SALVARIS

SALVARIS is an upcoming Action Game for the PC and PlayStation 5, it is a sequel to the 2019 Action Game, Death Stranding taking place in the same continuity as its predecessor although some significant amount of time after the conclusion of the first game.
Much like the original game, Salvaris sees the player take control of a Courier for the United Cities of America, a now well-known faction in the Post-Death Stranding world that seeks to reunite the United States. The game is intended as a mixture of narrative experience, action-stealth gameplay and cooperative mechanics between players.
==Plot==
===Synopsis===
Salvaris picks up several decades after the events of Death Stranding with the United Cities of America (UCA) having established itself as a major entity across the continental United States, the current and fourth President of the UCA, known as Fides he seeks to expand the UCA by strengthening the Chiral Network, the network of communication, information and material exchange between the otherwise isolated city-states of the UCA. Underneath the UCA is the organization known as Bridges, originally a contracting courier service that would traverse the wilderness of the Post-Death Stranding world, the UCA has evolved over time into a branch of government representing the maintenance of the Chiral Network through its Couriers providing logistics across the country.
The head of Bridges is Coronation, originally a Porter in her youth, Coronation managed to align herself to take control of Bridges after the passing of its previous leader, although having a close connection to the UCA government, Coronation sees Bridges as a more independent entity and spear-headed a sub-set within Bridges Khrunos (Golden Time) who would act more independent of the rest of Bridges, focusing instead on building out the reach of the UCA to new regions yet untouched.
While the Death Stranding had brought the world to the brink of ruin, the world that persisted afterwards adapted and evolved, though initially thought extinct several animals began to re-emerge into the wild having evolved to deal with the remnants of the Beached Things (BTs), entities from the world of the dead that had become stranded in the world of the living. When the Extinction Entity's (EE) beach was severed from those of the living, the BTs left in the world of the living became truly stranded, growing and evolving as well. A new ecosystem where beings of matter and antimatter coexist albeit hostily with strange variants of BTs evolving in response to the persistent presence of humans.
In response, humans continued to evolve, technologically, creating new devices to counteract the BTs and travel safely, what became known as the Neo-BB being the foremost representation of technology in the post-Death Stranding world. When it was uncovered that the Chiral Network relied on Bridge Babies to function, an undercover plan to fix the problem was intiated, first devised only within the innermost circle of the UCA's cabinet and spear-headed by Deadman, the project sought to create an artificial replacement for the BB's that would eventually become known as the Neo-BBs, as BBs worked on connecting one to the Beaches through the child's connection with their Stillmother, it was initially assumed that it would be impossible without a biological sacrifice. However due to circumstances predating the formation of the UCA proper an alternative was found through the use of what became known as Surrogate Objects.
It is believed to be the same means by which the Homo Demens managed to make use of Odradeks, however the object that Homo Demens linked to the Beach is only known to be lost to history. As the experiments progressed a successive Surrogate Object was found, for the collective conciousness of the people of the UCA the object represented the UCA's very identity, a relic from the first President, Die-Hardman. After the initial tests proved successful the first Neo-BB, known as the President Surrogate was distributed throughout the UCA's Knot Cities creating a new version of the Chiral Network, although somewhat more limited by bandwidth than the original, the BBs of the old Chiral Network were able to be separated although many suffered catastrophic organ failure when attempting to come to term. Those that did survive were raised in secret among the UCA's officials, keeping their history as BBs secret from both the public and the children themselves.
As time progressed towards the now present, the Neo-BBs became more widespread, while the President Surrogate was the most well-known, the various companies of the Death Stranding began incorporating their own Neo-BBs as a means of countering the continuing BT threat.
Although for most the UCA's success was a sign of the beginning of the end for the Death Stranding there were those that clung onto the retreating shadows of the sixth great Extinction Entity in hopes of bringing about the end of days. Those known as the Homo Demens (Mad Men) became an increasingly antagonistic force against the UCA, raiders by nature the sudden disappearance of their previous leader Higgs had left the group in somewhat of a distraught position for several years allowing the UCA to make rapid expansion against the now splintered factions. However in recent years, a new leader known as Storromer has managed to reunite the factionalised tribes of the Homo Demens seeking to pressure the UCA by bringing about the extinction of the world once again.
===In-Game Events===
TBA
==Gameplay==
Salvaris like Death Stranding is an Action game with Exploration and Stealth elements, the player's primary goal in the game aside from experiencing the main story is to deliver cargo between locations, this can be done in a variety of ways and has the player going up against a number of obstacles with the player's performance being graded through a ranking system.
===Orders===
Orders are the term for each mission in the game in which the player is delivering cargo either between two locations, to a set location on the map or retrieving cargo from a location on the map back to the individual who sent out the Order. The player is free to take as many orders simultaneously as they like however must keep in mind the amount of cargo they can haul as well as the various dangers that they may experience while travelling.
Orders have a Minimum Requirement which is the amount of cargo that needs to be delivered to complete that order, this is however usually not the amount of cargo the player is requested to deliver and so allows the player a degree of breathing space between a passable order and a high scoring order. If the player submits enough Cargo to complete an order but not the maximum they may wish to submit a Partial Delivery which denotes that the order is not to be ranked yet allowing the player to make multiple trips to complete an Order.
====Ranking System====
The Ranking System is the system by which the game grades the player for completing Orders, this system provides the player with a score between F and X+. The player's rank is determined by several factors of the delivery, some of which may be dictated by the Order itself such as meeting certain requirements or handicaps. The player is however always graded on the amount of cargo (out of the total provided) they have brought upon completion of the Order as well as the quality of the Cargo (Note: the Quality of the Container is not Graded) overall.
Ranks are as follows;
*F - Failure to complete the Order, this is given if the player withdraws from an Order, destroys all Cargo related to the Order or fails to meet a Red requirement on an Order (Red requirements denote an ultimatum about the Order's condition). Orders with an F do not prevent the player from progressing in the game however will not improve the player's relationship with the deliveree or count towards completion of achievements or unlockables.
*D - This rank only appears Casual Mode it is given whenever the player completes an Order in Casual Mode that would not result in an F-Rank, the rank does not prevent the player from progressing in the game or unlocking new items, content or orders however does prevent the player from improving their relationship with the deliveree or count towards completion of achievements.
*C - This rank denotes that the player succeeded in completing the Order given although to only a passable degree, this is identified as meeting the minimum requirements in all criteria without any criteria getting an S or higher. C-Ranks contribute 1/10th the amount towards improving the deliveree's relationship with the player than an S-Rank does.
*B - This rank denotes that the player succeeded in completing the Order to a satisfactory degree, it is identified as achieving at least one S-Rank in a criteria but less than half S-Ranks overall. B-Ranks contribute one-quarter the amount towards improving the deliveree's relationship with the player than an S-Rank does.
*A - This rank denotes that the player succeedding in completing the Order to a content degree, it is identified as getting more than half S-Ranks in the order's criteria but not all S-Ranks. A-Ranks contribute one-half the amount towards improving the deliveree's relationship with the player than an S-Rank does.
*S - This rank is achieved by completing the Order with high regards and requires that all cargo is delivered as well as with less than 10% damage, as well as fulfilling any other criteria. S-Rank serves as the base amount towards improving the relationship with a deliveree.
*S+ - This rank is achieved by completing an S-Rank order with all cargo and 0% damage, as well as fulfilling any other criteria. S+-Rank contributes 1.25x the amount towards improving the deliveree's relationship with the player than an S-Rank does.
*X - This rank is only achievable by completing the Premium version of an Order, like S+-Rank, the player is required meet all requests while also delivering all cargo with 0% damage. X-Rank contributes double the amount towards improving the deliveree's relationship with the player than an S-Rank does.
*X+ - This rank is only achievable by completing the Premium version of an Order, its base requirements are the same as an X-Rank however also requires that the player completes the order in a set amount of time and under a specified distance (both requirements are listed in the Premium Order's Description). X+-Rank contributes triple the amount towards improving the deliveree's relationship with the player than an S-Rank does.
===Player Equipment===
While the player is traversing the landscape, they will need to deal with various obstacles both internally and externally. The player's equipment refers to items that are directly used by the player for navigation and can be broken up into several sub-categories which will be further elaborated;
*Building Equipment - Equipment used for constructing various objects in the overworld, this is done either through the physical object or a Portable Chiral Constructor (PCC) depending on the object. These are static objects that can appear in other player's worlds and be upgraded to improve the durability of the object as well as its utility.
