Equipment & Supplies
For Killigan’s Treasure Public v0.57a. Follow the journey through all 35 optional wearable items, including ordinary shop stock, then 11 automatic story items. Simple purchases take one row; conditional rewards have detailed steps.
This covers normal acquisition opportunities. Branch gifts can be mutually exclusive, and early garments may be removed by the story. Supplies, mementos, regional map lists and appearance-only unlocks are separate.
For appearance values and Expressions, use Dressing Room. If an obtained item seems missing, check Help and equipment care.
Redroot
| Item | Category | When / how | Missable / recovery | Detail |
|---|---|---|---|---|
| Silvatto Vest | Armor | Order reward; Yep. for each. |
Pre-reward save; removed on escape. | Steps |
| Silvatto Anklets | Boots | Order reward; Yep. for each. |
Pre-reward save; removed on escape. | Steps |
| Silvatto Loinwrap | Bottoms | Order reward; Yep. for each. |
Pre-reward save; removed on escape. | Steps |
Silvatto’s three garments
After cutting wood in Redroot, deliver the armor order to Silvatto to reach his reward screen. To obtain Silvatto Vest, Silvatto Loinwrap, and Silvatto Anklets, select each one and answer Yep. at Get it?. The screen returns after each item, so keep choosing until you have all three. Nah. only returns without taking that garment. Finish the conversation once the set is complete.
The physical garments are removed during the later escape. Their Dressing Room appearances can remain in the outfit list across saves. To recover a missed appearance, load a regular save from before the reward screen. See the Redroot journey.
Redroot Wilds
| Item | Category | When / how | Missable / recovery | Detail |
|---|---|---|---|---|
| Marchanide Langou | Undies | Day 8: lose, or win without Belt worn. | Early branch save; later story fallback before Grove. | Steps |
Marchanide Langou: getting and wearing it
On Redroot Wilds Day 8, Cabotte gives Killigan a Marchanide Langou and equips it automatically if you lose the fight, or if the Belt is no longer worn at the post-win check. You see Obtained Marchanide Langou. Win while still wearing the Belt instead and you do not get the langou at this point, but can receive Cabotte’s invitation that evening. Wearing the Belt before the fight is not enough if it breaks and comes off during combat. Re-equip a repaired Belt before going out. Save before the Day 8 cry for help, while you can still change equipment, to compare the branches. See the scene and two Memories.
Check the physical langou under Equipment → Undies in the current save. A Dressing Room appearance unlock is a separate, persistent state.
If you miss the early branch, the story gives you Marchanide Langou when leaving Spiceport for Blueleaf Grove if you still do not own it. This later acquisition does not restore the early branch or change the Aris gift you already received.
Aris — complete optional equipment
All Aris optional equipment is listed below. The ordinary shop opens during the Day 2 story visit and again on Days 5, 7, 8 and 11; it is closed on Day 6. Prices are in Ouros.
