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== 7 - Items == Items are entities defined as such by the rules. Items can be owned by players and are stored in their inventory. When an item's owner cannot reasonably be determined using publicly available information, or if it would be owned by a non-player, it is instead destroyed. Items with similar properties may be grouped together into item classes. For an entity to gain an item is for that item to be created in that entity's possession. To grant an entity an item is to create it in that entity's possession. For an entity to lose an item is for that item to be destroyed from that entity's possession. To revoke an item from an entity is to destroy it from that entity's possession. Reputable players may trade items from their inventories with the consent of all parties. === 7.1 - Inventory === Each player has an inventory containing all of the items they possess. ==== 7.1.1 - Trading ==== A trade is an exchange or transfer of items between two entities, with each entity giving a specified finite set of items to the other. When otherwise authorized, a trade between two players takes place when both players explicitly consent to the trade in #trades within 7 days of each other. ==== 7.1.2 - Using items ==== If an item specifies an ability to be used, that item can be used by the player that owns it by posting to #β game-actions, specifying the item, and any other required details. When used, the item takes effect as specified in its description, then the item is destroyed. If an item's description references "you", it refers to the player who used the item. If it implies that a player does something, then the player who does it is the player who used the item. === 7.2 - Resources === Resources are a class of item that cannot be directly used and is instead a component in crafting, construction, etc. The following are resource items: * Wood * Stone * Steel * Thread * Hide * Resin * Quartz * Copper * Gold * Morbium === 7.3 - Fish === Fish are a class of items obtained from fishing. Subrules of this rule define subclasses of fish. If a player catches a fish, it can either be a Standard Fish or a Medallion Fish. The chance of catching a Medallion Fish is 0% + 10% for every Medallion Fish that the player is currently eligible to catch, capping at 40%. If a fish is caught that is not a Medallion Fish, it is a Standard Fish. ==== 7.3.1 - Standard Fish ==== When a standard fish is caught, a random entry from the list below is granted: * Eel * Salmon * Tilapia * Northern Pike * Trout ==== 7.3.2 - Medallion Fish ==== Each type of medallion fish has a set of conditions required for it to be possible to be caught when fishing. {| class="wikitable" |+Medallion Fish !Type !Conditions |- |Goldfish |Lake of mass size 1. |- |Blue Whale |Lake of mass size at least 5. |- |Megalodon |Lake of mass size at least 19. |- |Pefisula |Fishing from a hex adjacent to exactly 5 lake hexes. |- |Carcharias |Fishing from a deceased dune biome. |- |Flying Fish |Fishing from a perilous pass biome. |- |Gudgeon |Fishing from a forest biome. |- |Mudskipper |Fishing from a swamp biome. |- |Fishy Fish |Fishing from a lake hex. |- |SvGCMkWr_zQ |Fishing into a corrupt hex. |- |Civilised Fish |Fishing from a hex with a town. |- |Napoleon Fish |Fishing from a hex with a flag of another faction. |- |Student Fish |In the same hex as another player. |- |Vanille |Without a fishing rod. |- |Aligned Fish |Fishing into a hex along a cardinal axis. |} ===== 7.3.2.1 - Quality ===== When a player catches a medallion fish, its quality is calculated by repeatedly rolling d2 until the result is 1, with the number of rolls being the quality of the medallion fish. Each natural number quality less than the highest quality medallion fish must be named. If someone catches a higher quality medallion fish than the one currently named, they must name all the unnamed qualities below the quality of fish they caught. The list of currently named qualities is as follows: 1. Garbage 2. Bronze 3. Silver 4. Gold 5. Platinum 6. Morbium 7. Karkalicious The sum of the qualities of all unique (including different qualities of the same fish as unique) Medallion Fish in a player's inventory is their quality score, S. === 7.4 - Crafting === At any time, a player may craft items. Craftable items and their recipes are detailed in subrules of this rule (unless otherwise stated). ==== 7.4.1 - Foraging Pouch ==== Crafted using 3 Thread and 1 Hide. If you use the foraging action, roll 2d6 instead. ==== 7.4.2 - Binoculars ==== Crafted using 3 Wood, 2 Hide and 1 Quartz. If you use the scout action, you may target a hex within two hexes of your location. ==== 7.4.3 - Fishing Rods ==== Subrules of this rule define fishing rod class items. ===== 7.4.3.1 - Standard Rod ===== Crafted using 2 Wood and 1 Thread. ===== 7.4.3.2 - Advanced Rod ===== Crafted using 3 Wood, 2 Thread and 1 Steel. Increases the odds of catching a fish by 10% additively. ===== 7.4.3.3 - Reinforced Rod ===== Crafted using 4 Steel and 3 Thread. Increases the odds of catching a fish by 15% additively. ===== 7.4.3.4 - Classic Rod ===== Crafted using 2 Wood, 1 Thread and 1 Hide. The Classic Rod increases the odds of catching a fish by 25% additively, but cannot be used to catch Medallion Fish. ===== 7.4.3.5 - Midas' Rod ===== Crafted using 2 Gold, 1 Quartz, 3 Thread, and 1 Copper. Reduces the odds of catching a fish when fishing to 20%, but if a player successfully catches a fish with it, that fish will always be a Medallion Fish of quality 4 or higher if they are eligible to catch a Medallion Fish. ==== 7.4.4 - Torch ==== Crafted using 2 wood and 1 resin. A player with a torch in their inventory may destroy the following features: * Flag * Boardwalk ==== 7.4.5 - Explosives ==== Crafted using 8 Wood, 3 Thread and 2 Resin. A player may use 1 explosives to destroy every landmark and feature on or adjacent to their hex.
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