# Items

Items play a pivotal role in determining the outcome of battles. Items appear in the game spontaneously, released based of [data available on the blockchain](/technical/dmt.md).&#x20;

{% hint style="info" %}
Following the items' [DMT Specification](/technical/dmt.md), it's **estimated** that a new item appears in the galaxy every 93 Bitcoin blocks/**16 hours**.&#x20;

However, some item types are **more rare than others** and will not spawn that often.
{% endhint %}

Each item enables a specific action during combat, and their strategic usage is essential to winning battles.

<figure><img src="/files/O57LasJjbXWHiuidjKpZ" alt=""><figcaption></figcaption></figure>

Success in battle depends on predicting the opponent's moves, using items at the optimal time, and countering the opponent's strategies with well-timed defenses or boosts from *Amulets*, *Food* and *Drugs*.&#x20;

## Basics

* **There are five types of Items:** *Food*, *Drugs*, *Weapon*, *Defenses* and *Amulets.* Food, Drugs and Amulets can affect both the casting player (positively) or their opponent (negatively), depending on their sub-type.
* ***Weapon*****&#x20;and&#x20;*****Defense*****&#x20;actions** use the *Computation* [skill](/cosmic-rules/skills-and-stats.md), that is added to the Item Power when it's used, to increase its effects.&#x20;
* **Power:** Each item has a power level ranging from 1 to 11. This value directly impacts the item's effectiveness during combat and determines the cooldown period before the item can be reused.
* **Cooldown:** The number of turns an item stays in cooldown is dependent on the item type and power. The higher the item power, the longer the cooldown period.&#x20;

<figure><img src="/files/xD0mpL14F3ZzKxREIuHj" alt="" width="563"><figcaption></figcaption></figure>

{% hint style="info" %}
Some [species](/cosmic-rules/pilots.md) are better at manufacturing certain [items](/cosmic-rules/items.md), lowering their *Cooldown* and increasing their *Power.*
{% endhint %}

<figure><img src="/files/5JR145v9WaYLnNF6QHcn" alt="" width="563"><figcaption></figcaption></figure>

## **Interactions**

* **Skill Enhancement:** Some item types are associated with a specific skill that enhances their power when used. For instance, *Weapons* and *Defenses* use the *Computation* skill and *Amulets* use the *Magic* skill. The player's skill level is added to the item's power to calculate the final effect.
* **Race-Specific Boosts:** Each [species](/cosmic-rules/pilots.md) excel in manufacturing one type of item. Using such an item  grants a cumulative +1 boost to the species' favoured skill until the end combat.&#x20;

## **Categories**

There are five distinct types of items, each serving a unique purpose in combat.

{% tabs %}
{% tab title="Food" %}
Simple and immediate, food items provide instant benefits to the target player, such as recovering or reducing *HP, Stamina* or *Intelligence*. The effects are straightforward, with no lingering or delayed consequences.

**Stamina cost:** 1

**Types:** Edible (affects the pilot using it) or Rotten (affects the opponent).

**Skill Used:** none

<img src="/files/lLhZz6oKWLzzarRaxEWe" alt="" data-size="line">[Human](/cosmic-rules/pilots.md) food items have +1 extra bonus in *Power* and -1 *Cooldown.*

<table><thead><tr><th>Item</th><th width="114">Type</th><th>Effect</th></tr></thead><tbody><tr><td><img src="/files/wfSXVPm8sDESDZxmCy2Z" alt="">Honey</td><td>Edible</td><td>Recovers <em>Intelligence</em></td></tr><tr><td><img src="/files/4h8MG4BZ6JCuN0btjD6H" alt="">Orange</td><td>Edible</td><td>Recovers <em>Stamina</em></td></tr><tr><td><img src="/files/cwFMgXWfEOv7IPVZ3EbX" alt="">Juice</td><td>Edible</td><td>Recovers <em>HP</em></td></tr><tr><td><img src="/files/tSpxCzOeV9uUFLzvuvV8" alt="">Algae</td><td>Rotten</td><td>Reduces <em>Intelligence</em></td></tr><tr><td><img src="/files/G9em8nPAUpBus6v76QRN" alt="">Bubbles</td><td>Rotten</td><td>Reduces <em>Stamina</em></td></tr><tr><td><img src="/files/QqxFLsCdDrFXvj63aRML" alt="">Bacteria</td><td>Rotten</td><td>Reduces <em>HP</em></td></tr></tbody></table>
{% endtab %}

{% tab title="Drugs" %}

Drugs offer powerful but temporary stat enhancements. However, after the effect duration ends, the initial boost is reversed. For example, if a drug item increases a player's HP by 10 points, those 10 points will be deducted after the effect wears off.

