Salvage register
Loot
59 things worth hauling up, from forty-year-old crisps to the HPR-7. Values are averages: the sell press pays up to 30% either side, so two of the same item rarely sell for the same amount.
A keycard for a door somewhere in this station. Which one is your problem.
Use Opens one locked door, then it is used up.
Standard-issue dive lamp. The cell is replaceable.
Use About 20 s of light on a full battery; shake it to recharge (about 8 s from empty). The only flashlight that can wear skins.
Sealed, salted, forty years past date. The bag is still inflated.
The floor is, in fact, wet. Someone found this funny once.
Too large to be a fish. Too clean to be old.
Contents unlabelled. Gauge reads full. Nobody has opened one yet.
Compressed air, full gauge. The only thing down here that is simple.
Use Refills your oxygen when used.
A plastic crate, cracked down one side. Somebody's idea of cargo.
Charged, pin intact. Nothing down here burns. It sells anyway.
It squeaks. That is the entire mechanism.
Use Squeeze it to squeak. Never used up.
Vacuum flask, dented lid. Still warm. It should not be.
Magnetic tape, unlabelled. Still winds. Nobody has a deck.
Heavy-duty power cell. Still holding a charge.
Beige plastic, dead screen. The collectors call this a classic.
Solar-powered, twelve digits. It works. It should not work.
Sealed, unmarked, rattles. Open it here or open it at home.
Use Open it for a random item. Usually something common, now and then a Legendary, very rarely an Abyssal. What comes out may be Heavy.
Field trauma kit, sealed. Bought, not found.
Use Heals you for 50 HP.
A working blade with a good edge. Worth more topside than it is here.
Rusted jaws, working spring. It does not care whose leg.
Use Drop it to arm it (2 s). It snaps on whatever steps in: 25 damage and a 3 s stun. Works on creatures and crewmates.
It was a pot. The pieces still sell.
Brass housing, sealed bezel. The needle does not point north.
Wire mesh, still baited. Something big got out of it.
Bronze, pitted, off something large. Heavier than it looks.
Six strings, four of them intact. It still holds a tune underwater.
Use Hold use to play a song. Does not attract creatures.
Full rigging inside the glass. How it got in there is the sale.
Ship's wheel, hardwood and brass. The boat it belonged to is not here.
Brass and glass, older than the station. The seal is still good.
Sealed drum, leaking anyway. The smell carries further than you do.
Use Leaks a scent trail while carried. Creatures that cross the trail come to investigate.
One dose, one needle. Fast for a while, then worse.
Use A speed boost for 12 s, plus a quarter of your health back over 8 s.
Cathode tube, intact glass. It turns on. That is the problem.
Pings the dark and listens. What answers is not always loot.
Use Drop it to deploy. While it sweeps, creatures will not path into its 16 m radius. Pick it up to stow it.
Waterlogged bellows, seized keys. It still wheezes if you squeeze it.
Use Hold use to play. It knows four songs.
Half a tonne of nothing useful. The scrap price is the only reason.
A child's model of this exact hull. Down to the dent in the bow.
Twin speakers, working amp. Loud enough that everything hears it.
Use Starts a 60 s song that lures creatures to it. Drop it and run to clear a corridor; holding it is a bad idea.
Fresh. Nothing down here is fresh. Do not think about it.
Inflatable. Sun-bleached pink. The collectors want it more than you do.
A classic boat in oils, gilt frame, water-stained. The hull number has been painted over.
Older than everything around it. Do not put it down hard.
Three prongs, ceremonial gold. Swings better than it should.
Use A melee weapon: swing to hit creatures and crewmates in front of you (55 damage, about one swing a second).
Pressure-triggered and already armed. Carry it gently or not at all.
Use Sprinting with it or dropping it agitates it. At full agitation it explodes (120 damage, 9 m radius). Walk it home.
Stable until it isn't. The surface pays well and asks nothing.
Use Explosive cargo.
Warm through the shell. Something inside is keeping time.
Use Agitates like the Pressure Mine, but at full agitation it hatches: it hurts you (35) and lets a creature loose in the station. Scuttles attack whoever carries one.
The door is intact and the lock is not. Worth more shut than open. Probably.
Use Can be cracked open once. Most pay out small or fair, some go bust for a few CR, and now and then one is a 300+ CR jackpot. The gutted safe stays heavy.
The pages are dry. Down here. Do not read it aloud.
As long as your forearm. Whatever shed it is still growing.
The reason this station was built. One per site, and the site knows.
Use The prize of the map. Pull the core off the wall at a live HPR-7 station; at most one is live per dive.
The planchette moves on its own. Put it down. Put it down now.
Use Cursed: it hurts whoever carries it, more the longer they hold it. Its value is hidden in game.
Nothing matches.
What you’ll find
Early on, most of a haul is Common, with a few Uncommon pieces and the odd Rare one. Legendary loot is a lucky find and Abyssal loot doesn’t turn up at all.
That changes as the run goes on. The odds improve with every day you survive and every metre you dive. Deep into a run, at deep sites, Rare and Legendary finds become regular and Abyssal items start to appear.
Three sites stack better odds on top of that: the Cave, the Hospital and the Sunken Temple, with the Temple best of all. Their bonus starts at half strength and grows over the first three weeks of a run.
Heavy loot
Heavy items take both hands. While you carry one you can’t switch slots until you drop it, so you can’t reach your flashlight or anything else. Weight also slows you down in steps, Heavy or not. The Lightweight helmet and the MULE’s CARGO upgrade both make a heavy haul easier.
Loot that fights back
Some of the best-paying salvage is trying to kill you.
Medical WasteLeaks a scent trail while carried. Creatures that cross the trail come to investigate.
BoomboxStarts a 60 s song that lures creatures to it. Drop it and run to clear a corridor; holding it is a bad idea.
Pressure MineSprinting with it or dropping it agitates it. At full agitation it explodes (120 damage, 9 m radius). Walk it home.
Biomass EggAgitates like the Pressure Mine, but at full agitation it hatches: it hurts you (35) and lets a creature loose in the station. Scuttles attack whoever carries one.
Ouija BoardCursed: it hurts whoever carries it, more the longer they hold it. Its value is hidden in game.
Selling
Loot is sold at the sell press at the Repair Dock. Selling earns XP as well as CR (1 XP for every 2 CR).
Don’t stand on the press when it comes down. Whoever is on it gets sold for scrap with everything else.
Written from the pre-launch build (October 2026). Numbers can change with updates; if something here is out of date, tell us on Discord.