Loot

People often ask what sort of items and loot are available within Enclave -- after all, sometimes it may feel like everyone receives the same stuff every mission. Plus, Conduits-in-Training are often starved for ideas of what new and interesting types of stuff they can give their players.

As such, I have created this comprehensive document to explain the types of loot in Enclave, what they do, and how often they occur.

Loot on this list is ordered by frequency -- while the top five entries will likely be encountered on just about every mission, others can get pretty rare (especially after number twelve or so). Moreover, subcategories are also listed by frequency, with many subcategories being FAR rarer than their base entry would normally denote

Vanilla Equipment

Of-Level

Equipment that is roughly what the character should receive on average for their level.

As a general rule, take the level of the character in question, half it, and round up -- this is the average Upgrade of loot they should normally receive.

An exception to this is Upgrade 5 items, which are intrinsically better than the others and should be given a bit less frequently, even to Level 9 and 10 characters.

Higher Level

Equipment that is stronger than the character would normally receive. This should be given pretty sparingly. It should be VERY rare for equipment of a much higher level to be given.

Lower Level

Equipment that is weaker than the character would normally receive. This is very rare and will normally only be done with a high-level character to round out a set of loot.

Consumables

Scrolls

Contains a spell that, when the scroll is unfurled, can be cast with much less energy input from the user than would normally be required. Scrolls DO, however, have cooldowns (again, much shorter than normal). A Charged consumable, meaning that it’s one item with several uses. Takes one slot.

Potions

Drinking the whole Potion (can’t just drink part of it) bestows a magical effect on the user either for a lengthy period or with permanent results; takes no energy. A Bulk consumable, meaning that each Potion has one use only. Takes one slot each.

Varnishes

A tin of liquid that can be applied to a piece of equipment (normally takes a short period) to give it cool magical effect; takes no energy. Can last a very long while, but steadily wears off with use. A Charged consumable, meaning that it’s one item with several uses. Takes one slot.

Ammunitions

A special type of shot for a character’s ranged weapon, often with a potent magical or nonmagical effect. Should be specific to a single type of weapon. A Bulk consumable -- each piece of Ammunition has one use each (unless recovered), but can be slotted as per that weapon’s normal Ammunition. Can also be done with throwing weapons.

Pragmatics

This applies to any consumable with a practical effect, such as torches, food, etc. These consumables can often feel like Store Options and are, hence, not considered very powerful. Effects and slots vary highly; can be either Charged or Bulk.

Specials

Cool unique actions that can be used at any time just by announcing them. Don’t take slots and have no physical “form”, but take more energy than most consumables. Charged, meaning that one Special has multiple uses, but it doesn’t really matter since they take no slots. However, they cannot be traded or Willed.

Powders

Generally given with many uses, Powders have cool magical effects on whatever they touch when tossed (generally have a very short range) -- their effects grow stronger and their area of effect wider depending on how many uses are tossed at once. Normally take no energy. Technically a Bulk consumable, though store in Uses to let players throw more or less: up to 10 Uses of can be stored in a single carry slot.

Traps

After planting a Trap (which does take a short period), it will spring depending on its kind (some are detonated by the player, some do automatically), having a cool magical or nonmagical effect; rarely take energy. A Bulk consumable; takes one slot each.

Skitters

A scuttling MagiTech device that can be sent out to perform a task before returning to its owner to be tasked again. These can last a good while depending on the type and take no energy. A Bulk consumable; takes one slot each.

Poisons

A potent toxin, able to coat weapons or be used to spike food or drink -- it’ll cause a varying but normally very powerful negative effect to any who imbibe it and takes no energy. A Charged consumable: Poisons require very little dose to have an effect, so each bottle has multiple uses. Takes one slot each.

Weapons

Generally something like a special Grenade -- a weapon with limited uses that the character may not be able to normally use, but has vastly different effects depending on the Consumable. Can be either Charged or Bulk, and has variable carry slots and energy costs.