| Item | Category | When / how | Missable / recovery | Detail |
|---|---|---|---|---|
| Spare Langou | Undies | Day 2, without Marchanide: A langou. |
Gift branch; pre-question save. No later shop stock. | Steps |
| Viscount Robe | Armor | Day 2 onward, General Store: 200 Ouros. | Return Days 5 / 7 / 8 / 11; earlier save after departure. | — |
| Fiendish Harness | Armor | Day 2 onward, General Store: 150 Ouros. | Return Days 5 / 7 / 8 / 11; earlier save after departure. | — |
| Hand-me-down Loincloth | Bottoms | Day 2 gift: Something looser.; or shop: 40 Ouros. |
Return Days 5 / 7 / 8 / 11; earlier save after departure. | Steps |
| Viscount Kilt | Bottoms | Day 2 onward, General Store: 80 Ouros. | Return Days 5 / 7 / 8 / 11; earlier save after departure. | — |
| Fiendish Garb | Bottoms | Day 2 onward, General Store: 70 Ouros. | Return Days 5 / 7 / 8 / 11; earlier save after departure. | — |
| Aris Langou | Undies | Day 2 onward, General Store: 25 Ouros. | Hidden while Spare is owned; sell it unworn, then return on another shop day. | Steps |
| Woven Britches | Undies | Day 2 onward, General Store: 10 Ouros. | Return Days 5 / 7 / 8 / 11; earlier save after departure. | — |
| Viscount Loinwrap | Undies | Day 2 onward, General Store: 50 Ouros. | Return Days 5 / 7 / 8 / 11; earlier save after departure. | — |
| Viscount Belt | Belt | Day 2 onward, General Store: 100 Ouros. | Return Days 5 / 7 / 8 / 11; earlier save after departure. | — |
| Fiendish Belt | Belt | Day 2 onward, General Store: 80 Ouros. | Return Days 5 / 7 / 8 / 11; earlier save after departure. | — |
| Viscount Anklets | Boots | Day 2 onward, General Store: 100 Ouros. | Return Days 5 / 7 / 8 / 11; earlier save after departure. | — |
| Fiendish Greaves | Boots | Day 2 onward, General Store: 60 Ouros. | Return Days 5 / 7 / 8 / 11; earlier save after departure. | — |
| Prime Attire | Undies | First Day 7 / 8 Coliseum entry, after preparation. | Day 8 can recover claim, not expired prerequisites. | Steps |
Aris Day 2: clothing from Macsen
If Killigan reaches Aris without Marchanide Langou, Macsen asks which garment he needs on Day 2:
| Choice | Equipment received now |
|---|---|
A langou. |
Spare Langou, under Equipment → Undies. |
Something looser. |
Hand-me-down Loincloth, under Bottoms. |
You can choose only one on this visit; save before the question to keep both acquisition outcomes. The gift choice does not appear if you already have Marchanide Langou. The shop’s Aris Langou is different from Macsen’s Spare Langou; do not identify them by appearance or category alone. Borrowing a langou to model for Macsen’s report on Day 4 is part of that scene, not a new physical equipment award. See the early Aris journey.
Spare versus Aris Langou: the shop hides Aris Langou while you own Spare Langou, including in the trunk. To obtain Aris Langou directly, arrive with Marchanide or choose Something looser. at the Day 2 gift question; buy it on a listed shop visit. If you chose Spare, unequip and sell it via Sell, then re-enter the shop on a later listed shop day to buy Aris Langou; storing Spare in the trunk does not restore the stock. Keep a pre-question save for the alternate gift outcome. Choosing Spare does not prevent buying Hand-me-down Loincloth later.
Days 5–8: Prime Attire
Prime Attire is the special competition garment awarded after completing the preparations below. The ordinary competition garment is called Summit Attire.
Where and when: The Coliseum in Aris. Complete the preparation, then claim Prime on your first Coliseum entry of Day 7 or Day 8. Each entry costs two time slots. Day 8 is a recovery chance for the reward, not a new chance at the earlier rumor or armor help.
Each Coliseum entry costs two slots and allows at most two spars. Covering Matagoffe, Tofi and Atama takes at least two entries. Finish each spar; you need not win or use a fixed order. After the first, rematch or change opponents; leave after the second.
Already partway there? Check four things
- Old attire rumor: Hear
Listen in on a conversation about summit attireonce at Skrilzi Commons on Days 5–7. This option is unavailable on Day 8. - Armor help: Choose
Help out the hardscale trioat Skrilzi Commons on Day 6 or 7 and finish the event with Tofi and the others. On Day 6, you can hear the rumor and help on the same visit. The Wits icon beside this choice does not add a separate stat gate. Finishing the help also supplies the needed skrilzi support. - Local support: On Day 5, choose
Help someone move cratesat Bestial Alleys, orDonate to a beggarif you have at least 5 Ouros. On Day 7, chooseInspire fellow beasts, orDonate to a beggarif you have at least 5 Ouros;Help someone clean up a wrecked stalldoes not provide the support Prime needs. Before your first Day 8 Coliseum entry, that day’s Bestial Alleys or Skrilzi Commons activity can also supply it. These are alternatives; you need not do them all. - Three opponents: Complete a Coliseum spar with each of Matagoffe, Tofi, and Atama. If one is still missing, pick that opponent after your first bout. Once all three are covered, the remaining second bout may be a repeat.