*Clothing - Clothing refers to any piece of equipment that can be directly attached to the player character and is not used in a combat function, this includes backpack accessories, gloves, boots and augmented body frames.
*Weapons - Weapons refers to any item the player may use in combat not including Cargo containers, this includes the various Guns and Melee Weapons the player can use as well as the numerous Grenades that are accessible to the player. Weapons come in several varieties depending on the context of the situation although most are limited to one or two combat options with only a few being able to swap ammo types between different functions.
*Protective Equipment - Equipment intended for protecting the player, both evasive and defensive, it should not be confused with Clothing which uses Wear as its basis for durability whereas Protective Equipment uses Battery Power as its basis for durability. Protective Equipment is also worn in the same locations as Cargo and as such occupies the same space.
The player's equipment will gradually degrade over time, all equipment degrades in the presence of Timefall although some also have limited resources such as the ammunition of weapons and batteries for Protective Equipment. Some Building Equipment also requires further input beyond the use of the base object or PCC and so may require the player to bring materials with them to complete the building.
===Combat===
During the player's travels they will come across various enemies in the overworld who target the player either for their cargo or the player themselves. Combat in Salvaris much like Death Stranding is an important part of the game although can be avoided through the use of stealth and evasion. Unlike in Death Stranding there are three major types of enemies in Salvaris; Beached Things (BTs), Humans and Animals.
While the player is recommended to include weapons with them to protect themselves against potential attacks the player will always have three weapons with them which do not take up cargo space, those being their fists, strand and cord cutter. Melee combat is dictated by these two weapons, the player is able to throw punches in rapid succession or hold down the attack button for a more powerful punch that can break through most defences. Unarmed is effective against Humans and Animals however is unaffective against BTs. The second melee weapon is the Strand, a piece of rope infused with the blood of the player, this weapon is mainly for stealth approaches, allowing the player to easily strangle out their opponent without alerting other nearby enemies, the Strand is also somewhat effective against BTs as it can be used to incapacitate a Gazer although can alert nearby enemies so its use must be weighed carefully. The last basic weapon of the player are the Cord Cutter, a term for the second cuff link attached to the player which has a special serrated blade that due to its properties is able to sever the umbilical cord of BTs, separating them from the world of the living, this weapon is unlocked later in the game and provides a stealthy approach to dealing with BTs without exhausting cargo space or ammunition.
Conventional Weapons are the weapons that the player can use to deal with the various enemies of the game although have limited ammo and are vulnerable to degradation from Timefall. Weapons can have at least one of four possible ammo types which denotes their effectiveness against different enemies, it should be noted that some weapons are capable of using multiple ammo types.
*Anti-BT - Anti-BT refers to weapons with ammo laced with human bodily fluids, able to counter BTs, these weapons are typically explosive in nature leaving behind clouds that can damage BTs nearby. Although these weapons are effective against BTs they're generally less so against Humans and Animals, some weapons are lethal against living enemies while others are non-lethal, it should also be noted that the cloud created from Anti-BT weapons can attract wild animals if they're nearby. Anti-BT weapons are red on the weapon wheel.
*Lethal - Lethal refers to weapons with traditionally lethal ammunition, these are the weapons that bare the closest resemblance to old world weapons and are signified by appearing Orange on the weapon wheel. Lethal Weapons are typically the most efficient and dealing with living enemies although have the consequence of creating corpses which if not dealt with can lead to a voidout.
*Tranquilizer - Tranquilizer refers to weapons which are able to dispatch enemies by putting them to sleep, this is one of two dedicated non-lethal ammo types for dealing with living enemies (Humans and Animals) although is usually more effective against Animals especially smaller enemies. Tranquilizers are denoted as purple on the weapon wheel and are typically long range or silent mkaing them more favourable for stealthy play, the trade-off however is that a tranquilized enemy is able to recover faster than an unconscious enemy and also unlike unconscious enemies, humans can wake other tranquilized humans up.
*Stun - Stun refers to weapons that are capable of rendering a living enemy unconscious, these weapons are denoted as blue on the weapon wheel and are typically comparable to their Lethal counterparts although have some more unique design aspects. They're typically the most effective weapons for crowd control although lack range.
====BT Encounters====
Beached Things or BTs are a unique enemy in Death Stranding which represent the souls (the Ka) of the deceased which had become stranded in the world of the living as a result of the Death Stranding and subsequently being cut-off from the collective Beach of the Extinction Entity (EE). BTs are denoted by their territory which is surrounded by Timefall a unique weather phenomena that causes rapid aging which can be detrimental to the player's cargo as well as unguarded humans.
BTs fall into one of two categories; Gazers and Catchers. The Gazer is a more direct appearance of the Ka of the individual and is a humanoid figure that is normally invisible to the player unless the player is standing still. Gazers are connected to the world of the living by an Umbilical Cord which can be severed with the Cord Cutter allowing the player to quietly eliminate the Gazer, they can also be dispatched by using Anti-BT ammunition. Gazers are effectively blind and rely on listening for the player character's breathing to find them, as such unless the player gets too close a gazer will not move from its set location or patrolling area. If a Gazer does detect the player it will manifest monster-like prints that are visible on the surface of any terrain in an attempt to catch the player, depending on how confident the Gazer is of the player's location (denoted by how heavily the player was breathing and for how long) they may approach the player slowly or quickly. If the player holds their breath a Gazer will not be able to track them however the player can only hold their breath for as long as their stamina meter will allow.
If a Gazer manages to catch the player a pool of tar-like substance will appear around the player and the collective souls found in that Timefall will attempt to pull the player down, the player can escape this by reaching the edge of the tar pool although must deal with the various BTs trying to pull the player under. If the player is caught however they will then encounter the Catcher.
Each BT territory has a Catcher, a creature whose core is anti-matter and if said core contacts the player character will create a voidout. Catchers are based on various animals although are all significantly larger than the player, their methods of attack also vary significantly. The player has two options if the Catcher appears, they can fight the Catcher using Anti-BT weapons that they may have on person (or call out to get help from other players) or they can attempt to flee from the Catcher. When the Catcher is summoned it creates a very large tar pool around it and the player in which rocks and structures from the old world will rise from beneath providing solid ground for the player to stand on, should the player reach the rim of the tar pool they can escape ending the entire BT encounter.
===Multiplayer Interaction===
Like Death Stranding, Salvaris incorporates some multiplayer components to its gameplay which provide a sense of comradery. Other players buildings can appear in your world as long as you as well have unlocked those structures in the game, providing an easier means of traversing the landscape. These buildings also help as the bandwidth of the Chiral Network for the player is limited and sometimes these structures are required to be able to traverse the landscape with ease. In addition players can leave behind signs for the player warning them of upcoming dangers or giving them encouragement among other things.
The player when using one of these buildings or passing through a sign will automatically give that player a like, signifying the player's use of that building or sign. In addition however the player is free to give additional likes to players by tapping the like button to give extra likes. Players can also contribute towards building, upgrading and maintaining each others structures, some buildings require resource input which can be provided by other players to expediate the process while upgrading and maintenance of buildings allows them to persist for longer.
===Weather===
Weather is a minor gameplay element that is more prominent in Salvaris than it was in Death Stranding. Due to the Death Stranding's extinction event passing regular weather returned to the world of the living although Timefall weather is also retained. Weather has a variety of effects on the player's ability to traverse across the landscape and can be checked on the map screen by using the Heat, Wind and Freak Weather Filters. Heat indicates the temperature across the map while Wind indicates the speed and direction of the wind in locations, the former can be important due to the nature of some orders' cargo while the latter can affect the player's ability to navigate as strong winds can slow or accelerate the player's movement through an area.
Freak Weather refers to any abnormal weather that appears and can have a variety of effects. The most notable freak weather is Timefall, the result of rapid time acceleration, it appears similar to rain however is denoted by Strands appearing in the sky as well as Inverted Rainbows, unlike regular rain the clouds do not significantly darken either, under Timefall, the degradation of cargo containers occurs and is worse in heavy Timefall. Timefall also denotes the presence of BT territory. In snowy environments Timefall manifests as snow although has the same effect, a more intense version known as a Timefall Blizzard can also occur which makes visibility extremely low forcing the player to rely on their knowledge of their environment to traverse.
Beyond Timefall related weather are several other types. Heat Waves can be seen on the map both in the heat and freak weather filters and negatively affect the player's stamina as it will drain more rapidly, in addition some cargo will degrade rapidly in a Heat Wave unless kept in a ventilated environment such as a Cryo Storage Unit or Enclosed Vehicle. 
