Items include weapons, armour, consumables, materials, drugs and special rewards. Inspect an item's details for its requirements, effects and available actions.
Weapons modify combat damage and accuracy. Armour provides defense and evasion. Armour slots are head, body, hands, legs and feet. Equipment bonuses can influence combat or other activities.
Guns require ammunition. Check ammunition and your current Life before attacking.
Weapons and armour use four rarity levels:
| Rarity | Selected stat multiplier | Unique bonuses |
|---|---|---|
| Common | 1.00 | 0 |
| Uncommon | 1.05 | 0 |
| Rare | 1.10 | 1 |
| Epic | 1.15 | 2 |
For weapons, rarity scales damage multiplier and piercing, not accuracy or critical-hit statistics. For armour, it scales defense and evasion. Integer statistics are rounded.
Common and Uncommon equipment stack by item type. Rare and Epic equipment are individual pieces with rolled bonuses. Two pieces of the same item can have different bonuses. Compare those bonuses when equipping, buying or trading.
Regular inventory holds equipment, consumables and other inventory items. Raw drugs and city-stored products live in a separate stash for each city. These city-stored products use the Street Market and cannot be gifted, donated from inventory or exchanged through personal trades.
The nine personal-use drug consumables, including Joint, Shroom Tea and MDMA Pills, are inventory items. Personal trades nevertheless reject drug-tagged non-ingredients, including these consumables. Gifting and family armoury donations require an available, tradable inventory item. The Market classifies drug-tagged non-ingredients as city-scoped Street listings, even when held in inventory. Preparing a consumable and using it are separate actions. See Drug Processing and Crafting and Consumables and Cooldowns.
Opening a crate consumes it and rolls contents from its loot configuration. Available rewards depend on the crate type. Rare or Epic equipment rewards retain individual bonuses.
Family armoury crates can be opened in place when your permissions allow it. Their contents stay in the armoury, including individual Rare and Epic equipment.
The displayed Value uses a recent market median when there are enough sales, otherwise a fallback value. It is an estimate and does not guarantee a buyer or price.
Not tradable items cannot be sold on the Market or gifted. Non-tradable inventory items are also excluded from personal trade offers. Check the item details for restrictions.
Mechanics checked against the game code on 17 September 2026.