The ordinary Summit Attire arrives earlier in the story; it does not replace these four preparations.
One Day 5–7 plan you can follow
Show one Day 5–7 example plan
Day 5: choose Help someone move crates at Bestial Alleys (one slot), then spar with Matagoffe and Tofi at the Coliseum (two slots; four today). Day 6: hear the old attire rumor and finish the armor help at Skrilzi Commons in one visit (one slot), then spar with Atama and any available second opponent, such as Matagoffe (two slots; three today). Day 7: reserve two slots for your first Coliseum entry to claim the garment. Once all three opponents are covered, the second bout need not match this example. See the Aris journey for conflicts with other goals.
Missed Day 7: can you claim it on Day 8?
Yes, if everything is ready before your first Day 8 Coliseum entry and you have two slots left. If your first Day 7 entry still lacks the last opponent, you can finish that spar then and claim Prime on your first Day 8 entry. If only local support is missing on Day 8, first do the day’s Bestial Alleys or Skrilzi Commons activity. The Commons activity that day cannot recover the older rumor or armor help.
Finishing a condition after your first Day 8 entry will not trigger the reward on a second visit. If the rumor or armor help is gone, or both claim days have passed, return to an earlier regular save where you can complete what is missing. Day 7 Shipyard leads into the evening event; resting at the Tavern ends free exploration. Plan the Coliseum before either one.
Check the outfit and the post-Summit records
The reward shows Obtained Prime Attire. Before the Summit, check Equipment → Undies for the physical Prime Attire and whether it is worn. The game may equip it automatically in some acquisition situations; use its actual worn state if you intend to compete in it.
| State | Where to check and how it works |
|---|---|
| Prime Attire equipment | In Equipment → Undies before the Summit, check ownership and worn state. The physical attire worn to compete is removed afterward. |
| Prime Attire memento | In Supplies after the Summit. If you did not get Prime, the record is a Summit Attire memento instead. A memento cannot be worn. |
| Prime Attire Dressing Room unlock | Acquiring Prime can leave a cross-save appearance unlock. This does not show whether the current story save still owns or wears the physical attire. |
Community credit: In Summit attire steps, 牛獸人杜恩 pointed out the importance of helping local residents, sparring with the three opponents, and returning to the Coliseum. The steps here are for Public v0.57a.
Crystal Plains / ???
There are no new optional physical equipment acquisitions in these sections. The Crystal Plains return and first day in Shieldfall Vale describe the story unlock points. Use the Dressing Room locator for characters, categories and values. Camp supplies are listed under Supplies & travel.
Shieldfall Vale
No new optional physical equipment here either. Appearances open with the first-day story in Shieldfall Vale; check specific options in the Dressing Room locator, and use equipment care for repairs.
Spiceport — complete optional equipment
Spiceport equipment includes nine ordinary shop items and five back-room items. Visit General Store on Day 5 afternoon or Day 6 free exploration (one slot). The Day 8 story visit sells the nine ordinary items, but not the back-room stock. Reserve both money and category space; accepting a Day 6 park invitation removes that afternoon’s free shopping.
