recovering the named objective.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Cost and effect are a current reference; compare the contract, weather, and six-slot return plan before buying.
Jar of Black Ichor
Enrages and attracts most supernatural creatures. Throw it away from the crew to buy an exit, or at something you want another creature to deal with.
- Category
- Tool
- Buy cost
- 10c
- Sell value
- 1–2c
- Recorded effect
- Enrages and attracts most supernatural creatures. Throw it away from the crew to buy an exit, or at something you want another creature to deal with.
Decide whether Jar of Black Ichor earns one of the six personal inventory slots for the next contract.
Reserve the slot when the route depends on finding, carrying, or recovering the named objective.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Cost and effect are a current reference; compare the contract, weather, and six-slot return plan before buying.
Map
A rough chart pulled from a failed expedition's logbook — deliberately incomplete, because filling in the blanks is the job.
- Category
- Tool
- Buy cost
- 30c
- Sell value
- 1–2c
- Recorded effect
- A rough chart pulled from a failed expedition's logbook — deliberately incomplete, because filling in the blanks is the job.
Decide whether Map earns one of the six personal inventory slots for the next contract.
Reserve the slot when the route depends on finding, carrying, or recovering the named objective.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Cost and effect are a current reference; compare the contract, weather, and six-slot return plan before buying.
Oil Lamp
Wick and oil, steady and reliable. Five coin to buy and 16–24 back, three to five times over. Only the 3c Bandage returns a better multiple.
- Category
- Light
- Buy cost
- 5c
- Sell value
- 16–24c
- Recorded effect
- Wick and oil, steady and reliable. Five coin to buy and 16–24 back, three to five times over. Only the 3c Bandage returns a better multiple.
Decide whether Oil Lamp earns one of the six personal inventory slots for the next contract.
Treat it as a route resource: carry it when the current contract gives the item a named job.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Cost and effect are a current reference; compare the contract, weather, and six-slot return plan before buying.
Cthulhu Lantern
Identical to the Oil Lamp in price and value; the difference is engraving. A Deluxe cosmetic that costs nothing extra in-run.
- Category
- Light
- Buy cost
- 5c
- Sell value
- 16–24c
- Recorded effect
- Identical to the Oil Lamp in price and value; the difference is engraving. A Deluxe cosmetic that costs nothing extra in-run.
Decide whether Cthulhu Lantern earns one of the six personal inventory slots for the next contract.
Treat it as a route resource: carry it when the current contract gives the item a named job.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Cost and effect are a current reference; compare the contract, weather, and six-slot return plan before buying.
Torch
Disposable, and it can be dropped on the ground — which makes it a breadcrumb trail as much as a light. Worth almost nothing at the appraiser; burn it, don't bank it.
- Category
- Light
- Buy cost
- 5c
- Sell value
- 1–5c
- Recorded effect
- Disposable, and it can be dropped on the ground — which makes it a breadcrumb trail as much as a light. Worth almost nothing at the appraiser; burn it, don't bank it.
Decide whether Torch earns one of the six personal inventory slots for the next contract.
Treat it as a route resource: carry it when the current contract gives the item a named job.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Cost and effect are a current reference; compare the contract, weather, and six-slot return plan before buying.
Rushlight
A rush dipped in fat — the poorest light a 16th-century expedition would carry. Listed by only one of our two sources.
- Category
- Light
- Buy cost
- 5c
- Sell value
- —
- Recorded effect
- A rush dipped in fat — the poorest light a 16th-century expedition would carry. Listed by only one of our two sources.
Decide whether Rushlight earns one of the six personal inventory slots for the next contract.
Treat it as a route resource: carry it when the current contract gives the item a named job.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Cost and effect are a current reference; compare the contract, weather, and six-slot return plan before buying.
Breastplate
Forty defense for thirty coin — twice the helmet's protection for twice the price, and the single largest survivability purchase in the shop. It sells for almost nothing, so it's worn, not traded.