**Stamina cost:** 1

**Types/Colour-coding:** *Stimulant* (affects the pilot using it - green) or *Sedative* (affects the opponent - red).

**Skill Used:** none

<img src="/files/dfRuYUDuSZAcvoXIk3w3" alt="" data-size="line">[*Ebens* ](/cosmic-rules/pilots.md)drug items have +1 extra bonus in *Power* and -1 *Cooldown.*

{% hint style="info" %}
Drugs in Degens in Space are so advanced that they can never kill a pilot.  When a pilot would lose more HP than they currently have, they will be left with 1 HP instead.
{% endhint %}

<table><thead><tr><th>Item</th><th width="114">Type</th><th>Effect</th></tr></thead><tbody><tr><td><img src="/files/uMiCfRyzv1WJaxxFeCuj" alt="">Mushroom</td><td>Stimulant</td><td>Increases <em>Magic</em></td></tr><tr><td><img src="/files/UALzBhSIdA7ms0poSDYR" alt="">Syringe</td><td>Stimulant</td><td>Increases <em>HP</em></td></tr><tr><td><img src="/files/ql2yzwVB1uzKdnKKAuBz" alt="">Pill</td><td>Stimulant</td><td>Increases <em>Stamina</em></td></tr><tr><td><img src="/files/ECYv6dghaft05KlKsJi2" alt="">Liquid</td><td>Stimulant</td><td>Increases <em>Intelligence</em></td></tr><tr><td><img src="/files/rrjvHAbupoBzALQ9w4os" alt=""><br>Tablet</td><td>Sedative</td><td>Reduces <em>Magic</em></td></tr><tr><td><img src="/files/A5qy7xtuFTOpMCHoGeSt" alt="">Syringe</td><td>Sedative</td><td>Reduces <em>HP</em></td></tr><tr><td><img src="/files/oVNfwoiDNzc80k6e3Iuw" alt="">Pill</td><td>Sedative</td><td>Reduces <em>Stamina</em></td></tr><tr><td><img src="/files/hHfjXpvKM2g68kLcCsFz" alt="">Liquid</td><td>Sedative</td><td>Reduces <em>Intelligence</em></td></tr></tbody></table>
{% endtab %}

{% tab title="Weapons" %}
Weapon items enable players to perform various types of attacks. Each weapon type interacts differently with the opponent's defenses, resulting in varying levels of damage reduction.&#x20;

**Stamina cost:** 2

**Skill Used:** Computation

{% hint style="info" %}
**Example**\
A Laser attack may be heavily mitigated by Armor but only lightly reduced by Afterburner. Check [this chart ](/cosmic-rules/combat-advanced.md)for more detailed info!
{% endhint %}

<img src="/files/qvZMBDW8Nruv9AI2SqrJ" alt="" data-size="line">[*Replicant* ](/cosmic-rules/pilots.md)weapon items have +1 bonus in *Power* and -1 *Cooldown.*

| Item                                                                | Characteristics                           |
| ------------------------------------------------------------------- | ----------------------------------------- |
| ![](/files/HevJdfrOfw7on37MMLMG)Laser                               | Very effective against *Afterburner*      |
| <p><img src="/files/zJT2lSh7dUCnzGONwgh9" alt=""><br>Autocannon</p> | Very effective against *Counter Measures* |
| <p><img src="/files/n0khN0EK44rXazmZIZGA" alt=""><br>Torpedo</p>    | Very effective against *Armor*            |
| <p><img src="/files/6XCgFtQXQB8eImn2EaUJ" alt=""><br>Missile</p>    | Very effective against *Shield*           |
| ![](/files/zOSnUNchfpBswdkNpuFW)EMP                                 | Very effective against *Repair Bot*       |
| {% endtab %}                                                        |                                           |

{% tab title="Defense" %}
Defense items are designed to counter specific types of attacks; and when used they stay equipped until an enemy's attack triggers it's use. The effectiveness of each defense type varies depending on the weapon it is defending against.&#x20;

**Stamina cost:** 0

**Skill Used:** Computation

{% hint style="info" %}
**Example**\
Shields might be more effective against EMPs, while Countermeasures could better handle Missiles.
{% endhint %}

<img src="/files/4xZ9bERPhDk1ydP6JVeM" alt="" data-size="line">[*Draconian*](/cosmic-rules/pilots.md) defense items have +1 extra bonus in *Power* and -1 *Cooldown.*

| Item                                                                     | Characteristics                     |
| ------------------------------------------------------------------------ | ----------------------------------- |
| <p><img src="/files/GgTNzFyzbdiRC9Ur0W90" alt=""><br>Shield</p>          | Very effective against *EMP*        |
| <p><img src="/files/CWekYBGj8UEjeSBuJTKl" alt=""><br>Armor</p>           | Very effective against *Laser*      |
| <p><img src="/files/Op63KCg5xySZc3ZpE4KM" alt=""><br>Repair Bot</p>      | Very effective against *Torpedo*    |
| <p><img src="/files/pb9XQVw9TW5odzoeYy2U" alt=""><br>Counter Measure</p> | Very effective against *Missile*    |
| <p><img src="/files/QBgDpJm9IxmYDTxdx8eo" alt=""><br>Afterburner</p>     | Very effective against *Autocannon* |
| {% endtab %}                                                             |                                     |

{% tab title="Amulets" %}
Amulets provide latent effects that activate whether an Attack or Defense action is performed. This delayed activation allows for strategic planning and surprise moves during combat.

