- For combat items and traps, see Weapons.
An Item in Darkwood is an object that is accessible within the environments of the game world, the player's inventory, hotbar, crafting menu and journal, a container's inventory, a workbench's crafting menu, and a vendor's stock. There are over 200 items serving diverse purposes that can be interacted with. They play an essential role in furthering gameplay, story elements, and the lore.
Items can be picked up, harvested, examined, dropped on the ground, crafted, and bought or received as rewards from other characters.
Most items that spawn naturally on the ground or are dropped by the player do not disappear over time and therefore can be picked up anytime. Dropped items appear as individual small bags on the ground.
The following is a fairly complete list of items in Darkwood. Some items may appear in more than one category.
Ammunition
Ammunition is the material that is used to keep firearms operational and serves no other purpose. Reloading is performed via the R key.
Ammunition is consumed upon reloading.
Icon | Name | Use |
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Pellet | ![]() |
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Small Caliber Magazine | ![]() ![]() |
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Shotgun Shell | ![]() ![]() ![]() |
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Medium Caliber Bullet | ![]() |
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Medium Caliber Magazine | ![]() |
Consumables
Consumables are goods that the player can ingest or use on themselves to receive certain effects. They appear to be natural or mutated food items (animal products and vegetables) and medical items. Most consumables cannot be crafted, and some can be bought from vendors.
Consumption is done via two ways:
- In the inventory UI (the player's backpack's or a container's), hold the left mouse button on the item when a "plus" icon appears next to the cursor to open the Context Menu with the option to consume (Eat, Drink, Use, Use bandages), then release the left mouse button on the option to consume it or anywhere else to cancel the action.
- From the hotbar, select the item to equip it and hold the right mouse button to prompt the option of consumption, then press the left mouse button to consume it.
Consumables are divided into three types: edibles, hallucinogens, and healing items. Some consumables may fall into more than one type.
Edibles
Edibles can be ingested to gain or negate temporary effects. These include some hallucinogens and healing items. Most edibles appear to be mainly food, and some are medicine.
All edibles except antidote cannot be crafted.
Icon | Name | Effect | Duration |
---|---|---|---|
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Bread | ![]() |
120 s |
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Chicken Egg | ![]() |
60 s |
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Fish | ![]() |
60 s |
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Insect | ![]() ![]() |
150 s |
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Ice | ![]() |
30 s |
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Odd-Looking Mushroom [?] | ![]() |
60 s |
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Odd Meat | ![]() ![]() |
150 s |
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Red Egg | ![]() ![]() |
60 s |
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Potato | ![]() |
30 s |
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Embryo | +1 ![]() |
Permanent |
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Alcohol | ![]() ![]() |
30 s |
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Antidote | ![]() |
30 s |
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Pill | ![]() |
60 s |
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Pill | Cures ![]() |
Instant |
Hallucinogens
- For perks granted from leveling up, see Skills.
Hallucinogens are primarily used to level up when converted to essence at the oven, but they are also food items consisting of edibles and healing items and therefore may be consumed for various effects. Hallucinogens cannot be crafted.
Some hallucinogens decay over time. Those capable of decaying will turn into rotten mushrooms if they are not used up in time. Note that unsearched hallucinogens do not decay, so all containers that are known to have decayable hallucinogens may be left unsearched. Hallucinogens stop decaying during the night [unconfirmed], but those that spawn randomly on the ground or exist within an enemy corpse should be collected as soon as possible before they all despawn after a while or in the morning.
When converted to essence at an oven, the player receives the hallucinogen's base essence times the oven's efficiency.
Icon | Name | Base essence [?] | Decay over time |
---|---|---|---|
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Odd-Looking Mushroom | 10 ml | Yes |
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Odd-Looking, Glowing Mushroom | 20 ml | Yes |
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Odd Meat | 12 ml [?] 15 ml |
Yes |
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Red Egg | 25 ml | No |
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? | 25 ml | No |
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Embryo | 40 ml | No |
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Dead Rat | 30 ml | No |
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Fish | 15 ml | No |
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Insect | 30 ml | Yes |
Healing Items
Healing items, consisting of some food and medicine, regenerate health over some time upon consumption. Few basic healing items can easily be crafted and some others require a certain perk to be consumed. Some edibles and hallucinogens possess healing properties.