Thunderstorms are another type of freak weather, they're initially denoted by regular rain although have extremely dark clouds, the obvious danger of thunderstorms is Lightning which can strike the player dealing significant damage and electrocuting cargo which can have a negative affect on the cargo's condition, some cargo can even explode if struck. Although being struck is very rare the player should avoid Lightning Wells which are locations within a thunderstorm where lightning is more likely to strike as well as avoiding stacking their cargo high as this causes the cargo containers to function as a natural lightning rod. Vehicles drive through a Thunderstorm can be electrocuted causing the player to temporarily lose control of them, defensive vehicles can repel this however although lightning does drain the battery.
Cold Snaps are a freak weather where a sudden bout of cold occurs in a location that is normally warmer. The effect results in the player exhausting their stamina more quickly unless wearing thermal gear to protect them. Cold Snaps also create a layer of fog which obscures the terrain around the player, this fog is thicker in lower elevations which can make it near impossible to see the terrain from a distance. Cold Snaps can also negatively affect some orders of cargo that needs to stay warm although are unique as they can also maintain cargo that needs to remain cold and prevent cargo degradation.
Rain is a type of weather that can occur on its own or in the presence of other freak weather, it is the most mild of all freak weather and only has minor affects. Rain can create less stable terrain making it easier to trip while moving on foot or horseback or for vehicles tires to slip. Rain also accelerates the flow in rivers and can cause them to flood expanding their area of effect, this can make crossing a river more dangerous if not outright impossible as the river will more quickly drain the player's stamina as well as possibly sweep the player away due to being deeper than normal.
Tornadoes are the most severe of all freak weather outside of Timefall and are signified by the rapid build up of strong winds, they're by no small margin the most dangerous of all freak weather as they can easily kill the player by sweeping them up and sending them flying through the air. It is extremely advised in-game to avoid Tornadoes as even vehicles can be pulled up. There are some methods later in the game to deal with tornadoes such as gliders which allow the player to safely return to land although these are unlocked quite late and easily degrade. Heavier vehicles can take a Tornado better than light ones although will still take damage. It should also be noted that any cargo the player is carrying which is not contained in their backpack can be swept off them in a tornado, not just in the main funnel but merely being near it.
==Characters==
TBA
==Enemies==
===Humans===
Human Enemies are functionally similar to one another having similar abilities to the player character although generally with more specific attacking capabilities and lacking a Strand. There are two main antagonizing factions the player will come across that are Human, MULEs and Homo Demens.
MULEs are a non-lethal group of enemies who are notable for stealing the cargo of those that wander into their territory. They are sedentary by nature and have Postboxes which the player can acquire stolen cargo from. They always carry non-lethal weapons and later encounters include them making use of animals to take down the player. If the player is knocked out in MULE territory then their cargo will be seized (that being Cargo in containers, MULEs will not target the player's equipment on their person) and the player will be kicked back to the nearest edge of their territory. MULEs release a ping when the player enters their territory which will reflect off cargo containers if the player has any, as such the player can more easily pass through MULE territory if they don't have any cargo on them although MULEs will still attack on sight.
Homo Demens (Mad Men) are a lethal group of enemies who deliberately target the player attempting to kill them or anyone they encounter, they're visibly different from MULEs by their more armoured appearance and by having Neo-BBs on their person. Unlike MULEs, Homo Demens will attempt to kill the player, the ping they send out bounces off the player and as such they will target the player if they detect them, they also carry lethal weapons as opposed to the non-lethal weapons of MULEs or other couriers. Homo Demens also tend to use vehicles often modifying the vehicles the player can acquire to be more dangerous. If the player is killed in Homo Demens territory their body will be dumped in BT territory and trigger a voidout which the player will have to repatriate from. Homo Demens like MULEs also take all the player's cargo and keep it in Postboxes. Homo Demens also typically make use of traps which can be detected by the player using their Odradek's scanner and can not only hurt the player but also alert Homo Demens if the player managed to avoid their pings.
Homo Demens also can travel in small raiding parties, they're denoted on the map when the player is nearby and typically wander from one encampment to another, these raiding parties can sometimes be found with captured couriers from Bridges which the player can rescue receiving likes from as a result.
Amongst both MULEs and Homo Demens there are several sub-types that denote the type of enemy the player will encounter. Both factions have regular grunts which have fairly light armour and can be defeated through simple use of melee combat, MULE grunts carry electrified lances which they will usually throw from a distance to electrocute the player or use as a weapon at close range. Homo Demens Grunts by comparison will usually use small lethal weapons like Handguns and Sub-Machine Guns. Enforcers are a more dangerous enemy type and are the first MULE enemy that uses firearms, in this case the Bola Gun, they're denoted by heavier armour and wearing a knight-like mask over their face, they can be defeated in melee combat although need to first have their guard broken otherwise they will just repel the player. Homo Demens Enforcers make use of Shotguns as well as the weapons used by Grunts.
Captains are the most dangerous common human enemy and start appearing after the first act, they're signified by wearing white attire of some sort in addition to the usual Yellow of MULEs and Orange of Homo Demens. Captains are physically stronger than the player and require either a stealthy approach or a prolonged melee battle to be dealt with if the player is not using ranged weapons. Captains can also repel the player by knocking them onto their back, both MULE and Homo Demens Captains wield polearms which can knock the player down when they perform a sweeping attack. MULE Captains will also carry a Net Gun or Bola Gun to trap the player while Homo Demens Captains wield Burst Rifles or Assault Rifles.
The Beserker is a unique enemy type that only MULEs possess, they're the largest human enemy in the game and are a MULE that has been exposed to Chiralium in the bloodstream, they're extremely dangerous and are the only human enemy in the game unaffected by being rammed, they're also unique in that unless the player is in an enclosed vehicle they can grab the player off their transportation. Beserkers cannot be dealt with in melee combat and take longer to knock out with the Strand, they fortunately only attack with unarmed strikes and are somewhat slow making it easier to avoid. Some Beserkers also carry cargo on their bodies like armour meaning that attacking them can be even more difficult as the cargo must be destroyed or removed.
The most dangerous common enemy between MULEs and Homo Demens are Colonels, they're noted for wearing Red alongside their standard colours and carry heavy weapons, for MULEs this includes several tranquilizing weapons which can rather quickly knock out the player unless they use an Anti-Tranquilizer while for Homo Demens this includes heavy weapons such as the Heavy Machine Gun, Grenade Launcher and Rocket Launcher, as such the Homo Demens variant of Colonels is one of the only enemies in the game capable of destroying the player's vehicles rather quickly.
The last human enemy type and the unique enemy type of Homo Demens are Assassins, although they're not as physically imposing as other enemies, Assassins can be extremely dangerous as they're hard to detect, capable of jamming the player's Odradek scanner and make use of long-range weapons. Unlike other Homo Demens, Assassins work solitarily and as such being detected by an Assassin will not result in the player being detected by the rest of the Homo Demens in that area. They make use of a unique lethal variant of the Sniper Rifle and typically use vantage points and cover to make it difficult to reach them. Snipers can also appear in pairs to cover each other's blind spots making approaching them very difficult.
===Animals===
Unlike Death Stranding, Salvaris features various animals that appear in the overworld, some are simply decorative and serve no interactive purpose with the player while others can be interacted with. Animals are grouped into five categories depending on their behaviour;
*Evasive - These animals actively avoid the player and other couriers, MULEs will sometimes hunt these animals. They're typically small animals although some medium sized animals are also classified here. Although most pose no threat to the player and can be brought in as cargo for their pelts and meat, some of the medium-sized animals in this category can attack the player as a means of knocking the player back if they get too close.
*Friendly - These animals will neither evade or attack the player, they're generally found in packs or herds although do have some interaction with other animals. Generally they serve no significant purpose although unlike the purely decorative animals do have a physical presence and can be killed or stunned.
*Tameable - Tameable animals are the most notable group, these are animals that can be tamed by the player as well as MULEs, they're the most varied group of animals as their initial wild behaviour can vary from evasive to aggressive although once tamed can serve a variety of purposes. To properly tame one of these animals the player will need to bring a Linking Clip to tag the animal, the player can register their tamed animals by visiting a suitable outpost which allows the player to store their animals or have them brought via the Jump System
*Territorial - These animals do not actively hunt the player but are dangerous if the player gets close, they have a variety of warning signals to ward the player off and will attack if provoked, it is generally recommended to avoid them unless the player intends to kill or stun them. Some of the larger animals found in the game are part of this group.