Combos

When a Combo is given, another character should be specified -- Combos are cool unique actions (much like extra-powerful Specials) that can only be activated when the specified other character is nearby and is willing to execute the Combo. Takes a bit of energy from both parties and (like Specials) is Charged but has no corporeal form and takes no slots. Cannot be traded or Willed. If one member of a Combo dies or retires, the Combo can be converted into a Special with weaker power but similar properties.

Kits

A small, toolbox-y device that, when activated, will perform a mundane task at incredible speed. Great for nonmagical characters are (unlike many consumables) their effects are dramatic but do not scale off of Arcane and take no energy. A Bulk consumable; takes one slot each.

Idols

A small statuette that can be used to summon a being or beings, often for a decent period of time. Takes a decent amount of energy to use. A Charged consumable; takes one slot each.

Scanners

A MagiTech devices designed to rapidly deliver information about the user’s surroundings, though they can often have other effects as well. Take minimal energy. A Charged consumable; takes one slot each.

Gems

A crystal possessing potent energies -- can be immediately activated without even being drawn from its slot to give a powerful magical effect that will, in general, not last very long (making Gems, in many ways, the opposite of potions -- immediate use, short effect). They are Bulk consumables, take one slot each, and cost energy to use.

Invocations

Very similar to a Special, but recorded as a specific phrase that must be said aloud by their character to glean the desired effect. Notable for having very unique or unusual effects and taking no energy. Like Specials and Combos, Invocations take no slots and cannot be traded or Willed.

A very rare type of Invocation is the Call-Response -- these are recorded as two phrases, one of which is said by the user, and the other of which is shouted back at them by applicable beings within earshot. This Response is often done in spite of other character tendencies and will applicably power up the initial invocation depending on who Responds.

Capsules

A Magitech device requiring no energy -- will typically drain or absorb something from its surroundings before producing a magical effect. Capsules tend to be very powerful and hard to counter or interfere with, and are Charged consumables (typically with a lot of Uses). Take one slot apiece.

Favors

Like Specials, Combos, and Invocations, Favors are “intangible” consumables that take no slots and can often be activated at any time. Favors typically render powerful effects by calling in services from those who owe the character something. Moreover, unlike the other three, Favors CAN be traded.

Loads of Money

Money is not normally an important detail in the Enclave world, but sometimes (especially in large quantities) it can be very, very helpful. Loads of Money are the rarest standard consumables and can be used in two ways: firstly, one can be consumed during the Mission Store to unlock a POWERFUL Store Option, only available on the current mission. Secondly, Loads of Money can be brought on-mission to buy things, though it should obviously be noted that money can most certainly not solve everything. When brought on a mission, Loads of Money are Bulk consumables that take one slot apiece.

Other

Anything not detailed above -- consumables come in MANY shapes and sizes, so if you have a great idea of if something is just “too perfect”, then make it a consumable. Just be sure to note down whether it is Bulk or Charged, number or number of uses, energy cost if applicable, and slot requirements.

Store Options

Anything from survival gear to new types of ammunition to cool magical trinkets, Store Options are available for their owner’s team to take before the mission begins. They come in MANY shapes and sizes and often resemble consumables (though far weaker on average since they are have unlimited uses). Just be sure to note down whether there are any limits on a Store option (for example, maybe only two are available per mission) and how many carry slots they require.

Enhanced Equipment

Enchantments

A magical enhancement for a piece of equipment. Even when “passive”, the player should make sure to inform their Conduit when they are actively trying to use it. Enchantments almost always require at least a little bit of energy and sometimes have cooldowns as well. A single piece of equipment can never have more than three magical enhancements at a time.

There are many different special varieties of Enchantments, such as Leveled Enchantments (which can be permanently improved through certain tasks), Charged Enchantments (which gather a special “charge” through doing certain tasks before expending it on something else), and many others. These, however, are VERY rare and should be used sparingly. They can certainly also apply to other types of Enhancement.

Mods

A nonmagical power-up for a piece of equipment. Tend to not have dramatic effects, but are useful and don’t require energy. A single piece of equipment can never have more than three Mods at a time in addition to any magical enhancements it may have.

Curses

A magical enhancement for a piece of equipment. All Curses have an Upside that is significantly stronger than equivalent Enchantments, but also come a Downside of proportional significance. Otherwise, Curses behave exactly like Enchantments. A single piece of equipment can never have more than three magical enhancements at a time.

