Utility Items
General#
Utility items are single use. Each is consumed when used and each has its own cooldown before you can use another. Three of them keep you alive; the fourth tells you who is not going to be.
The Items#
| Item | Health | Radiation | Cooldown | Also |
|---|---|---|---|---|
| Syringe | +20 | -50 | 10s | Cures infection |
| Bandage | +6 | -5 | 3s | Fixes broken legs |
| Radiation Tablet | -30 | 2s | ||
| Scanner | 5s | Reveals infection |
Where They Come From#
| Item | Shop | Craftable | Chest rarity |
|---|---|---|---|
| Bandage | 100 gold | Yes | Common |
| Radiation Tablet | 50 gold | No recipe | Uncommon |
| Scanner | 100 gold | No recipe | Very rare |
| Syringe | Not sold | Yes, from 3 Bandages | Rare |
The two that cannot be crafted are both in the shop, and the one that cannot be bought can be crafted. Nothing in this list is unobtainable, but the Syringe is the only one you generally have to plan for.
What to Carry#
Everything here stacks except the practical limit of your shop slots, and since you buy slots rather than items, a full stack of Bandages or Tablets costs exactly one slot.
The usual opening loadout is a stack of one healing item plus a Gas Mask. Which healing item depends on what you expect: Tablets against a lobby full of Spitters and Nukers, Bandages against everything else, since they double as Syringe material and are the only fix for broken legs.