*Aggressive - These animals are the most dangerous in the game, they're typically predatory animals and will actively attempt to kill the player as soon as they detect them, it is advised to avoid known locations of these animals if the player is not properly equipped.
Animal 	Category	Description
Burrowing Rabbit 	Evasive 	A small species of Rabbit found in Grassland and Forested regions, they typically hide underground to avoid predators and Timefall, they let out a high-pitched chirp if they detect the player or other couriers approaching. They can be exchanged for pelts at outposts for materials.
Snow Rabbit 	Evasive 	A variant of the Burrowing Rabbit found in the mountainous regions where it snows, their white fur makes them very difficult to see and they can much more easily burrow underneath the snow to avoid predators, their pelts are worth more than their grassland counterparts due to how much more treacherous the terrain and difficulty of catching one is.
Rocky Fox 	Evasive 	A small species of Fox found in the cliffs around mountains, they have very wide paws allowing them to grip the rough surface and scale at a near vertical angle, they typically make burrows in the mountainside which they quickly retreat to if they detect danger.
Amphibious Otter 	Evasive 	A dominant species of Otter found across the continent that evolved to be able to breathe underwater to avoid Timefall, they are often found at the banks of rivers although can retreat into the river and swim with remarkable speed both downstream and upstream making it difficult if not impossible to catch them once they start swimming.
Cave Crow 	Evasive 	Crows that are found roosting in the various caves found around mountains and the surrounding terrain, they're typically found in large flocks and known to be target practice for MULEs, they can often be seen flying about during periods without Timefall although will quickly disappear into their caverns when it starts raining.
Centurion Deer 	Evasive 	A species of woodland Deer that adapted to Timefall by developing an extremely long lifespan, their fur is capable of repelling timefall as well making them more naturally resistant to it than most animals. They are typically found in herds around areas with large grassy plants and flowers although will quickly disperse if they notice a predator or other danger, unlike most animals however they do not flee from Timefall and will only disperse when they detect BTs.
Screech Owl 	Evasive 	A nocturnal Owl species that can be found during the evening hours as well as nesting within forested areas, they're notable for the loud screeching noise they generate which is capable of disorientating not only predators but humans as well, their feathers are capable of repelling Timefall although they will hide in their tree burrows if they detect BTs nearby.
Great Gliding Squirrel	Evasive 	A remarkably large species of Squirrel that evolved in response to the lack of large arboreal herbivores in the Post-Death Stranding world, despite their large size however they prefer to avoid other animals as they lack significant defences. They're capable of gliding kilometres and can detect wind patterns, making use of updrafts to carry them extremely far. It is believed they make covering out of large fallen trees to protect themselves from timefall.
Desert Quail 	Evasive 	A species of quail which is prized in the more arid regions of the world, due to the lack of water and Timefall these birds evolved a means of holding water in a special organ underneath their beaks, as such MULEs are known to hunt them both for meat and water. In the rare cases that Timefall occurs in the desert, these animals are known to flock to nearby oasis which can prove useful for hunters as they're often cornered.
Cord-Eating Sky Turtle	Evasive 	This bizarre species of Turtle evolved to be capable of ingesting Chiralium giving it an anti-gravity ability which is the result of a Matter-Anti-Matter repellent that grows in its shell, although they're fairly small being comparable to the Pre-Death Stranding domestic Cat in size they're quite numerous as they move about in schools through the sky similar to how their ancient ancestors swam. As their name would suggest they're one of the most well-known predators of BTs, specifically due to their ability to ingest the Umbilical Cord of a Gazer BT without causing a Voidout as a result of the Chiralium found in their beaks forming effectively a natural Cord Cutter.
Timefall Sheep 	Evasive 	One of a few domestic animals to evolve in response to the Timefall, these sheep once found in Pre-Death Stranding farmlands became wild over time as a result of the lack of human contact, like most species they evolved a prolonged lifespan and uniquely became able to shed their wool which serves as catchment for Timefall preventing them from rapidly aging. They typically move in large herds and have recently been attempted to be domesticated by humans again, they're however somewhat more wily than their Pre-Death Stranding cousins.
Tar-Runner Lizard 	Evasive 	A rather unique species of lizard which instead of evolving to avoid Timefall has evolved to become dependent of it, these small lizards are often found only in regions where Timefall is occurring and manage to avoid the BTs of the territory through their unique evolution of scale padding which allows them to run on the tar-like substance that develops when a Catcher BT appears, as such BTs are incapable of grabbing them as these small lizards are capable of avoiding the Gazers and Catchers. They appear to primarily feed on the plants that grow and wither around BTs although not much else is known about the species as they're difficult to document.
Arcing Duck 	Friendly	Large avian waterfowl that are commonly seen around lakes and rivers, their large wingspan helps them glide for incredibly long periods of time giving them the necessary stamina to outrun Timefall storms, their feathers are rather unique as they disperse electricity which seems to have rapidly evolved in response to the use of the Electrified Poles of MULEs.
Wild Ass 	Friendly	A small population of Donkeys that managed to survive the Death Stranding, over time they've become one of the more prominent animals found across the continent, their large herds able to deal with the harsh terrain presented as well as moderate speed to evade Timefall Storms. Some of the population have been re-domesticated, it has been observed that although most attributes about their Pre-Death Stranding and Post-Death Stranding appearance remain the same their lifespan's have increased substantially to help them survive slight contact with Timefall rain.
Mop-Faced Cat 	Friendly	Believed to be the most successful domestic cat in the Post-Death Stranding world, these extremely long haired cats are known to patrol around mountainous areas and hunt smaller animals, they still retain their familiarity of humans and can even be found in MULE Camps from time to time. Their extremely long hair is unique as it grows to a set length before shedding, as a result it is very difficult for Timefall to affect these cats as their fur shields them.
Immortal Bat 	Friendly	This strange bat is believed to be effectively immortal, their strange behavioural traits are believed to result from having evolved a recursive cell growth in which their cells grow into and revert back to stem cells multiple times rather than dying as a result of damage. The species is somewhat less numerous than others as they require fairly large territories for their nutrient intake although are able to not only feed on plants but also eat Cryptobiotes and various parasites found on other animals. They can often be seen preening on other animals including humans which can restore the animal's stamina.
Polycephalo-Mole 	Friendly	These bizarre looking Post-Death Stranding versions of Naked Mole Rats have developed a truly unique method of dealing with Timefall, there incredibly unusual genetics have led to a hyper-simplification of their heads with much smaller brains and more simplistic sensory organs, in addition the creatures now appear to grow multiple heads which bud up from the neck, typically one head is dominant and the others will usually wither and die, however in Timefall when their burrows are at risk of flooding these creatures shove their heads to block the incoming Timefall Rain causing the additional heads to grow and die while the more important parts of the Mole are protected. Sometimes the excess heads are kept in skull necklaces by some people as decorative ornaments.
Raindish Boar 	Friendly	Wild Pigs that are found all across the continental US, they're believed to originate from a pygmy species of Pig as a result of their relatively small size and affinity towards humans. Their most defining feature are their tusks which as they grow form a large umbrella shape over the top of the animal, protecting them from rainfall, the tusks grow continuously and deflect timefall rain away from the animal's body. The mother swines are known to protect their piglets who have yet to grow their tusks under their long hide coats.
===Beached Things===
Beached Things refers to the enemy group of souls of the dead that have become trapped in the world of the living. Beached Things are comprised of a core of pure anti-matter which can result in a devastating explosion when in contact with regular matter from living organisms. Beached Things come in two sub-groups, Gazers and Catchers which each serve a different role in a BT encounter although are also further sub-divided into individual types.
====Gazers====
Gazers are invisible humanoid enemies that can be found within areas of Timefall, they're the prelude to the appearance of Catchers and should be avoided or killed before they can drag the player to the Catcher. Gazers will typically float a bit above the ground and only become visible when the player is within range with their odradek functioning. Gazers have a few variations which denote attributes about the Gazer.