| Item | Category | When / how | Missable / recovery | Detail |
|---|---|---|---|---|
| Peddler’s Vest | Armor | Day 5 afternoon / Day 6 free time, General Store: 200 Ouros. | Day 8 story shop also sells it; earlier save after departure. | — |
| Scallywag Covering | Armor | Day 5 afternoon / Day 6 free time, General Store: 150 Ouros. | Day 8 story shop also sells it; earlier save after departure. | — |
| Old-Fashioned Vest | Armor | Day 5 afternoon / Day 6 free time, back room: 80 Ouros. | Unlock and buy by the end of Day 6; earlier save if missed. | Steps |
| Peddler’s Belt | Belt | Day 5 afternoon / Day 6 free time, General Store: 80 Ouros. | Day 8 story shop also sells it; earlier save after departure. | — |
| Old-Fashioned Suspenders | Belt | Day 5 afternoon / Day 6 free time, back room: 30 Ouros. | Unlock and buy by the end of Day 6; earlier save if missed. | Steps |
| Peddler’s Shoes | Boots | Day 5 afternoon / Day 6 free time, General Store: 70 Ouros. | Day 8 story shop also sells it; earlier save after departure. | — |
| Scallywag Scraps | Boots | Day 5 afternoon / Day 6 free time, General Store: 30 Ouros. | Day 8 story shop also sells it; earlier save after departure. | — |
| Custom-Made Sandals | Boots | Day 5 afternoon / Day 6 free time, back room: 30 Ouros. | Unlock and buy by the end of Day 6; earlier save if missed. | Steps |
| Peddler’s Leggings | Bottoms | Day 5 afternoon / Day 6 free time, General Store: 100 Ouros. | Day 8 story shop also sells it; earlier save after departure. | — |
| Scallywag Pantsleeve | Bottoms | Day 5 afternoon / Day 6 free time, General Store: 50 Ouros. | Day 8 story shop also sells it; earlier save after departure. | — |
| Old-Fashioned Loinwear | Bottoms | Day 5 afternoon / Day 6 free time, back room: 50 Ouros. | Unlock and buy by the end of Day 6; earlier save if missed. | Steps |
| Peddler’s Confidence | Undies | Day 5 afternoon / Day 6 free time, General Store: 50 Ouros. | Day 8 story shop also sells it; earlier save after departure. | — |
| Scallywag Bandana | Undies | Day 5 afternoon / Day 6 free time, General Store: 35 Ouros. | Day 8 story shop also sells it; earlier save after departure. | — |
| Old-Fashioned Langou | Undies | Day 5 afternoon / Day 6 free time, back room: 30 Ouros. | Unlock and buy by the end of Day 6; earlier save if missed. | Steps |
Spiceport: old-fashioned clothing at General Store
Spend one slot at General Store on Day 5 afternoon or during Day 6 free exploration. Successfully buy a wearable item, then finish shopping. At Any other business?, choose the Charm-lock Anything else in the back? when it is selectable to open the five special items below. If the option is unavailable, reload from before the purchase, adjust worn gear, and check current Charm in Stats. Buying only Rations or Repair Hammers does not open this conversation. Buy the back-room garments individually to own them in this story save.
| Special stock | Equipment category |
|---|---|
| Old-Fashioned Vest | Armor |
| Old-Fashioned Loinwear | Bottoms |
| Old-Fashioned Langou | Undies |
| Old-Fashioned Suspenders | Belt |
| Custom-Made Sandals | Boots |
To wear Old-Fashioned Suspenders, Killigan must already be wearing both Old-Fashioned Vest and Old-Fashioned Loinwear. Merely owning all three is not enough. The story brings you back to the shop on Day 8 with ordinary stock only; that visit cannot reopen the back-room conversation. Accepting Macsen’s or Zhokhar’s Day 6 park invitation takes you directly into their scene and costs that afternoon’s free shop visit. Save before the invitation to compare the two plans. See the Day 5–6 schedule.
Spiceport’s east and west city maps are added to the map list with the story. Check an inventory Map worn on the Belt separately. You can answer Can I keep it? about Macsen’s painting on Day 7, but this chapter gives no corresponding wearable equipment or memento pickup.