The healing value is displayed in Health Points (default max health 100 Health Points). Note that the amounts of healing are approximated. Also, many of them can be outdated.
Icon | Name | ![]() |
Duration | Rate |
---|---|---|---|---|
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Bandages | 170 HP | 60 s | 2.8 HP/s |
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Alcohol | 85-125 HP [?] | 5 s | 17-25 HP/s |
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Bandages With Alcohol | 190 HP | 45 s | 4.2 HP/s |
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Pill | 150 HP | 3 s | 50 HP/s |
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Antler | 375 HP | 5 s | 75 HP/s |
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Embryo | 300 HP | 3 s | 100 HP/s |
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? | 40 HP | 30 s | 1.3 HP/s |
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Dead Rat | 115 HP | 60 s | 1.9 HP/s |
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Fish | 100 HP | 60 s | 1.7 HP/s |
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Jar with Meat | 350 HP | 40 s | 8.8 HP/s |
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Odd-Looking Mushroom [?] | 110 HP | 40 s | 2.8 HP/s |
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Odd-Looking, Glowing Mushroom [?] | 80 HP | 30 s | 2.7 HP/s |
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Board [?] | 18 HP | 5 s | 3.6 HP/s |
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Wood Log [?] | 58 HP | 15 s | 3.9 HP/s |
Crafting Materials
- For materials usable as weapons, see Improvised Weapons.
Crafting materials are resources used for crafting items and repairing or upgrading weapons, all of which can be carried out at a workbench. A few basic items can be crafted in the player's inventory while other complex ones can only be crafted on the workbench which can be upgraded to higher levels using some of these materials to craft even more advanced gear.
Certain breakable props (such as furniture) and buildable/repairable ones (such as doorways, fences, the well, and the compressor) can be repaired with various common materials or unique parts.
Some materials may have other uses outside of their crafting potentials.
Icon | Name | Unifunctional [?] | Other uses |
---|---|---|---|
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Alcohol | No | Consumable |
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Axe Blade | Yes | — |
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Bandages | No | Consumable |
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Board | No | Barricade Consumable [?] |
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Bolt Handle | Yes | — |
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Compressor Parts | Yes | — |
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Fabric | Yes | — |
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Gasoline | No | Tool |
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Handgun Frame | Yes | — |
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Long Barrel | Yes | — |
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Matchstick | No | Throwable Tool Light source |
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Metal Pipe | Yes | — |
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Nail | No | Barricade |
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Odd-Looking Mushroom | No | Consumable [?] |
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Pliers | Yes | — |
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Rag | Yes | — |
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Rope | Yes | — |
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Rotten Mushroom | Yes | — |
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Scrap Metal | Yes | — |
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Shell | Yes | — |
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Shovel Blade | Yes | — |
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Tape | Yes | — |
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Toolbox | Yes | — |
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Tubular Magazine | Yes | — |
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Weapon Parts | Yes | — |
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Welder | Yes | — |
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Wire | Yes | — |
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Wood Log | No | Consumable [?] |
Keys
Keys are instruments that unlock unique locked doors or locked crates that cannot be lockpicked otherwise, with the exception of the underground key, which is a useless miscellaneous item. Most keys only show up in the KEYS tab of the journal when picked up.
Few of these keys are quest items that can be shown to specific characters in order to make use of them.
Light Sources
Light sources are devices that illuminate the dark and can be used to burn away the Black Substance. Some of them can also neutralize the Shadows.
Some light sources are useful as tools capable of causing fire.
Icon | Name | Duration | Craftable |
---|---|---|---|
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Matchstick | 10 s | No |
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Flare | 80 s | No |
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Torch | 336 s | Yes |
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Lantern | 1320 s | Yes |
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Flashlight | 120 s | No |
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Military Flashlight | 90 s | No |
Maps
Maps are navigation tools that can be picked up to reveal certain undiscovered locations by adding distinctive markers on the player map. Picking up a map that reveals already found locations will simply notify the player about it and have no other effects.
Maps can only be examined and are lost afterward.