Bound Spells

A magical enhancement for a piece of equipment. Bound Spells are always recorded with a number, and allow for a spell to be used that many times per mission (kind of like a Scroll attached to that equipment). A single piece of equipment can never have more than three magical enhancements at a time.

Counters

The oddball of Item Enhancements, Counters are cosmetic enhancements (that don’t take up enhancement slots) meant to count something specific that the item does. Counters are tallied up at the end of every mission and cannot normally be removed (even when traded), allowing an item’s record to live on no matter who comes across it. Counters can also be displayed to others in-game as well, earning your character major prestige.

Pedestals

Enhancement Pedestals

Enchantment Pedestals

This can be consumed off-mission to combine two Enchantments off of different items to make a new one with elements of both, though more powerful than either. This new Enchantment must be put on one of the two contributing items. All Pedestals are one use only.

Mod Pedestals

This can be consumed off-mission to combine two Mods off of different items to make a new one with elements of both, though more powerful than either. This new Mod must be put on one of the two contributing items. All Pedestals are one use only.

Bound Spell Pedestals

This can be consumed off-mission to combine two Bound Spells off of different items to make a new one with elements of both, though more powerful than either. This new Bound Spell must be put on one of the two contributing items. All Pedestals are one use only.

Curse Pedestals

This can be consumed off-mission to combine two Curses off of different items to make a new one with elements of both, though more powerful than either. This new Curse must be put on one of the two contributing items. All Pedestals are one use only.

Magic Pedestals

This can be consumed off-mission to combine two magical enhancements of any kind off of different items to make a new one with elements of both, though more powerful than either. This new magical enhancement must be put on one of the two contributing items and has a fifty-fifty chance of being either of the two types of enhancements used to create it. All Pedestals are one use only.

Enhancement Pedestals

This can be consumed off-mission to combine two enhancements of any kind off of different items to make a new one with elements of both, though more powerful than either. This new enhancement must be put on one of the two contributing items and has a fifty-fifty chance of being either of the two types of enhancements used to create it. All Pedestals are one use only.

Quality Pedestals

Always come with a denoted number and can be consumed off-mission to permanently add that number in Quality to an equipment piece of the user’s choice. This cannot bring Quality higher than 10. All Pedestals are one use only.

Refresh Pedestals

Can be consumed off-mission to replenish Uses to a consumable. Charged consumables are returned to the number of uses they started with when they were given (making this number important to record), and Bulk consumables will simply be gained more of (generally between 1-5 depending on their power). All Pedestals are one use only.

Shift Pedestals

Can be consumed off-mission to take an enhancement of any type from one piece of equipment and “give” it to another of the user’s choosing. The enhancement may have to be “adapted” if it had effects that only apply to specific types of equipment, which can be done by talking to a Conduit. All Pedestals are one use only.

Repair Pedestals

Can be consumed off-mission to restore all lost Quality to a piece of equipment. This will even return Broken items to their normal state, but it can only be used on equipment when off of mission under normal circumstances. All Pedestals are one use only.

Upgrade Pedestals

Always come with a denoted number and can be consumed off-mission to permanently add that number in Upgrade to an equipment piece of the user’s choice. Anything more than +1 is considered EXTREMELY valuable and very rare. This cannot bring Upgrade higher than 5. All Pedestals are one use only.

Plus Pedestals

Can be consumed off-mission to permanently improve an existing enhancement of any type. This is denoted by putting a + next to the enhancement in question. Plusing does NOT change the enhancements powers in any way -- it just makes everything it already does better with literally no downsides. All Pedestals are one use only.

Stat Training

Bonuses to the stats of the recipient, generally 2-4. Anything higher than that is VERY rare and considered extremely powerful, anything lower is considered quite weak.

Alterations

Changes made by a Conduit to an existing consumable, enhancement, store option, or anything else as loot. This can give more Uses, give it a new name and effects, and more. It is generally done if the item in question was used well during the mission and the Conduit decides to give it a thematic improvement as a reward. Note that Alterations are occasionally detrimental, given to thematically match a very poor decision the player made on-mission that would sensibly damage or worsen their item.