- Category
- Armor
- Buy cost
- 30c
- Sell value
- 1–3c
- Recorded effect
- Forty defense for thirty coin — twice the helmet's protection for twice the price, and the single largest survivability purchase in the shop. It sells for almost nothing, so it's worn, not traded.
Decide whether Breastplate earns one of the six personal inventory slots for the next contract.
Treat it as a route resource: carry it when the current contract gives the item a named job.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Cost and effect are a current reference; compare the contract, weather, and six-slot return plan before buying.
Helmet
Twenty defense for fifteen coin. The cheap half of a full kit, and the piece most crews buy first.
- Category
- Armor
- Buy cost
- 15c
- Sell value
- 1–3c
- Recorded effect
- Twenty defense for fifteen coin. The cheap half of a full kit, and the piece most crews buy first.
Decide whether Helmet earns one of the six personal inventory slots for the next contract.
Treat it as a route resource: carry it when the current contract gives the item a named job.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Cost and effect are a current reference; compare the contract, weather, and six-slot return plan before buying.
Broken Breastplate
Scrap metal. Zero defense — armour that has already done its job once. Found, never sold to you.
- Category
- Armor
- Buy cost
- —
- Sell value
- 1–3c
- Recorded effect
- Scrap metal. Zero defense — armour that has already done its job once. Found, never sold to you.
Decide whether Broken Breastplate earns one of the six personal inventory slots for the next contract.
Treat it as a route resource: carry it when the current contract gives the item a named job.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Field-found or uncertain value; confirm the live item screen before spending a slot on it.
Broken Helmet
Scrap metal, zero defense. Worth the same 1–3 coin as the intact version, which is the game telling you armour is for wearing.
- Category
- Armor
- Buy cost
- —
- Sell value
- 1–3c
- Recorded effect
- Scrap metal, zero defense. Worth the same 1–3 coin as the intact version, which is the game telling you armour is for wearing.
Decide whether Broken Helmet earns one of the six personal inventory slots for the next contract.
Treat it as a route resource: carry it when the current contract gives the item a named job.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Field-found or uncertain value; confirm the live item screen before spending a slot on it.
Gunpowder charge
One shot for any firearm. Buy them singly at a coin each and stack ten — the cheapest way to fill a powder pouch.
- Category
- Ammo
- Buy cost
- 1c
- Sell value
- 1–3c
- Recorded effect
- One shot for any firearm. Buy them singly at a coin each and stack ten — the cheapest way to fill a powder pouch.
Decide whether Gunpowder charge earns one of the six personal inventory slots for the next contract.
Match the stack to the weapon that is actually usable in the current weather.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Cost and effect are a current reference; compare the contract, weather, and six-slot return plan before buying.
Charges case
A box of many charges for ten coin. Convenient, but it occupies a whole inventory slot as a single item — ten loose charges in one slot is the better deal unless you're topping up mid-run.
- Category
- Ammo
- Buy cost
- 10c
- Sell value
- 1–2c
- Recorded effect
- A box of many charges for ten coin. Convenient, but it occupies a whole inventory slot as a single item — ten loose charges in one slot is the better deal unless you're topping up mid-run.
Decide whether Charges case earns one of the six personal inventory slots for the next contract.
Match the stack to the weapon that is actually usable in the current weather.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Cost and effect are a current reference; compare the contract, weather, and six-slot return plan before buying.
Arrow
One coin each, stacks to ten. Arrows are recoverable from what you shoot, which makes bows the cheapest sustained damage in the game.
- Category
- Ammo
- Buy cost
- 1c
- Sell value
- 1–4c
- Recorded effect
- One coin each, stacks to ten. Arrows are recoverable from what you shoot, which makes bows the cheapest sustained damage in the game.
Decide whether Arrow earns one of the six personal inventory slots for the next contract.
Match the stack to the weapon that is actually usable in the current weather.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Cost and effect are a current reference; compare the contract, weather, and six-slot return plan before buying.