*Colouration
**Grey Gazer - The default colouration
**Red Gazer - More resistant to non-lethal damage, they can only be killed with Chiralium requiring the player to use their Cord Cutter or Chiralium Ammunition
**Blue Gazer - A wandering Gazer which patrols a set area, they can be difficult to track and often make navigation more difficult, they are however slower in attacking the player
**White Gazer - The presence of one will lead to a Timefall Blizzard in the location, as such they only appear in mountainous locations, killing them will result in the Timefall Blizzard dissipating
**Silver Gazer - A unique and harder to detect Gazer, their body appears translucent rather than the powder-like appearance of other Gazers, in addition the Odradek has a harder time detecting them and so won't detect them until the player is within breathing range
*Size
**Infant Gazer - Small Gazers that appear like human infants, they're harmless on their own but their wail attracts other Gazers to their location, they're the only Gazers not capable of summoning Hunting BTs
**Adult Gazer - the default size
**Giant Gazer - Larger Gazer with a humanoid shape, unlike other variants they do not have an Umbilical Cord meaning they cannot be killed with the Cord Cutter
*Other
**Conjoined - Two Gazers that are conjoined denotes the presence of a double Catcher BT, if the player is caught by the conjoined Gazer then two different Catcher BTs will appear
====Catchers====
Catchers are boss-like enemies that can be encountered when the player is caught by Gazers in a BT Encounter, they're large tar-like monsters with Chiralium covering their face which typically houses the anti-matter core of the creature. They're often extremely aggressive and dangerous and can trigger a voidout if the player gets caught by the creature. Alongside the returning Catchers from Death Stranding several new variants have developed as a result of prolonged time stuck in the world of the living. All Catchers are notable for having a tentacled face which allows them to pull their victims towards their anti-matter core.
BT Title 	Description
Returning BTs 	Returning BTs
Cetacean Inferior 	Dolphin-like BTs that are considered the weakest of all Catcher BTs, they're the slowest to attack and will typically dance before attacking, due to the lack of powerful limbs their attacks are wholly focused on charging at the player character.
Panthera Inferior 	Lion-like BTs that are somewhat more dangerous than Cetacean Inferior BTs, as their name would suggest they have the appearance of a big cat albeit with a whole where their face should be. They typically attack by charging and pouncing, right before they attack their paws or tail will glow white indicating the attack they're going to perform. They can also grab onto floating structures in the tar pool and push down on them sending the player flying or simply sinking the structure. When too far away this BT can fire a high-energy laser from its cavity which can damage the player.
Cephalopod Inferior	Octopus-like BTs that were initially thought to be similar to the Cetacean Inferior BTs, despite their appearance the Cephalopod Inferior's method of attacks are much more defensive and focused, often using its immense wait to sink floating structures and numerous tentacles to whip at the player from a distance. They also tend to submerge whenever threatened and so it can be difficult to land consecutive attacks.
Panthera Superior 	Lion-like BTs, they're similar to their Inferior counterparts although wear a golden mask of chiralium over their face which opens up when they perform their laser attack. They're not only larger than their inferior counterparts but also more agile, being able to dodge the player's attacks if they become too predictable. In rare occasions the Panthera Superior can be encountered alongside the Inferior in which case it will often bellow to direct the Inferior in how to attack.
New BTs 	New BTs
Urodela Inferior 	A Salamander-like BT that became more prevalent after the disappearance of the Extinction Entity, although they're the inferior of the Urodela BTs, they're one of the larger BTs being even larger than the Panthera Superior. They're known to appear rather awkward as their stubby limbs and long body result in most of their attacks being a type of charge or headbutt. Uniquely they are known to dive up and down rapidly through the tar pool making them more difficult to hit.
Ava'Pisces Inferior	A Fish-like BT that became more prevalent after the disappearance of the Extinction Entity, they're a rather distinct creature taking the appearance of a Flying Fish and like their real-world counterpart are quite capable of launching themselves out of the tar pool and gliding through the air for several seconds. They attack by spitting globules of tar while in flight which explode on impact with a surface causing damage if the player is nearby. This is the smallest Catcher BT and is not that much larger than the player character, they're also however the most common to appear in swarms.
Cephalopod Superior	A Nautilus-like BT that became more prevalent after the disappearance of the Extinction Entity, they're the more dangerous form of the Cephalopod Inferior BT and are notable for their large Chiral Shell which protects this BT from attacks from behind and to the sides, as such attacking it can be difficult as the player must be directly in the line of fire of the BT to land hits. Like its Inferior counterpart it primarily attacks with its tentacles.
Anura Inferior 	A Frog-like BT that became more prevalent after the disappearance of the Extinction Entity, they're one of the more lean BTs in appearance and are roughly the same size as Cetacean Inferior, they have long limbs which allow them to climb floating structures making them one of the most mobile BTs the player can encounter. Their face has a single long prominent tongue that is located just above the cavity to the BT's core, this tongue is able to coil around to protect the BT's core but can also be launched at high speed like a fist making it quite dangerous. The Anura Inferior and its Superior counterpart are the only BTs that don't submerge in the Tar Pool instead they leap incredible distances to evade the player.
Urodela Superior 	An Axolotl-like BT that became more prevalent after the disappearance of the Extinction Entity, they're larger than their inferior counterparts and have large horn-like structures surrounding their core's cavity which can enclose to protect the core, similar to Panthera BTs the Urodela Superior is able to fire a powerful laser from its core which can heavily damage the player if they're caught in the cross-fire. It can also grip floating structures with its horns and crush them effectively destroying the locations that the player can stand on, they otherwise possess the same abilities as their inferior counterpart although rarely charge.
Arachni Inferior 	A Spider-like BT that became more prevalent after the disappearance of the Extinction Entity, they have the appearance of a Jumping Spider with their core uniquely facing upwards, they're among the smaller BTs and as such the most effective way to damage them is getting on top of floating structures and firing from above. They're also among the faster BTs and are able to skate along the surface of Tar Pools and extremely quickly submerge themselves creating a wave when they do so which can knock the player over if they're not careful. Uniquely this BT will sometimes remain submerged for a prolonged period of time in which it will attempt to strike at the player from below, this is warned by the player as the core of the BT will appear to shine through the tar pool, if however the player is on a floating structure the Arachni Inferior will instead attempt to lunge out of the Tar Pool onto said floating structure which can sometimes leave it dazed if it fails to land properly.
Arachni Superior 	A Spider-like BT that became more prevalent after the disappearance of the Extinction Entity, unlike their Inferior counterpart, this BT has the appearance of a large ground-dwelling spider having traits of Mygalomorph Spiders (like Tarantula and Trapdoor Spiders). They're one of the larger BTs and their body is covered in small tentacles that are able to minimize most damage this BT receives from the player unless they're specifically targeting the BT's core. Alongside being able to use the same tactics as its inferior counterpart, this BT is able to fling small Hunter BTs from its back which like the ones that appear when the player is caught by a Gazer BT will attempt to pull the player into the Tar Pool. The Arachni Superior can also smash through most floating structures by rearing its forelimbs and coming down on the building with its own weight, it should be noted that on the underbelly of this BT is a second cavity to its core which results in this attack exposing its other weak spot.
Anura Superior 	A Toad-like BT that became more prevalent after the disappearance of the Extinction Entity, Anura Superior can be quite dangerous as their body is covered in pustule like growths which explode when struck by powerful force such as from the player's weapons, when they explode they release a cloud of black gas which can block the blood cloud from Hematic Rounds. They share the same abilities as their Inferior counterpart although possess a second tongue around their core's cavity which allows them to perform a barrage of punching strikes where they spring each tongue in rapid succession.
Ava'Pisces Superior	A Manta Ray-like BT that became more prevalent after the disappearance of the Extinction Entity, they're quite visually different from their Inferior counterparts and have their core visible on the underside of their body. They will attempt to engulf the player by either flying through the air and landing on the player causing a voidout or by reeling back before charging. They have a long whip-like tail which they can use to strike from a distance and while in flight can fire small lasers from the two tentacles at the front of their body.
Cetacean Superior 	A Whale-like BT that became more prevalent after the disappearance of the Extinction Entity, they're the largest common occurring BT and have visual similarities to a Sperm Whale however have a large cavity where the cranium of the BT would be in which its core is located. Its underbelly is covered in tentacles which allow it to move with surprising speed and when in flight expand to form sails that allow it to glide for long distances. Its body is covered in high density Chiralium deposits making it difficult to damage this BT. It is able to dive at the player attempting to cause a voidout as well as fire a laser from its core. It may also submerge beneath the tar pool and lash its tail in the tar pool creating waves to knock the player over. Like the Arachni BTs, it can also attack from beneath the tar pool with its core glowing as it gets closer to the surface. Similar to its inferior counterpart, the Cetacean Superior can also stand on its tail and perform a sort of dance before ramming at the player, due to its sheer size this ramming attack can destroy floating structures making it critical to avoid.
