Merchant

The merchant sells items, upgrades and enchantments for blood tokens. Every sigil can buy from it.

  • There is at most one merchant on the map. Admins place it, or let it appear at random inside the safe zones or inside an area they pick.
  • A random merchant stays for 15min. Then it leaves and comes back at a new random spot after 30min to 1h.
  • Buy from within 10m (33ft) of it. Items need a free inventory slot.
  • You pay with blood tokens only. Each sigil earns them in its own way.
  • Ingenuity contestants pay 10% more, rounded up.
  • Care package: 10 blood tokens. One random item, straight into your inventory.
  • Anti poison: 12 blood tokens.
  • Vulnerability Dart: 25 blood tokens. Throw it at a contestant within 10m. It removes their Shield and pops every Safety Bubble they own or stand in, and stops Shields and Safety Bubbles protecting them for 10 minutes. They cannot use a Shield or a Safety Bubble while vulnerable. A contestant who has slept in their Sleeping Bag for 65 seconds cannot be targeted.
  • Sleeping Bag: 30 blood tokens. Place it and sleep from 18:00 to 06:00 local solar time, for eight hours of sleep in total. While you sleep within 15m of your bag, you cannot act. After 65 seconds of sleep you are immune to flashbangs and to all damage except zone and unsafe circle damage. Wake up to act. Only you can pick up your bag. You can have only one Sleeping Bag, held or placed. It cannot be dropped or stolen, only destroyed by you. Greed can still steal your other items while you sleep. After your bag protects you, you cannot sleep in a bag again for 20 minutes, even if you pick it up and place it again.
  • Missile: 10 blood tokens. Launch a standard missile at an exact map location. It lands 30 seconds after launch.
  • Inventory slot: starts at 40 blood tokens and costs 10 more for each one you already bought. Buy up to 10 slots, to at most 13 slots, or 20 for Endurance. Ingenuity tops out at 12.
  • +10 maximum HP: starts at 40 blood tokens and costs 10 more for each one you already bought. Maximum HP goes up to 200, or 220 for Piety.
  • Dual Wield: 50 blood tokens. Unlocks a second weapon slot and a second enchanted weapon. Weapon and worn equipment slots do not use inventory space. Carry at most one Body Armor.
  • Deep Cut: 20 blood tokens. Your next bow, knife, long sword, axe, machete or drone hit, or Poison Dart, causes bleeding: 1 HP every five minutes until a bandage or a Healing contestant cures it. One charge. Bleeding does not stack.
  • Weapon enchantment: 15 blood tokens. Twice the uses and +10 damage for two hours. After two hours the weapon loses the bonus damage and keeps the uses it had before or the uses it has left, whichever is lower. If you use up the enchanted uses first, a knife, machete or long sword goes back with one use left; a single-use weapon is used up.
  • Zarok's Axe and Poison Dart get +10 damage for two uses, then they are used up. Landmines and C4 get +20 damage and +10m (33ft) radius for one use, then they are used up. Drones get +10 damage for one use, then they are used up. A bow gets +10 damage for five shots or two hours. A Wizard Staff gets +10 damage and +10m (33ft) area radius for five uses, with no time limit. For every other weapon, if two hours pass first, the bonus ends and the item stays as a normal item.
  • You can have one enchanted weapon, or two with Dual Wield.
  • Armor enchantment: 30 blood tokens. +10 durability, up to 45. It then loses one durability every twenty minutes, down to 15.