One of the best-known types of Alteration is Enhancement Plusing. This works exactly like Plus Pedestals (described above), but the player doesn’t get to decide where the + goes. This tends to be among the rarer types of Alterations.

Vouchers

All Vouchers come with a title and a decimaled number. They can then be cashed-in off-mission for a piece of equipment of their user’s choosing off of their Primary or Secondary Item Rosters. This item will have Upgrade equal to the one’s place of the decimal, Quality equal to the one-tenth’s place of the decimal, and an enhancement themed after the Voucher’s title.

Prompts

These are “Flavor Cues” where a Conduit will describe a setup to a piece of Flavor the player may choose to write if they wish. If this Flavor is long enough, good enough, and (most importantly) realistic enough, they can receive some substantial bonus loot from it. However, Prompts only have one shot at being submitted for rewards -- if it isn’t good enough, the player will receive Experience for it but nothing else. That being said, players are allowed (if not encouraged) to ask the assigning Conduit any and all questions they may have in order to make their resulting submission as realistic and comprehensive as possible. Prompts will occasionally have a “time limit” imposed on them, but are always completely optional.

Cosmetics

Nametags

These can be consumed off-mission to permanently name a piece of equipment (as though it were legendary). This name cannot be changed or removed (even by another Nametag) and will pass from owner to owner like a Counter. Moreover, if a Nametagged item gains new properties or enhancements, they may be influenced by its existing Name and any personal connections the character has with it.

Blank Counters

Can be placed on any piece of equipment to allow the user to customize a Counter for that item. These work exactly like normal Counters and still cannot be removed.

Legendary Equipment

A strong piece of equipment that comes with a name and often with several powerful enhancements (sometimes more than an item should be allowed to have). Legendary Equipment cannot be fused or renamed, nor can its enhancements be altered in any way (even by Pedestals, trading, Willing, etc.). However, it will also never lose Quality from being damaged -- if it is Broken outright, however, special flavor may be needed to fix it. The only way to change a Legendary item in any way is via certain Chambers or loads of flavor.

Recipes

Recipes are given with 3-6 Ingredients, which can be literally anything (from collecting a certain random thing, to getting a type of item, to performing a random task, to using one of your abilities a certain number of times). These Ingredients can be fulfilled either on-mission or via flavor, and will typically take some time to do. When all Ingredients have been fulfilled, however, the Recipes is completed and the owner will gain a powerful piece of loot. Much of the loot types high on this list are commonly acquired through Recipes (or Prompts), because they would be too powerful to give out on their own.

A lazy and easy alternative to Recipes is Timed Loot -- this is loot given along with a specific date. The loot will not be received until the set date is reached, but the timer can be sped up through Flavor. Sometimes Timed Loot is secret, making it extra-exciting when the big day finally arrives.

Essences

A “character enchantment” that is always active. Essences are as varied in what they allow for as Enhancements, but they rarely come with any sort of downside. This is because they are impossible to get rid of: since each character can have no more than 3 Essences, the only way to get rid of one you don’t like is to already have three, receive another, and then replace it. Essences will last until the character dies, but they can even sometimes be passed on to Legacy Characters. Otherwise, they cannot be traded or Willed.

Create-Your-Own

These are given with a specific category in mind (ex. “Create-your-own-Potion”), almost always either an enhancement, consumable, or store option, and a Level (1-10). The player may then design the noted type of enhancement or item for themselves, constrained only by what would be acceptable, on average, for a character of the denoted level to receive. The player is welcome to consult with a Conduit and send in drafts of their work as they do this.

Reusable Consumables

Some consumables (notably Charged consumables), can be used a certain number of times per mission (or once every few missions) rather than a certain number of times period. These Reusable Consumables are very valuable, as they are pretty much a Bound Spell on a stick, and should be given very sparingly.