===Bosses===
TBA
==Locations==
TBA
==Items==
In Salvaris much like Death Stranding before it, items are a core aspect of gameplay and appear primarily as cargo that the player carries around with them. There are several categories of items which denote their functionality and acquisition; Equipment, Weapons and Cargo.
===Cargo===
Cargo is the most common of items and can be obtained both as part of orders and found in the overworld where it's generally referred to as Lost Cargo or Stolen Cargo. Cargo comes in two main varieties; Deliverable Cargo and Materials.
Deliverable Cargo is that which can be delivered to the various inhabitants of the game, improving the player's connection with those characters and completing the various order requests that can be take throughout the game. Deliverable Cargo can also be found in the overworld as Lost Cargo or under the guard of MULEs or Homo Demens as Stolen Cargo. Though there is no direct order request associated with this deliverable cargo it is still valuable to the recipient and can go towards earning various bonus equipment as rewards from the recipient.
Materials by contrast are the primary building blocks in the player's various construction projects, they're needed to fabricate equipment and weapons as well as complete overworld construction projects as well as upgrade various structures. Materials come in several varieties and like Deliverable Cargo can be found anywhere from Small packages to Extra-Large packages. Equipment, Weapons, Projects and Structures of the same type will generally require the same materials although the amount can vary. Unlike Deliverable Cargo there is no recipient for Lost and Stolen Materials, the player is free to use them as they see fit or store them in an inhabitant's storage depot for later usage.
===Equipment===
Equipment is the most varied of all items in Salvaris, it is the primary method by which the player can navigate the landscape and often makes otherwise nigh-impossible order requests quite manageable. Equipment can vary with some taking the same basis as Cargo while other equipment can be directly equipped to the player or even used externally (such as vehicles).
Equipment is generally split into three groups; Building Structures, Gear and Vehicles.
====Building Structures====
Equipment 	Variants 	Description
Ladder 	Curved LadderCustom Chiral Ladder 	A ladder that automatically extends when placed, it is effective both for crossing horizontal gaps such as over rivers and chasms as well as climbing more vertical locations such as cliffs and mountains. When extended it will lean until it makes contact with the ground in two locations and then reduce in length so that the ladder doesn't extend beyond it's needed length.A variant of the Ladder has a curved shape providing some alternative positioning options, this variant can also be connected together with another curved ladder to make a makeshift bridge.
Ladder Links 	Ladder Links IILadder Links IIICustom Chiral Ladder Links 	These metal linkages can be inserted into a rough terrain or vertical surface creating ladders and more traversable terrain, they have to be placed individually although can allow for highly varied layouts, linkages that are in close proximity to one another become connected and act as a single structure.
Climbing Anchor 	Climbing Anchor IIJavelin Climbing AnchorCustom Chiral Climbing Anchor	Anchors which can be inserted into the ground to allow one to abseil down steep or vertical surfaces, an improvement in their design allows them to be flung upwards where if they can hook around and object such as a rock or tree they can be used to scale upwards instead.A variant of the Climbing Anchor can be thrown like a javelin into a vertical surface letting down its rope if successfully inserted.
Portable Chiral Constructor (PCC)	PCC II 	Portable Chiralium Printers which are capable of generating a number of structures. Some structures created may require further material input to be completed and all structures created by a PCC can be upgraded to be more durable and yield bonus effects. the Mk.II version of the PCC is able to construct more complex structures that can aid in a variety of situations.
Net 	Net IICustom Chiral Net 	A specialized net that can be used to serve to cushion a fall as well as catch thrown objects. Each net has three fixed points which allow them to be placed, nets can also be placed across rivers to catch cargo that drifts down from higher, these nets only require two of their three fixed points to be placed with the third acting as a counterweight that pulls the rest of the net below the water.
====Gear====
Equipment 	Variants 	Description
Container Repair Spray	Container Protective Spray 	A canister of spray made from special compounds that rejuvenate a cargo container to a more durable state, they're absolutely essential for long hauls on foot where cargo is likely to be worn down by multiple timefall storms.A variant of the spray can add additional durability to an individual's containers although this can only be applied in dry weather.
Decoy Cargo 	Smoke Bomb CargoVog Bomb CargoExplosive Decoy CargoStun Bomb Cargo 	An Anti-MULE tool that was developed to deal with the otherwise potentially dangerous cargo bandits, these cargo containers are actually outfitted with junk mass making them appear to hold valuable contents but in reality are useless, they can distract one MULE each although are ineffective against Homo Demens.Variants of this Cargo are able to hit multiple MULEs by exploding in some regard, the Smoke variant is useful for creating a screen for the player to make an escape as it disorientates MULEs and has a large area of effect. The Vog and Stun variants can incapacitate MULEs with the Vog being a bit slower acting but with a longer effect duration compared to the Stun. The Explosive variant is the most powerful but also lethal knocking out more armoured MULEs and outright killing weaker ones.
Endurance Skeleton 	Power Skeleton (I,II,III)Speed Skeleton (I,II)All-Terrain Skeleton (I,II,III)Aquatic Skeleton (I,II)Spring Skeleton	This specialized bio-mechanical equipment can be attached to one's lower limbs and provides additional support when travelling, all variants slightly increase the carrying capacity of the user as well as extend their Endurance consumption when performing demanding tasks.The Endurance variant offers the largest boost to endurance consumption reducing the rate at which the player will tire while performing actions. The Power variant dramatically increases the carrying capacity often intended to be used in conjunction with modes of transport that cannot support significant cargo. The Speed variant dramatically increases the player's running speed and turns their double jump into a long jump, new improvements to the design also allow the user to perform a shoulder charge to knock down enemies. The All-Terrain variant provides additional momentum on rough, steep and deep terrain, often in situations that would exhaust the player quickly the All-Terrain variant can counteract the decrease in mobility, in addition it also improves the player's ability to ascend up steep surfaces.The new Aquatic variant provides significant movement in water, greatly boosting movement speed through water as well as being able to swim upstream, in addition if the player is knocked off their feet while in water this skeleton will extend stilts into the water to re-orientate the player as they get up. The other new variant, the Spring Skeleton provides a greater vertical movement for the player, along with reducing the possible slippage on rough and wet terrain it also greatly boosts the player's jump and climb heights allowing them to far more easily scale mountainous environments.
Bridge Boots 	Bridge Boots II, Bridge Boots IIIChiral Boots 	Specially designed boots intended to be worn by all couriers of BRIDGES, these boots provide protection from the elements and have in-built resistances to Timefall, over time they degrade although can be easily replaced.
Basic Timefall Coat 	Hooded Timefall CoatFullbody Timefall CoatFullbody Timefall Coat IIChiral Timefall Coat 	Developed out of an equipment piece from the Central Region, these specialized pieces of equipment protect the wearer and their cargo from timefall, additional variants provide greater protection but are also comparatively heavier. All variants can protect cargo in the backpack and tool rack as long as there is not cargo stacked on top of the backpack, the hooded and fullbody variants can protect cargo on the shoulders while the fullbody can also protect cargo on the legs.
Boulder Hologram 	Porter HologramBT HologramMULE HologramHomo Demens Hologram 	Holograms were a previously somewhat unexplored territory for couriers although have been developed over the years offering greater variety in helping the player evade enemies and deal with them in non-confrontational methods. Unlike other forms of equipment this does not occupy cargo space although only one hologram can be equipped being changed out in the Private Room.The Boulder Hologram serves the function of hiding the player, living enemies will ignore the player in this state. The Porter Hologram generates other Porters which can distract aggressive enemies, reducing the amount of oncoming fire on the player, BT Holograms by contrast can often scare off MULEs and Animals although aren't effective against Homo Demens and if used too often the other enemies can catch on. The Mule and Homo Demens Holograms can be used to disguise the player as one of their ranks, the player's cover will be blown if a MULE or Homo Demens gets too close or if the player initiates combat.
Standard Hood 	Otter HoodPunk Horse HoodBunny HoodMULE HoodHound HoodAngler Hood 	A purely cosmetic piece of gear, originating from a fashion designer whose stylish outfits for Porters really picked up after the UCA became firmly established. Although none of the hoods offer any effects they do let the player show off, sometimes other couriers can be seen wearing variants of the hoods (except the MULE Hood). The active hood can be changed on the fly or by visiting the Private Room
Utility Pouch 	Grenade Pouch (I,II)Ammo PouchBattery Pouch (I, II)Holster PouchFerrofluid Pouch 	Pouches which can be attached to the player's backpack, the Utility, Grenade, Ammo & Holster Pouches provide additional carrying capacity without contributing towards the player's regular cargo space. In addition the Holster Pouch allows the player to carry around two weapons (one being a small firearm) that can be quickly deployed.The Battery and Ferrofluid Pouches meanwhile serve alternative functions with the Battery Pouch extending the battery on the player's other gear making it last longer between Generators, the Ferrofluid Pouch meanwhile allows the player to perform a Jump by Jumping and Sprinting in mid-air, this consumes the Ferrofluid which needs to be fabricated to be replaced.