Arrows
A bundle for five coin that takes one slot and doesn't stack — worse value than five singles unless slots are tight.
- Category
- Ammo
- Buy cost
- 5c
- Sell value
- 1–2c
- Recorded effect
- A bundle for five coin that takes one slot and doesn't stack — worse value than five singles unless slots are tight.
Decide whether Arrows earns one of the six personal inventory slots for the next contract.
Match the stack to the weapon that is actually usable in the current weather.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Cost and effect are a current reference; compare the contract, weather, and six-slot return plan before buying.
Bolt
Crossbow ammunition, a coin each, stacks to ten.
- Category
- Ammo
- Buy cost
- 1c
- Sell value
- 1–4c
- Recorded effect
- Crossbow ammunition, a coin each, stacks to ten.
Decide whether Bolt earns one of the six personal inventory slots for the next contract.
Match the stack to the weapon that is actually usable in the current weather.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Cost and effect are a current reference; compare the contract, weather, and six-slot return plan before buying.
Bolts
A bundle of bolts. Same trade-off as the arrow bundle: convenience against stack efficiency.
- Category
- Ammo
- Buy cost
- 5c
- Sell value
- 1–2c
- Recorded effect
- A bundle of bolts. Same trade-off as the arrow bundle: convenience against stack efficiency.
Decide whether Bolts earns one of the six personal inventory slots for the next contract.
Match the stack to the weapon that is actually usable in the current weather.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Cost and effect are a current reference; compare the contract, weather, and six-slot return plan before buying.
Firewood
Gathered, not bought — chop it with a machete (the axe can't). Feeds camp fires, and it's worth more at the appraiser than a torch is.
- Category
- Field
- Buy cost
- found
- Sell value
- 8–12c
- Recorded effect
- Gathered, not bought — chop it with a machete (the axe can't). Feeds camp fires, and it's worth more at the appraiser than a torch is.
Decide whether Firewood earns one of the six personal inventory slots for the next contract.
Treat it as a route resource: carry it when the current contract gives the item a named job.
Keep the contract objective, weather, recovery reserve, and return route visible before filling the slot.
Cost and effect are a current reference; compare the contract, weather, and six-slot return plan before buying.
Try an item name, category, effect, or remove one filter.
When the answer does not fit
Recover after the loadout filled too early
Drop the least certain slot first, not the item that keeps the return route alive.
- 1Protect the objective slot
Keep space for the contract item, treasure, or survivor the crew came to recover.
- 2Keep one recovery answer
Ammonia Salts, food, or the current health route can matter more than another weapon.
- 3Move value to the Wagon
Use shared storage before deleting a route-critical item.
- 4Change one purchase next run
Buy only the slot whose absence caused the failure.
Decision table
Make the next slot answer one failure
Choose the row that matches the failure in front of you; the action is a bounded next experiment, not a hidden-stat guarantee.
| Situation | Action | Why |
|---|---|---|
| Rain can disable the planned firearm | Keep Bow, Crossbow, or Flintlock coverage | A dead ranged slot is worse than a lower-damage live one. |
| A contract needs buried treasure | Reserve Divining Rod space | The tool creates the route rather than adding optional damage. |
| A crewmate may go down | Keep Ammonia Salts accessible | Fast revival prevents a body becoming a new threat. |
| The six slots are full | Use the Ox-wagon before dropping recovery | Shared storage protects both haul and return margin. |
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Player questions
Items & Gear FAQ
Use the current game panel before spending rare resources on a value that can change.
How many visual item records are listed?
The current bounded table contains 24 published item records with local icons, prices or field-found status, effects, and route guidance. Five additional named rows remain held until their image assets can be revalidated.
What should I carry first?
Protect the contract objective, one live weather answer, and one recovery option before filling optional slots.
Do six slots include treasure?
Personal inventory space is shared with carried objectives and treasure, so reserve room before leaving.
Are prices permanent?
No. The table is a current launch-build reference; verify the live purchase screen after a patch.