Allies

These are characters who stay in contact with your character after they meet and be consulted for advice, help, and loot. All Allies start with a Merit value (typically 2-4) -- this Merit can be cashed in off-mission for a variety of results, often to ask the Ally for help in flavor (though some Allies can be contacted on-mission). It can also be exchanged for loot of virtually any kind imaginable (though it takes far less Merit to get stuff it makes sense for your Ally to have access to). Before a mission begins, Merit can even be expended to bring your Ally on the current mission. And all of these Merit costs depend entirely on the Ally -- some Allies might offer really cheap Stat Training, for example, while others are much better for Information. It completely depends. It should, however, be noted that Allies cannot be traded.

So now you know what to do with Merit, but how on earth do you gain in? Well, besides the small batch you start with, Merit can be gained in two ways: firstly, by writing Flavor between your character and their Ally, preferably developing their relationship or helping the Ally out. Secondly, if your team is ok with it, Enclave Missions you go on can be deemed Ally Missions during generation. Ally Missions DO still have D/D/L and Focus Words (though some Allies will have limits on these words and values), but they will always be themed around something your Ally needs. People will still receive loot for their work, and the character with the Ally will also receive Merit. However, if an ally mission fails horribly, you may lose Merit (and might even lose the Ally itself if you screw up badly enough!).

Artifacts & Miscellaneous

The weirdest type of loot in the game, Artifacts are random objects, sometimes with undefined properties, that don’t really fit into any other categories. They are most often used (and abused) through Flavor, since it can often be hard to figure out what they even do, much less how they can be used on-mission.

But in spite of how many types of loot there are, some things just don’t fit in anywhere. Sometimes a Conduit will give loot that can only be described as “Miscellaneous”. Just ensure that whenever this loot appears, it is well-described in what it can do and how it is used.

Chambers

Fusion Chambers

This item can be consumed off-mission to take 4 pieces of equipment and fuse them together to make a new equipment piece of the user’s choosing. However, unlike a four-fuse (where the Quality and Upgrade is averaged and enhancements may be lost), Fusion Chambers will produce an item MUCH stronger than anything put into it. Moreover, enhancements (while they will be changed) will still generally be transferred, meaning that putting four items each with one enhancement into a Fusion Chamber will \*generally\* yield a product with at least 3-4 enhancements of similar natures. Moreover, Legendary Items CAN be put into a Fusion Chamber (though Set Items cannot) -- the result will always be another Legendary.

Enhancement Chambers

This item can be consumed off-mission to take 4 enhancements (from different items if needed) and combined them to make a new enhancement of their choosing, putting the result onto any piece of equipment the user wishes. This will create an enhancement with properties of all the ones used to make it, but it will be MUCH stronger than any of the ones used in its conception. Enhancements from Legendary or Set Items cannot be used, but the result of an Enhancement Chamber CAN be put onto a Legendary Item.

Item Chambers

This item can be consumed off-mission to take 4 consumables and/or store options and create a new one of the user’s choosing. This new item will have properties of all those put into it, but will be FAR stronger than any of them. This is one of the most reliable ways to get Reuseable Consumables, not to mention insanely powerful Store Options.

Ascension Chambers

This item can be consumed off-mission to take a single piece of equipment and make it Legendary. This will give a boost to its Upgrade and Quality, give it a fitting name and all benefits of being Legendary, improve all enhancements it currently has (either by transforming them into new ones with strictly better properties or by +ing them), and likely give it new enhancements as well. Note that Ascension Chambers will tend to have stronger effects on items your character is closely connected to and on Named items. Sometimes it might even yield a Set Item...

Cloning Chambers

This item can be consumed off-mission to take a single piece of equipment or a single consumable and make a perfect copy of it. This will exactly replicate the Uses (of a Charged Consumable), Upgrade, Quality, and Enhancements of the item used, though any Counters will reset and any name is NOT retained. This can even be used on Legendary Items, though the result will be unnamed, not Legendary itself, and will have slightly weaker versions of the copied item’s enhancements. Set Items cannot be Cloned.

Essence Chambers

This item can be consumed off-mission to take up to 4 Essences (even from other characters, if they agree to it -- it can also be used immediately if your character has 3 Essences and would receive a 4th as loot), and combine them. This new Essence will have properties of all those put into it, but it will be FAR stronger than any of them. A great way to free up Essence Slots on a loaded character!

