the gluebook
Staying AliveView .md

Gear and Rarity

What you wear is half of what you are. Four slots: a weapon, something on your body, a trinket, and storage.

What there is to make

  • The hoof bench covers the early game: a patch kit to heal, crude glue, a stamina tonic, hoof wraps for your hits, barding for your hide.
  • The workshop makes the real gear: the saddlebag that grows your trough, charms for speed, toughness or stamina, the glue lance for those who reach level 10, and the saddle.
  • The chem lab brews the strong consumables: draughts that heal serious wounds, elixirs that refill your legs.

Rarity is rolled

Every piece that comes off the workshop rolls its quality on the spot: common, uncommon, rare or legendary. A better roll means stronger numbers, and the top rolls carry extra bonuses on the side. Your Wits tilt the roll. Two souls can craft the same recipe and walk away with different things, which is exactly why the good rolls trade high.

The shop sells the basics

No bench? Sticky Pomus in town sells starter kit for gloo: a shiv, a scrap plate, oat snacks and field rations. The pub pours beer for 3 gloo, and what the beer does to you is your own business. It wears off.

Looks that drop

Some of the rarest things in the world change nothing but how you look, almost. Five manes drop out in the wild, from creatures and chests, as tradeable relics: equip one and it is yours for good. More looks unlock as you level, and crafting your first saddle unlocks every saddle color. Wardrobe pieces can carry a small perk, a touch of speed or stamina, so dressing well is not entirely vanity.

Next: The Item Catalog.