Blueleaf Grove
| Item | Category | When / how | Missable / recovery | Detail |
|---|---|---|---|---|
| Focusing Wriststrap | Special | Days 10–12: full evening Talk with Macsen; Day 12 gift. | One of three gifts; pre-Day-10-evening save. | Steps |
| Brawler Band | Special | Days 10–12: full evening Talk with Zhokhar; Day 12 gift. | One of three gifts; pre-Day-10-evening save. | Steps |
| Marchanide Timekeeper | Special | Days 10–12: full evening Talk with Cabotte; Day 12 gift. | One of three gifts; pre-Day-10-evening save. | Steps |
Blueleaf Grove: gifts from three consecutive talks
Save before your first Talk on Day 10 evening. On Day 9, you can speak to all three characters; that night does not count for gifts. On each of Days 10, 11, and 12, you have time for one full evening talk with Macsen, Cabotte, or Zhokhar. Opening a talk and choosing Nevermind does not count. Waiting for or eating dinner with Cookie ends the night. Choose the same person all three nights to receive their gift on the third. Miss a night or switch people, and this release has no fourth night to recover it. One continuous playthrough can get at most one gift. Neither a formal relationship nor a Day 11 spar win is required. See the daily plan.
| Person for all three talks | Item received on Day 12 | Category |
|---|---|---|
| Macsen | Focusing Wriststrap | Special |
| Cabotte | Marchanide Timekeeper | Special |
| Zhokhar | Brawler Band | Special |
The third complete talk shows an Obtained notification. The item goes into Equipment first. If its category slot is full, acquisition may put it in the shared trunk instead, so check there too. It must actually be equipped to use it; the notification alone does not show that. One line of dialogue calls Macsen’s gift Focusing Wristband, but its item name and pickup notification say Focusing Wriststrap.
All three gifts are physical Special equipment. Killigan’s current Dressing Room category list does not show Special; check Equipment or the shared trunk instead.
Automatic / story equipment
These 11 items arrive through the normal story without an optional acquisition task. A later removal does not mean you missed the original delivery. Marchanide’s optional early branch and later fallback are counted once, in the Redroot Wilds table above.
| Item | Category | When received |
|---|---|---|
| Silvatto Langou | Undies | Redroot: morning wake-up; removed on escape. |
| Worker’s Apron | Armor | Redroot: work-clothes tutorial; removed on escape. |
| Worker’s Greaves | Boots | Redroot: work-clothes tutorial; removed on escape. |
| Toiler’s Straps | Bottoms | Redroot: work-clothes tutorial; removed on escape. |
| Adventurer’s Armor | Armor | Redroot escape: crafted before departure. |
| Adventurer’s Belt | Belt | Redroot escape: crafted before departure. |
| Adventurer’s Boots | Boots | Redroot escape: crafted before departure. |
| Map | Map | Redroot escape; needs a worn Belt. Taken in Aris Day 2, returned Day 10. |
| Summit Attire | Undies | Aris Day 4: Taavi / Zhokhar story delivery; competition attire later removed. |
| Imperfect Lustre Amulet | Special | Aris Day 11: banquet entrance. |
| Echelle Warhammer | Weapon | Aris Day 12: departure; automatically equipped. |
Supplies & travel
Supplies are not part of the 35 optional wearable items or the 11 automatic equipment items.
This table focuses on supplies you may use up or need to replenish, and items easily confused with another kind of state. Supplies → General, Food, and the keys/maps page are different locations; check the relevant one after an obtained notification.
