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Stash

Prize drops, gear and your stash

Everything in your stash is earned by running or riding. Nothing is bought.

How you earn a prize drop

  • First eligible run of the day always earns a prize drop.
  • Closing a large loop gives a chance at a bigger prize drop, better odds the more ground you enclose.
  • Taking over a cell from a rival also gives a chance at a bigger prize drop, once per day.
  • Field finds are a small chance, on any eligible run, of stumbling across a prize drop along the way. A field find sits glowing on your map at the exact spot you found it until you open it, with a flavour line for where it turned up.

There is a cap of 3 prize drops a day. Beyond that, an eligible activity still earns you credits instead.

Power-up cards showing Emberlight, the Founder High Score and Pathfinder's Boots, each with its rarity, flavour line and effect
Every power-up explains itself: rarity, what it does, and the odds it dropped at.

Credits

Credits are the arcade currency of the stash, earned by playing and never sold. Every prize drop pays some credits alongside its power-ups, duplicate drops of things you cannot stack convert into them automatically, and capped or spaced-out activities pay them as a consolation. You spend them on merges. Your balance sits at the top of your stash next to your weekly charges.

What makes an activity eligible

A run has to pass the plausibility check, cover a reasonable distance, claim a handful of cells you did not already hold, and come a little while after your last drop-earning activity. Short hops and back-to-back re-runs of the same block will not keep earning prize drops.

Rarity

Power-ups come in five tiers: STANDARD, BONUS, TURBO, HYPER and HI-SCORE (was: common, uncommon, rare, epic and legendary). Higher tiers are rarer in every prize drop, by design, not by grind.

Merging

Three identical power-ups and some credits merge into one power-up of the next tier up. It is deterministic, not a roll, so what you merge is always what you get.

Power-up slots

Your loadout has five slots. Three are gear: boots, ground marker and pack, one power-up per slot. Two are cosmetic: a territory fill and a route trail, which change how your ground and your routes look to everyone, and nothing about how they score.

Equipping or swapping gear changes apply from your next upload, not retroactively to activities you have already claimed.

Defences and consumables

A shield is placed on a hex you own, up to three active at once. When a rival tries to take over a shielded hex, the shield absorbs the takeover and crumbles; the rival is told a second attempt will take the ground. A Patch Kit mends a recorded activity the satellites let down: if your trace has a single GPS dropout of up to 300 metres, it bridges the gap so the claim can go through, and it is only consumed if the mend actually helps.

Charges

Some power-ups are boosts you arm rather than gear you equip. You get 5 charges a week. Arming a boost spends one charge and applies it to your next activity only.

Gifting

Some power-ups can be gifted to Campmates, paid for with Goodwill (2 a week, only unlocked in a week you get out, spent one per gift, and never banked). Received power-ups are bound to you and carry the giver's name. TURBO and better gear never moves, credits never move, and nothing is ever for sale. The full rules, including Secret Stashes and gifting unopened prize drops, live in the gifting guide.

Published odds

We publish the exact odds for every prize drop on the odds page, generated straight from the same configuration the server rolls against, because prize drops here are earned and we would rather you could check that for yourself than take our word for it.

There is also a pity floor: go long enough without a TURBO or better drop and your next prize drop is guaranteed at least one. The reveal tells you when pity kicked in, so a lucky-looking drop is never quietly a mercy one.