Summary
Valuables are convert-to-cash items found on raids. Each valuable is a named item with a hidden tier that determines its actual worth. Station-local storage — lives in Online Sales or gets scrapped at the Scrapping Station.
Acquisition
| Source | Notes |
|---|---|
| Raids | Chance drop from all raid types |
Identification & Value
Every valuable has two layers:
| Layer | Example | Determined by |
|---|---|---|
| Item name | Watch, Necklace, Laptop | Visible to player on drop |
| Hidden tier | Broken, Plastic, Gold, Diamond | Revealed through appraisal |
The player sees “Watch” but doesn’t know if it’s a broken watch or a diamond watch. Two raccoon roles gate the value pipeline:
- Sorter (at Loot Sorting Station) — gives a hint of the tier range based on Cunning. Better Sorter = tighter hint = smarter routing decisions.
- Fence (at Online Sales) — determines the actual sell price based on skill. Better Fence = closer to true value.
Both stations function without an assigned raccoon but operate at lowest skill level — no meaningful hints from sorting, worst sale outcomes from selling.
Routing
At the Loot Sorting Station, player routes each valuable to one of two destinations:
| Destination | Result |
|---|---|
| Sell → Online Sales | Fence sells for currency. Price depends on Fence skill + item tier |
| Scrap → Scrapping Station | Broken down into Scrap. Yield depends on item + tier |
This is the core tradeoff: currency vs scrap, informed by how confident the Sorter’s hint makes you.
Value Table
TBD — individual item/tier price and scrap yield table.
Links
Open Questions
- Full item list with tier variants
- Price and scrap yield per item/tier
- Drop rate distribution across raid types
- How many tiers per item? Fixed across all items or variable?