| Where to get it and check it | Item | Use and recovery |
|---|---|---|
| Three from the Redroot Wilds Day 9 story; restock at Aris and Spiceport shops. Count under Supplies → Food. | Rations | Choose one as dinner on nights when the game checks camp supplies; one ration is used each time. Skipping dinner may give Brawn −1. Check what you selected before sleep. |
| Given by Macsen earlier in Aris. On Blueleaf Grove Day 10, if stock is below five, he gives five more and shows a pickup notice. Check quantity under Supplies → General. | Arcanics Scroll | A story-use rune scroll. The General page shows the count, but you cannot click to use it yourself. Macsen provides the Grove refill. |
| Ordinary shops in Aris and Spiceport; count under Supplies → General. | Repair Hammer | At camp, use the night’s one free repair on damaged equipment or a Bedroll first. A further repair costs one hammer. Once that camp night’s hammer repair opportunity is used, you cannot use a second hammer there. Check whether repaired equipment is worn. |
Buy at the Aris shop on Day 11; if you still lack one on departure, Macsen gives it on Day 12 with Obtained a Bedroll. Check the keys/maps page in Supplies. |
Bedroll | Not consumed nightly. On nights when the game checks camp supplies, missing or damaged bedding may give Wits −1. Repair damage at camp under the usual rule. |
| Use the gathering option at a Crystal Plains or Shieldfall Vale camp when the food bag is empty; check under Supplies → Food. | Foragemeal | This gathers one and sets it as that night’s meal. If the waterskin is low, the camp fills it before gathering food. You need not fill it in advance; Foragemeal is not part of regular shop stock. |
Supply states and where to check them: Water in the waterskin and food-bag capacity are supply states, not Water or capacity items to find under General or Food. Some camps refill water during gathering. Equipment → Map shows a physical Map owned or attached in this save; attaching it also requires a worn Belt. Regional Redroot, Aris, and Spiceport maps on the Supplies keys/maps page are a story-progress map list. Prime / Summit Supplies mementos, physical equipment, and cross-save Dressing Room appearances also have separate lookup places; see Prime’s post-Summit records.
Equipment state and care
In Equipment, check the item name and category in this save, then whether it is worn. Only worn gear provides wearing bonuses.
Later, also check the shared trunk if the category slot is full. Appearance unlocks and Supplies mementos are not wearable gear. See state differences.
Repair damage at a camp that offers repairs. Free and hammer opportunities are explained under Repair Hammer. Check worn state again after repair, especially before comparing a Belt-dependent fight.
Shops require free space in the relevant Equipment category. Move gear to the trunk where available, or use
Sellto free space. Story gifts can fall back to the trunk when a category is full; shop purchases have a separate capacity check.
Ouros & Shopping
Reserve money for travel supplies and target items before wagering. Check the income opportunities and shopping windows for your current location below.
Aris: training, competition preparation and the banquet
- Day 3: Elise gives Ouros after the spar, with the amount depending on the result. Complete the story encounter and check what you receive.
- Days 5–8: arena wagering is optional. A win earns the stake, a loss costs it, and a tie changes nothing; higher wagers also make the spar harder. Each entry costs two slots for at most two bouts. Plan around supplies and the four Prime Attire prerequisites. Combat and retries.
- Day 11 banquet: choose
Take itfor 2000 Ouros, then check your Repair Hammers / Rations / Bedroll for departure. Aris journey.
Crystal Plains and Shieldfall Vale: travel encounters
Winning Echo fights on Crystal Plains Days 2, 4 and 7 or Shieldfall Vale Day 5 gives extra Ouros. Check whether gear needs repair afterwards and keep enough supplies for camp and the journey ahead. Echo approaches.
Spiceport: plan activity and shopping time first
Helping at the Nursery pays, and Fishing rewards depend on the catch. Plan the one-slot solo activities on Days 3–4, the two-slot Day 5 afternoon and Day 6 free exploration with the regional guide, leaving room for early events and shopping. A repeat fishing session costs two slots. After the Nursery reopens on Day 5, that visit can remain available on Day 6 if you have yet to complete it.
Accepting a character invitation on Day 6 takes you into their scene; choosing Nah or having no invitation leaves two free-exploration slots. Save before answering if you want to compare income activities or shopping. The old-fashioned stock’s shop and back-room window is Day 5 afternoon or Day 6 free exploration; see old-fashioned clothes. The ordinary Day 8 shop visit lets you buy more supplies.
Each shop’s Sell page lists saleable items and offered prices. Keep enough supplies for the next part of the journey, then choose what to sell.