
Valuables · R.E.P.O. v0.4.0 · read from a local copy
The wizard's valuables
The broom is a valuable of its own kind rather than scenery.
One level in R.E.P.O. is built around a wizard's school, and its loot follows that theme: a broom, an hourglass and a staff are each named as their own kind of valuable rather than being ordinary props.
What the game establishes
- The broom is a valuable of its own kind rather than scenery. (checked against the game's own files)
- The wizard's time glass is a valuable of its own kind. (checked against the game's own files)
- The wizard's staff is a valuable of its own kind. (checked against the game's own files)
- The game ships artwork for a cube of knowledge, a goblin head, a sword and a power crystal. (checked against the game's own files)
- The files group a set of small wizard valuables together. (checked against the game's own files)
- The time glass keeps a transform for its particles with one system for swirl and one for glitter, its own material and light, and a looping sound. (checked against the game's own files)
- Whether an object counts as loot is decided by the game's own naming rather than by how it looks. (checked against the game's own files)
- The wizard's broom is a valuable of its own, with a timer and plank particles, and a sound for its box breaking. (checked against the game's own files)
- The wizard's set also includes an alchemy station kept as a valuable. (checked against the game's own files)
In play
Valuables are not all the same kind of object. The wizard level's things are named in the game's own data as separate kinds of valuable, which is why they behave as loot rather than as scenery you walk past.
A broom is one of them. The game names a broom as a valuable in its own right, so it can be picked up, thrown into the cart and sold with the rest of the haul.
An hourglass is another. There is a valuable for the wizard's time glass, and the game ships a colour texture for it: that texture is the first image beside this entry. The glass also carries its own effects — a transform for its particles with one system for swirl and another for glitter, a material and a light of its own, and a looping sound.
A staff is the third one the game names. The wizard's staff is its own kind of valuable as well, which matters because the level is also full of props that look expensive but are not named as loot at all.
The level holds more wizard objects than those three. The game ships artwork for a cube of knowledge, a goblin head, a sword and a power crystal, and the files also group a set of small wizard valuables together, so the themed loot is wider than the three kinds named above.
The broom is a valuable in its own right. It carries a timer and particles for its planks, and a sound for its box breaking, which is why it can be unwrapped over time rather than simply picked up.
What that means in practice: what you can carry is decided by what the game names, not by what looks valuable, and the wizard level is where that difference is easiest to see. If you are unsure whether something is loot, the test is whether it can be picked up.
What this entry does not tell you: what any wizard valuable is worth, how many of them appear in a run, or how often the level comes up. We have not verified those numbers, so we do not print them.
Related
ValuablesThe valuables you can findValuables are sorted into a set of size kinds from tiny to very tall.
Maps and levelsThe level themes and what they holdThe game ships separate level artwork per theme, including arctic, manor, museum and forest.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.