Icon | Name | Chapter | Locations found |
---|---|---|---|
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Map of the Forest | 1 | ![]() ![]() |
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Map (Pig Shed) | ![]() | |
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Map of the Old Woods | ![]() ![]() | |
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Map (Train Wreck) | ![]() | |
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Map (Burned Cottage) | 2 | ![]() |
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Map (Doctor) | Two unmarked camps | |
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Map (Holes) | ![]() | |
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Map (Circle) | ![]() | |
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Map (Radio Tower) | ![]() |
Miscellaneous Items
Miscellaneous items exist in the game and have no apparent use whatsoever.
Some of them have a moderate to high value and therefore may still be sold to vendors for a good amount of Reputation.
Icon | Name | Value |
---|---|---|
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Arm | 0 |
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Bone | 10 |
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Book | 20 |
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Chicken Head | 3 |
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Clothes | 20 |
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Detergent | 20 |
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Ear | 0 |
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Finger | 0 |
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Leg | 0 |
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Money | 20 |
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Odd Stone | 60 |
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Partly Digested Ear | 0 |
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Partly Digested Finger | 0 |
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Partly Digested Nose | 0 |
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Pear | 20 |
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Scissors | 20 |
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Shiny Stone | 130 |
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Spray Can | 20 |
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Sweater (the apartment) | 20 |
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Towel | 20 |
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Underground Key | 0 |
Quest Items
Quest items are special objects required to progress further along in the story or providing clues to complete certain side-quests. Several quest items can be shown and/or given to specific characters to obtain useful hints or to make progress in certain tasks.
Some quest items do not show up in the player's inventory when picked up. In this case, they are usually viewable in the ITEMS tab of the journal, and few others appear as journal entries in the JOURNAL tab.
Story Items
Story items are unique in that they offer some insight on the game world and its lore.
Most story items only exist within the ITEMS tab of the journal and are viewable there once picked up.
Throwable Items
- For throwables used as weapons, see Throwing Weapons.
Throwable items are tools that can be thrown to serve various ends. Holding the right mouse button activates the item and/or prepares the throw.
All throwable items except meat are consumed upon activation.
Icon | Name | Type | Craftable |
---|---|---|---|
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Matchstick | Light source Ignition source |
No |
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Flare | ||
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Meat | Bait [?] |
Tools
Tools are very handy equipment used for various ends. They allow for the possibilities of diverse strategies for the survival of the player.
Most tools are meant to be consumed, depleted or worn out upon being used.
Icon | Name | Use | Craftable |
---|---|---|---|
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9V Battery | Powers ![]() ![]() |
No |
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Bike Bell | Summons![]() |
No |
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Flare | Repels ![]() Ignites ![]() ![]() |
No |
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Gasoline | Refills ![]() ![]() Pourable on ground Augments traps |
No |
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Light Armor | Grants ![]() |
Yes |
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Lockpick | Unlocks ![]() ![]() |
Yes |
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Matchstick | Ignites ![]() ![]() |
No |
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Meat | Attracts carnivores Augments traps |
No |
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Rubber Boots | Resists ![]() |
No |
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Sweater | Grants ![]() |
No |
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Torch | Burns ![]() Ignites ![]() |
Yes |
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Watch | Displays time | No |
Upgrades
- Not to be confused with Skills.
- For the removed upgrades, see Red Potion and Gray Potion.
Upgrades are improvements that permanently increase certain stats or enhance the player in other ways. As of the latest versions, there exists only the inventory space enhancing upgrades.
Upgrades can be applied for only a limited number of times.
Icon | Name | Max | Craftable |
---|---|---|---|
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Hotbar Upgrade | 4 [?] | Yes |
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Inventory Upgrade | 3 |
Cut Items
- Main article: Cut Content
Cut items existed in previous versions of the game. Some of them, such as the unavailable firearms, may still be found in specific locations, but this is likely a developer oversight, as the items have often been replaced and no longer have a use.
Trivia
- Small bags that appear when dropping items on the ground look identical to the hotbar upgrade's icon.
- Bandages and bandages with alcohol are found to be the only two consumables that are applied to self instead of ingested orally (the animation only shows if the player consumes the item via the hotbar).
- While the matchstick was never intended to be a reliable light source, it is still somewhat barely able to emit a weak short-lived circle of light when thrown in the dark.