**Stamina cost:** 1

**Types:** Blessed (affects the player using it) or Cursed (affects the opponent).

**Skill Used:**  Magic

<img src="/files/2p7fYreAThDTgC4xl3Ou" alt="" data-size="line">[*Venusian*](/cosmic-rules/pilots.md) amulet items have +1 extra bonus in *Power* and -1 *Cooldown.*

{% hint style="info" %}
**Example #1**\
If a pilot uses a ***Defensive Amulet***, its effect will only take place next time the pilot defends, which means when they use a *Defense* item or the *Shield* basic action.\
\
**Example #2**\
If a pilot uses a ***Numbing Amulet,*** its effect will only take place next time their opponent attacks, which means when their opponent uses a *Weapon* item or the *Attack* basic action.
{% endhint %}

{% hint style="warning" %}
**Amulets don't need to be triggered necessarily in the next turn after they are used.**\
\
**Example**\
If a pilot uses a ***Weapon Amulet*** on turn 1, but only performs an attack on turn 5, the amulet's effect will still take place in turn 5.
{% endhint %}

<table><thead><tr><th>Item</th><th width="114">Type</th><th>Effect</th></tr></thead><tbody><tr><td><img src="/files/6ZYXUI6vo8ZNXchFlsau" alt=""><br>Defensive Amulet</td><td>Blessed</td><td>Increases <em>Defense</em> effectiveness based on its <em>Power</em> against <em>Weapons,</em> next time a pilot uses performs a defensive action.</td></tr><tr><td><img src="/files/xWDfm8gVjULhmnqxf8LS" alt=""><br>Weapon Amulet</td><td>Blessed</td><td>Increases <em>Weapon</em> effectiveness by 1/3 of its <em>Power</em> against any <em>Defense</em> used, next time the pilot performs an attack.</td></tr><tr><td><img src="/files/OwCbyqJ5jemfMjDIjFHf" alt=""><br>Vampiric Amulet</td><td>Blessed</td><td>Next attack deals less damage based on pilot's <em>Magic</em> skill, but recovers the pilot's <em>HP</em> by the same amount.</td></tr><tr><td><img src="/files/AL8jpdo9q6NiTeAoCJGb" alt=""><br>Energy Amulet</td><td>Blessed</td><td>Next attack deals less damage based on pilot's <em>Magic</em> skill, but also recovers pilot's <em>Stamina</em> by the same amount.</td></tr><tr><td><img src="/files/BOc4wJArjFB1D2VQWpwk" alt=""><br>Buff Amulet</td><td>Blessed</td><td>Extra damage based on pilot's <em>Magic skill,</em> next time the pilot performs an attack.</td></tr><tr><td><img src="/files/N1bxG4p1mtaQPOKJmw1X" alt=""><br>Overcharge Amulet</td><td>Blessed</td><td>Increases the damage caused by a <em>Weapon</em> based on pilot's <em>Magic skill,</em> next time the pilot performs an attack.</td></tr><tr><td><img src="/files/rywvde6uMOv94o0A6mwd" alt=""><br>Numbing Amulet</td><td>Cursed</td><td>Reduces opponent's <em>Intelligence</em> next time they attack, based on the damage they generate.</td></tr><tr><td><img src="/files/FCBgHS8Pts6hxlqwcnp4" alt=""><br>Blowback Amulet</td><td>Cursed</td><td>Some damage generated by the opponent in their next attack is applied back to them.</td></tr><tr><td><img src="/files/M2zCFuL4RkHwiWAQoAM2" alt=""><br>Unreliable Amulet</td><td>Cursed</td><td>Opponent's attack or defense actions have a chance to fail next time it's performed.</td></tr><tr><td><img src="/files/qW8PHlCyjE78lnhQ6d32" alt="">Uneffective Amulet</td><td>Cursed</td><td>Opponent's attack deals less damage next time they perform it.</td></tr><tr><td><img src="/files/zwhOu3E5gV8K962sHJ2b" alt=""><br>Sluggish Amulet</td><td>Cursed</td><td>Next opponent's attack costs them extra <em>Stamina.</em></td></tr></tbody></table>
{% endtab %}
{% endtabs %}


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