Oxygen Mask 	N/A 	A mask that's capable of filtering toxic particles out of the air, due to gas leaks that have arisen over time these masks are sometimes needed to traverse particularly nasty environments. As they also muffle the player's breathing they can be used to more easily evade BTs and sneak around MULEs and Homo Demens. The Oxygen Mask consumes the player's battery while being worn.
Armour Plate 	Armour Plate II, Armour Plate III, Armour Plate IV, Chiral Armour 	Specialized defensive plates that were developed when dealing with all sort of lifeforms, these protective plates can block against bullets from firearms and even act as sacrificial substitutes when a BT attempts to cause a voidout. Like all objects they have an endurance rating although this goes down both from Timefall and Combat alike.
Power Gloves 	Adhesive GlovesHeated MittsBruiser GauntletsChiral Gauntlets 	Gear intended to be worn on the player's hands, gloves provide a variety of roles that are generally supportive towards the player. Power Gloves offer the ability to more easily deal with harsh terrain and makes it easier for the player to catch themselves before they fall, they also pack a bit more punch into the player's attacks. Adhesive Gloves are rather unique as they can stick to surfaces making it easier to climb steep surfaces, they can also be used to safely abseil down cliffsides without a Climbing Anchor although this consumes the gloves battery rather quickly. Heated Mitts provide an internal heating unit that warms the player's body, useful in cold environments it also calms the player's breathing rate making it easier to sneak past BTs. Lastly, the Gauntlets are primarily combat orientated, able to deliver remarkably powerful blows even capable of one-shotting some enemies.
Thermal Pad 	Radio PadFocuser Pad 	Similar to Armour Plates, the various pads are intended to be equipped to the joints of the player and provide supportive roles although unlike the Armour Plates are not intended for combat. The Thermal Pad's primary use comes from regulating the player's temperature preventing them from quickly running out of stamina in extreme environments. The Radio Pad although functionally useless in most regards lets the player tune into the various Radio signals across the UCA including the various City Depots, MULE camps and even some say one can hear the world of the dead in particular locations. The Focuser Pad in particular is useful during BT encounters as it focuses the source of nearby BTs and can even expand the visual detection radius of BTs.
Wing Glider 	Powered Glider 	The Wing Glider is a recent bit of technology for couriers that allows them to glide over most surfaces, it does take some practice primarily with ensuring your landing speed is sufficiently slow so you don't tumble. The glider itself needs to be attached at the upper two cargo slots on the player's arms and the more weight the player is carrying the faster their descent is such that they will not be able to glide if they're at or above their carrying capacity.The Powered Glider is a variant that uses a battery-powered engine to produce forward thrust to held the player cross even larger gaps and even ascend it does however consume the battery extremely quickly meaning it can only be used for a few seconds or in very short bursts.
====Vehicles====
Equipment 	Variants 	Description
Machina Equus 	Machina Equus Heavy-Duty, Machina Equus All-Terrain, Chiral Machina Equus 	These mechanical horses were created as a new means of travel, thanks to advanced AI they're capable of quickly determining their movement through rough-terrain. They're often optimal in dealing with steep and hazardous terrain as their comparatively small contact area to other vehicles makes it easier for them to cross over boulders, uneven terrain and scale steeper ascents. They're generally the slowest of all vehicle options however and have only a slightly better carrying capacity on average compared to the Reverse Trike, however their speed is also not negatively affected by high-loads.Variants of the Machina Equus include the Heavy-Duty which has increased carrying capacity at a cost of slower speed and the All-Terrain which can handle sharp terrain even better although has a reduced carrying capacity.
Reverse Trike 	Reverse Trike Long-Range, Reverse Trike Defensive, Reverse Trike Off-Roader	The Reverse Trike is a very well-known vehicle among Porters, a favourite due to its high speed and small frame allowing it to cover large distances and narrow areas with ease. a recent addition was the inclusion of a breaker screen at the front of the vehicle which protects the driver from gunfire from the front, this was in response to the multiple attempted attacks by MULEs and Homo Demens on couriers. The player must be careful with how much cargo they bring onto a Reverse Trike as additional weight reduces the normal speed of the Reverse Trike limiting its mobility options and can make it difficult if not impossible to ascend steep surfaces.Variants of the Reverse Trike all exchange the slightly boosted carrying capacity of the regular variant for improvements in other fields such as the battery life in the Long-Range variant, shielding against gunfire and BT swarms in the Defensive variant and giant tires in the off-road variant for handling rougher terrain and crossing deep water.
Floating Courier	Floating Courier XLFloating Courier Jet 	The Floating Courier is a rather unique vehicle as it is not normally ridden on but rather is intended to be connected to the player via a cord allowing the player to pull the floating courier along with them. Floating Couriers are powered by Chiralium to generate an anti-gravity field which allows them to traverse equally treacherous terrain as the player, up to two can be connected to the player.The XL variant offers greater carrying capacity although can take a bit more time to get up to full running speed, in addition heavier cargo can result in it more significantly slowing down the player particularly on ascents. The Jet variant has a built in jet that also generates energy from Chiralium, this is significant as normally Floating Couriers cannot follow the player along significantly vertical environments such as abseiling with a Climbing Anchor, the Jet variant however can although at the cost of a significantly higher Chiralium consumption when the jet is active.Although not intended and generally discouraged by BRIDGES, the Floating Couriers can be ridden similar to hoverboards, they're capable of picking up speed on downhills as well as performing tricks while in the air, the Jet variant in particular can be useful in this regard as the jet can cushion a landing preventing the player from falling off, if the player does hit a wall at high speed though they will crash and tumble.
Machina Gekkota 	Machina Gekkota Turbo, Machina Gekkota Floater 	The Machina Gekkota is a rather unique looking vehicle designed after the Pre-Death Stranding gecko, these large vehicles use a specially designed pad design to their limbs allowing them to traverse across terrain that is nearly if not outright vertical, due to their large size this vehicle is often useful for transporting large cargo as well although is mainly hindered by its slow speed making them an especially well-known target of MULEs and Homo Demens. The Machina Gekkota is also the only vehicle incapable of traversing wide rivers as its pads will lose cohesion and the driver will lose control effectively destroying the vehicle in the process.The Turbo variant offers a greater speed although has reduced carrying capacity due to the extra motors, in addition it is capable of a sprinting speed although this reduces the steepness of ascents it can climb as the pads need time to be able to stick to the surface to function properly. The Floater variant was specifically designed in handling rivers as it can deploy a floatation device under the main body and the limbs can be used to navigate towards a side of the river, however this comes with a significantly smaller battery life due to needing the extra space for the device.
Anti-Grav Disc 	Anti-Grav Disc Blade 	The Anti-Grav Disc is a rather peculiar looking vehicle, that came about as a result of advancements on the Floating Courier, their small size means their carrying capacity is limited and exceeding said capacity will result in the vehicle being unable to float. Unlike Floating Couriers the Anti-Grav disc uses battery power instead. It has one of the highest battery consumptions of any vehicle however and so frequently needs to recharge at generators even travelling moderate distances, the main advantage of this vehicle however is its float function which replaces the turbo of other vehicles allowing the vehicle to temporarily maintain the same altitude irrespective of the terrain (unless the vehicle crashes into said terrain), this can be useful in crossing chasms that would otherwise be too wide for other vehicles to jump, this mode does have a limited amount of time it can be active before it needs to recharge however.The blade variant was developed to deal with BTs although should avoid being used around MULEs and Homo Demens as it is lethal against them, in this variant the rim of the vehicle is outfitted with high-density Chiralium creating a serrated edge that can cut the cords of BTs and even inflict damage on the more dangerous Catcher BTs, this is also significant as the Anti-Grav Disc is one of the only vehicles that does not become submerged by the tar pool formed by a Catcher BT.
