Items
Items in The Adventures of HILLS bridge the gap between daily survival and story progression — healing salves for tough fights, forged permits for noble archives, and deluxe edition memorabilia that never touches combat but completes your collection. This hub organizes every item article so you can trace where objects come from, what they unlock, and how they interact with companions, combat, and endings.
Item Categories
The game sorts inventory into consumables, equipment, materials, key items, and collectibles. Consumables and equipment directly affect combat performance. Materials feed Pike's crafting loop and market upgrades. Key items advance chapters, open districts, and satisfy ending checks. Collectibles include CG unlock tokens and deluxe artbook entries.
Inventory has a soft cap of 99 per stack for consumables and materials; key items do not stack. Selling quest-bound objects to fences can raise exposure — see NPC Guide for risk vendors.
Wiki Item Pages
- All Items — Master list of gear, consumables, and materials with sources and prices.
- Key Items — Story objects, permits, and quest pieces you cannot discard.
- Deluxe Edition — Artbook DLC, bonus scenes, and cosmetic extras tied to the deluxe bundle.
For acquisition routing, pair this hub with How to Get and district shops on the Map Hub.
Economy and Shopping Rhythm
Coin flows from jobs, combat rewards, and fence sales. Major expenses land mid-game: noble permits, companion gear sets, and bulk heals before boss streaks. Merchant Tamsin in the Market District refreshes every two days; plan shopping days after payday events noted in Action Points.
Presence lowers buy prices and raises sell values. Temporary festival markup applies in chapter three — stock up beforehand.
Combat Items vs Story Items
Combat items — potions, bombs, buff meals — are consumed in battle or from the map menu where allowed. Story items — letters, badges, forged papers — appear in the key tab and often trigger dialogue when used at marked locations. Using a story item at the wrong time rarely soft-locks content but may waste a day; gold exclamation marks indicate correct zones.
Equipment durability applies only to gadget weapons tied to Pike; repair kits are sold after recruiting him or finishing his first heart event.
Collection and Achievements
Item encyclopedia completion counts toward 100% Completion. Missable entries include deluxe gallery cards, one-time boss drops, and festival exclusives. Key items always stay recorded once obtained even if consumed in story.
Return to All Items after each chapter unlock to see newly available stock flagged in green on the in-game list — mirrored in wiki tables.
Quick Prep Lists
Early boss kit: 3× Minor Salve, 1× Guard Tonic, optional Bomb Shard.
Noble infiltration: Forged Invitation, Guard Tonic, Silence Oil (optional stealth).
Finale week: Major Salve ×5, Cleanse Incense ×3, Buff Meal (Attack) ×2, repair kits if running Pike gear.
Detailed names and prices live on subpages linked above.
Rarity Tiers and Drop Logic
Items are tagged Common, Uncommon, Rare, or Unique in the encyclopedia. Common consumables always appear at Tamsin once districts unlock. Uncommon gear rotates on two-day timers or requires guild rank B. Rare items tie to companion quests, hidden vendors, or single boss drops. Unique entries are key items and deluxe collectibles — one per save for gameplay uniques.
Drop rates scale with the highest active party level, not Hills alone, so benching under-leveled companions before farming raises average quality. Pike's Salvage passive adds a independent roll for scrap tiers after victory. Festival week overrides tables with limited Uncommon accessories — missing the window pushes those entries to New Game Plus farming routes.
When planning a shopping day, open the encyclopedia incomplete tab: green rows indicate newly available stock since your last district unlock. Cross-check against Unlock Order so you do not waste AP visiting shops that restock tomorrow anyway.
Item Safety and Exposure
Not every item is safe to use in public. Contraband-tagged goods trigger audit checks if carried into the Noble Quarter during patrol-heavy evenings. Silence Oil reduces encounter rate but does not hide contraband from inspection intents in story fights. Selling quest-tagged loot to Harreck before clearing tags raises Notice — pair sales with Calm the Streets quests from How to Protect.
Storage workaround: leave risky goods in the guild locker (unlocked with first Guild Writ turn-in) before noble scenes. Locker access costs no AP but requires visiting the Market District that day. Key items ignore contraband rules; only materials and fence goods carry tags.
Long-Term Collection Planning
Achievement hunters should track three parallel lists: encyclopedia completion, deluxe gallery (if owned), and affinity CG items that are not inventory objects but still count on 100% Completion screens. Standard item completion requires buying every common consumable once, crafting every Pike schematic once, and obtaining every rare weapon even if you do not equip it.
Budget coin across chapters: reserve 800 coin before chapter three festival, 1200 before archive prep, and 600 buffer for finale heals. Presence discounts compound — a single high-Presence week can fund an entire rare shopping list if you batch purchases after ballroom success with Lady Serenne.
Frequently Asked Questions
Where is the inventory menu?
Open from the city map with I on PC or via the satchel icon on controller. Combat access is the Items command — see Combat Basics.
Can I lose key items?
Key items cannot be sold or discarded. Some are consumed by story events but remain encyclopedia entries.
What is the best healing item?
Minor Salve early; Major Salve mid-game; Suri's heals outscale items late unless Silence blocks magic.
Do deluxe items affect gameplay?
Base deluxe extras are cosmetic and gallery-only. No pay-to-win gear — details on Deluxe Edition.
How do I unlock better shop stock?
District progress, companion recruitment (Harreck fence), and guild rank from escort quests. Listed per item on All Items.
Are there stolen goods penalties?
Selling tagged quest goods to Harreck without clearing tags raises audit risk with NPC Vorn — see NPC Guide.