Genies

At first it may seem like a mundane object or artifact, but if you ever get something like “An Old Boot” as loot, you can be almost positive you have a Genie. Whoever disturbs a Genie (not to be confused with a Sha’ir’s Djinn) from their rest will be given a chance at powerful and awesome loot. All Genies have a theme, and they will present the user with three words (each matching an aspect of their theme). The user must pick one of these words OR a “mystery option” (which is another word they don’t get to hear), and receive a piece of loot based on the word they chose. The loot Genies yield is typically pretty powerful, but all Genies have one word’s reward be a Dud and another’s a Jackpot (which are designated in advance by the Conduit). The Dud will be incredibly weak, borderline useless; the Jackpot will be amazingly strong, yielding exceptionally rare and powerful loot. And, of course,  Genies can only be used once.

Clues

One of the coolest types of loot in the game, following a Clue will lead your character and their friends on an epic adventure with incredible yields. Instead of a normal Enclave Mission, a character with a Clue can assemble a team of friends to go on a Clue Mission, which happens externally to normal Enclave work. These Clue Missions often take a while, and all transport and provisioning must be done by the team with no help from the Enclave, often making them pretty intensive endeavors. Clue Missions involved following the hints given by the owner’s Clue and, if successful, will always yield another Clue. They will NOT, however, give anyone loot or even much experience. Instead, Clue Missions will lead into one another in a Clue Arc, which, if completed, will THEN yield rewards. All characters who participated significantly on any part of the Clue Arc will get rewards (loot AND experience), but those who were they for most of it (especially the Main Character of the Clue) will get SPECTACULAR rewards. Under normal circumstances, Clues are the only way to get some of the insane types of loot that make up the bottom on this list. Plus, they are a fun change of pace from normal, and will often be themed to deeply involve the Main Character’s backstory and personal growth, making them prime territory for character development.

Companions

Rather than Allies, who mostly help out off-mission, Companions will follow their “owner” on every mission they are asked to come for. Though their stats are implicit, a Companion’s capacities should be written out, as they will steadily improve as they are brought onto more missions. Companions can also gain cool special abilities as loot for their owner (which is MUCH more common than getting the Companion in the first place; see “Alterations”). Companions can range from bodyguards to advisors to mounts to pets, and are extremely valuable due to their versatility and ability to supplement their owner’s capacities.

Class-Specific Rewards

This powerful and rare loot will expand upon a roster of powers that a certain class has access to. For example, a Hexer might unlock new Hexes, or a Freerunner unlock new Parkour Moves. These are, as one might imagine, both permanent and exceptionally valuable. Obviously they cannot be traded.

Set Items

Without a doubt the most valuable equipment in the game, Set Items are like Legendaries but even more so in that they cannot be fused or have their name, enhancements, or Upgrade/Quality interfered with in any way (even by the mighty Chambers). They are repaired automatically and cannot be broken, but they aren’t even allowed to be traded! All characters have their Set (always with 6 pieces of equipment) designed in advance for them by one Conduit (meaning that if you receive a Set Item as a reward, the Conduit who gave it to you may direct you to a different Conduit to tell you what the item actually is), and are made to be deeply thematically entwined with the character’s backstory, inspiration, and themes. The first Set Item a character receives will be fairly underwhelming (typically a fairly low Upgrade/Quality with one or two enhancements), but for every new Set Piece you find, all previous ones will become stronger and many more enhancements will be received. This means that though they may start at different power levels, all Sets will end with all pieces being Upgrade 5, Quality 10, and have around 22-26 enhancements (some of utterly ABSURD power) in total. If a Set Piece is lost, however, the Set will be reduced in power… but it is not gone for good. It may resurface in the future as a totally separate reward, even if no flavor is written to recover it.

Dumb Things

And now for the stuff that should never ever ever ever ever EVER be given except for (maybe) a ridiculous Genie prize, a very hard Recipe, or as Clue loot. Here’s where we’re talking things like extra Ability Points and shit, or completely new abilities. Or an Upgrade 6 item. Or the ability to bring an ability to Lv6. Pretty much anything too broken and stupid to go anywhere else on the list goes here… Don’t get any ideas.