Truck 	Truck Long-Range (I,II,III), Truck Defensive, Bunker Truck 	The standard Truck is the highest carrying capacity vehicle in the game, it is a large vehicle created by BRIDGES for significant cargo hauls and is capable of travelling across long stretches of terrain. Although it has an unimpressive normal speed a turbo can be activated to give it an extra bit of speed in a pinch which can be useful in avoiding MULEs and Homo Demens. The additional armour also makes it more difficult for Homo Demens to destroy this vehicle while also protecting the vehicle's cargo from Timefall which isn't the case for most vehicles. The main caveat of the Truck is its large size which limits its ability to traverse terrain both as its comparatively small wheels can't handle rough terrain as well as most other vehicles and it also can become temporarily stuck in narrow corridors.Long-Range variants exist which have an improved battery although are also comparatively more material costly. The Defensive variant much like its Reverse Trike counterpart offers shielding against various enemies including BTs although also eats at the vehicle's battery as a result. A new variant is the Bunker Truck which offers added shielding which can protect the driver from BT attacks as the armour plating shields the doors of the vehicle while driving as well as giving the vehicle added durability, it does however slow the vehicle making it more susceptible to energy attacks which can disable the vehicle.
===Weapons===
Weapons are types of items intended for combat, Weapons come in several varieties of both Lethal and Non-lethal variants with their effectiveness on different types of enemies varying. As mentioned in the Combat Sub-section of Gameplay there are four ammo types although weapons can have multiple ammo types which the player can swap between on the fly. Weapons also have limited ammo and should be discarded or recycled when their ammo is exhausted.
Equipment 	Variants 	Ammo Types	Description
Hematic Grenade	Hematic Grenade IICustom Hematic GrenadeEX Grenade (0H,1H,2H)Hematic Bomb	 	Hematic Grenades are one of a Couriers main defences against BTs, these grenades filled with specialized blood created from those with a strong connection to their beaches are able to physically pull Gazer BTs back into the world of the dead and damage Catcher BTs. The grenades do require blood from the player which if the player has not packed sufficient back-ups can result in them getting anemic so be sure to bring Blood Bags.When the player is severely exhausted their EX Grenades obtained from showering and using the toilet can gain Hematic effects making them also useful and unlike regular Hematic Grenades do not require the player to provide blood first to use. More advanced Hematic Grenades are able to be charged providing higher explosive yields although at the cost of more blood. A new variant created is the Hematic Bomb, this variant doesn't sap blood from the player but rather requires a Blood Bag to use, the grenade is equipped to the bag and thrown exploding in a large cloud able to hit multiple enemies at once.
Smoke Grenade 	Smoke Grenade II 	N/A 	Although listed as a weapon, Smoke Grenades cannot actually incapacitate an enemy, rather they're effective at distracting large groups of enemies allowing the player to more easily escape. The Smoke Grenade has the largest explosive radius of all grenades making it more effective against groups as a result.
Bola Gun 	Bola Gun IIBola-Roller Gun 	 	The Bola Gun is a weapon that fires a ball that separates into two halves connected by a rope, it is effective in ensnaring non-BT enemies and can either entrap them or knock them out if the attack hits them in the head. The weapon's accuracy and range can leave it somewhat underwhelming and it can be less effective in close quarters environments, however its large ammo capacity can mitigate this when dealing with larger groups of enemies.A recent variant of the weapon has a reduced ammo capacity and consumes battery when used but when fired has a homing bola that rolls along the ground towards the nearest target incapacitating them, the homing mode can be turned off to have this variant function like a normal Bola Gun.
Sticky Gun 	N/A 	N/A 	A non-offensive weapon intended to counteract MULEs tendency to steal cargo, the weapon doesn't inflict damage directly and can mainly be used for targeting cargo and stealing it right from a MULE or Homo Demens. When a target doesn't have any cargo the Sticky Gun instead can knock the enemy off their feet making it easier to deal with them or physically pull them towards the player which can be useful in environments with chasms and steep hills which can incapacitate the enemy from fall damage.
Aero Gun 	Aero Gun IICryo GunCryo Gun II 	 	The Aero Gun is a weapon that uses compressed air canisters to fire a burst of high pressure air which can knock an enemy back, the weapon is quite powerful and can blow cargo away as well as even distract BTs which mistake the sudden burst of air as a person's breathing.The Mk.II variant of this weapon generates a pressurized wind powerful enough to knock over vehicles although also comes at the cost of often destroying the cargo carried by enemies hit directly by the wind. A Cryo variant of the weapons also exists that fires compressed air that's maintained at sub-zero temperatures, this can be effective both offensively and passively as the chilling air can incapacitate less armoured enemies and its Mk.II variant can even physically freeze an enemy's limbs to the ground for a short period of time. On the passive side, this weapon can also be used to refrigerate the player's cargo that needs to remain cold which can be useful for a variety of cargo orders.
Stun Bomb 	Remote Stun Bomb 	 	Grenades that when thrown release a powerful electrical charge, they can be highly effective in stunning multiple enemies at once although are completely ineffective against BTs. A variant of this grenade can be detonated when the player decides.
Anti BT-Handgun	Anti BT-Handgun IIAnti-BT Rainer Gun 	 	These small arms are capable of effectively dealing with BTs, the player can charge up a shot to use more blood but deal comparatively more damage or simply fire off shots which use a fixed amount of blood. They're often best used against Catcher BTs as the sound they make can attract other Gazer BTs towards the player.A new variant of this gun uses a special muzzle when firing that causes the shot to fire at a slower velocity but cover a wider range making it better at dealing with larger targets as it can more easily cause them to flinch.
Handgun 	Handgun IIHandgun IIIReconstructed Six-Shooter 	 	A standard handgun, though lethal weapons they are quicker at dispatching living enemies compared to non-lethal approaches although obviously come with the caveat of needing to transport the corpses of the dead. Like most Lethal weapons, Handguns can have their ammo shot through the explosive cloud of a Hematic Grenade or Hematic Round to damage BTs as the bullet becomes coated with blood.Archaeological findings were able to recover the blueprints for a Pre-Death Stranding gun known as a Revolver which uses a larger bullet compared to the regular handgun and as a result deals more damage being able to even pierce the armour of some enemies at the cost of a smaller clip size and slower reload.Handguns can be dual-wielded by the player allowing the player to fire from two guns at once, greatly increasing their fire rate although reducing their accuracy as they can't go into a focused firing stance.
Assault Rifle 	Assault Rifle II, Assault Rifle III, Burst-Fire RifleSniper Rifle 	 	A heavier lethal weapon, Assault Rifles are more often seen on heavily guarded patrols done by couriers and used primarily by Homo Demens due to the high fire rate and swarming tactics they employ. Though these weapons can be quite dangerous to go up against their gun sway can be a bit of a downfall to the inexperienced eye making many shots miss. Like most Lethal weapons, Rifles can have their ammo shot through the explosive cloud of a Hematic Grenade or Hematic Round to damage BTs as the bullet becomes coated with blood.Aside from the more powerful variants of the standard Assault Rifle, two more unique variants exist, the Burst-Fire which fires three or five rounds in rapid succession, often helping to counteract the sway that comes from continuous fire although this particular variant is also incapable of continuous fire and has a slightly smaller clip size due to the number of rounds it can fire. The Sniper Rifle offers a scope which can allow the player to pick off enemies from a distance, its high caliber bullets also make it rather material costly but also effective as it can easily disable an enemy vehicle with just a few shots.
Grenade 	N/A 	 	A lethal explosive, their explosive yield can be particularly effective against more slow moving and unaware enemies such as those caught up already in gunfire. The most effective use of Grenades however would be their vehicle destruction capabilities as often a single well-placed grenade can damage a vehicle to the point of inoperability and multiple grenades can outright destroy the entire vehicle and its contents.
Shotgun 	Shotgun II, Shotgun III 	 	The Shotgun is intended as a more close range lethal weapon, firing multiple pellets in a scattered arrangement, its accuracy dramatically drops off at increased ranges although the extra punch packed from the multiple pellets means at close range it can often deal extreme damage. Shotguns are somewhat rare to see among Homo Demens due to their preference towards Rifles and as such the player can take advantage of this and often get in close making it more advantageous for Shotguns over Rifles. Like most Lethal weapons, Shotguns can have their ammo shot through the explosive cloud of a Hematic Grenade or Hematic Round to damage BTs as the bullet becomes coated with blood.
==Trivia==
*The title of the game, Salvaris comes from a combination of "Salvage" and "Rise", reflecting the game's focus on the recovery of the UCA in the Post-Death Stranding world by recovering the past
*The decision to separate the function and utility of each weapon's ammo type was done to prevent the over-accessibility of Non-Lethal Weapons which in Death Stranding were functionally identical to Lethal Weapons however without the drawbacks that come with corpses
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