A working list of Deadly Days: Roadtrip items: support, trigger, mobility, sustain, cursed merchant goods and character items, with what each one does.
Deadly Days Roadtrip Items List: Every Item and Effect
Weapons get the tier lists; items decide whether the weapon works. This page groups the confirmed items in the 1.0 build by function, with the effect that matters for a build decision. It is not a stat sheet — the game's tooltip is the authority on numbers — but it is a map of what exists and why you would carry it.
Official source: Deadly Days: Roadtrip 1.0 notes
More sources: Pixelsplit — Deadly Days: Roadtrip and Steam news hub.
How to read this list
Each entry answers three questions: what the item does, what it touches, and when it is a mistake. "Marked" means the item applies to items you select with its marking effect. Footprint and rarity are noted only where they change a decision.

Trigger and chain items
These items convert one action into many. They are the backbone of the Crossbow and Tesla builds.
| Item | Effect | Best with |
|---|---|---|
| Cogwheel | One marked triggerable triggers all other marked triggerables, each once per chain | Crossbow, Tesla Coil, Carver turrets |
| Tesla Coil | Fires a projectile every 3 seconds and electrocutes | Even numbers of marked electric items |
| Crossbow (weapon) | Bolts stick and repeat on-hit effects when triggered | Any trigger grid |
| Throwing Knife | Timer or trigger throws a knife in a straight line | Trigger frequency builds |
| Razor Blade | Crits trigger extra razor projectiles | High crit chance |
| Rubber Band | Marked throwables gain range and a shorter trigger interval | Grenades, Molotovs, knives |
Damage and crit support
| Item | Effect | Best with |
|---|---|---|
| Ripped-Out Eye | Marked weapons +100% crit chance, -75% range | Fast weapons, close-range builds |
| Hand Mirror | Effects hitting a marked item copy onto the marked item opposite | Symmetrical layouts |
| Plasma Hand | Removes the hand limit for weapons | Three-weapon builds |
| Hammer | End of day: marked items +1 rarity, capped at the Hammer's rarity | Late-day upgrades |
| Lucky Clover | Improves luck, which rerolls chance checks | Crit and drop builds |
| Dice | Extra rerolls | Any build hunting a specific item |
Sustain and defence
| Item | Effect | Best with |
|---|---|---|
| Shield Generator | Restores 1 armour every 10 seconds; damage resets the timer | Melee and close-range builds |
| Ghost Sheet | Brief invincibility after a hit; see-through while looting | Looting under pressure |
| Bandage | Healing; ingredient for Lucy | Early sustain, crafting |
| Medkit | Reworked in 0.19; stronger burst heal | Boss fights |
| Electrolyte Drink | Faster stamina recovery | Dash-heavy builds |
| Blood Bag | +1 revive | Long routes |
| Empty Blood Bag | Fills through kills; becomes a Zombie Blood Bag | Farming routes |
| Zombie Blood Bag | Revives at 10% HP | Emergency slot |
Mobility and routing
| Item | Effect | Best with |
|---|---|---|
| Teleporter | To an unlooted spot; at night with full fuel, to the bus | Extraction safety |
| Ice Cube | Move speed and dash distance; slides after stopping or dashing | Kiting builds |
| Propeller | Attack speed and move speed | Melee, fast weapons |
| Roller Skates | Movement speed | Route-heavy maps |
| Coffee | Longer day, movement and loot speed for the next run | Tight routes |
Economy and loot
| Item | Effect | Best with |
|---|---|---|
| Lottery Ticket | Chance of free reroll, free repair, or crafting without an ingredient; destroyed on death, can revive you | Craft-only builds |
| Secret Sauce | Lowers fuel needed per day, bus starts faster, poison on marked weapons, deactivates marked food | Fuel-tight routes |
| Treasure Chest | Extra loot on open | Loot-density stages |
| Sheriff Star | Marks a target for bonus loot or damage | Boss and elite hunting |
| Uranium | Marked hits can trigger a small nuke but may mutate a zombie into a titan | High-risk builds |
Cursed merchant goods
The Shady Merchant sells items with a benefit and a cost. They are not in the normal loot pool.
| Item | Effect | Cost |
|---|---|---|
| Ripped-Out Eye | +100% crit on marked weapons | -75% range |
| Ice Cube | Move speed and dash distance | Slide after stopping |
| Uranium | Chance of a small nuke on marked hits | Chance to mutate a zombie into a titan |
| Bloody Hand | Cursed melee support | Merchant price, not scrap |
| Second-Hand Syringe | Cursed sustain | Merchant price |
| Rotten Heart | Cursed health effect | Merchant price |
Character items
These are tied to a survivor and define their playstyle.
| Item | Survivor | Effect |
|---|---|---|
| Bats | The Vampire | Melee swarm that grows every level and can life-steal |
| Pumpkin Turrets | The Carver | Triggerable turrets that fire when another item triggers |
| Trap Seeds | Bushy | Seeds sprout into traps; Rooting locks enemies; bonus crit vs rooted |
| Funny Balloon | Penny the Clown | Homing balloon that explodes and scales with level |
| Presents | Santa | Airstrikes leave gifts; more gifts, stronger ability |
| Surfboard | Surfer | Surf instead of dash |
| Pistol | Default survivor | Starting weapon |
Food and consumables
| Item | Effect | Best with |
|---|---|---|
| Apple Pie | Healing food | Any build |
| Pizza | Healing food | Any build |
| Banana | Consumable; also tied to the banana costume unlock | Exploration |
| Coffee | Run buff | Route planning |
| Rat Poison | Damage-over-time trap | Area denial |
| Dumbbell | Melee damage | Melee builds |
| Pressure Cooker | Explosive area damage | Pack clearing |
| Battery | Electric support | Tesla builds |
| Fork | Melee support | Early game |
| Firework | Area damage | Packs |
| Molotov | Fire area | Burn builds |
| Grenade | Burst area | Elites |
Items that look good and are not
Two defensive items with the same trigger. If both heal below 30% health, the second one rarely fires. One is enough.
A cursed item with no build around it. The Ripped-Out Eye on a long-range rifle is a self-nerf. The Ice Cube on a build that never dashes is a wasted cell.
A quest item after the quest. The pumpkin, the blood bag, and event tokens stop being useful once the unlock is done. Sell or stash them.
A second copy you refuse to merge. Duplicates are rarity upgrades. Holding two copies "for flexibility" costs a cell and gains nothing.
Two trigger items and a Cogwheel will out-damage a third damage item in most fights, because the chain multiplies everything you already have. Damage items add; triggers multiply.
FAQ
Are all items in this list? It covers the items confirmed in the 1.0 notes and the retail build. The game has 110+ weapons and items; some minor consumables are omitted until verified.
What does "marked" mean? An item with a marking effect applies its bonus to the items you select. The UI shows the link. Unmarked items get nothing.
Do character items drop for other survivors? The Costume Shop can offer other characters' items after the relevant achievement, but the default source is the character.
Can items be sold? Yes, at shops and from the stash. Selling is for duplicates you have already capped, not for merge fodder.
Related
More Deadly Days: Roadtrip Guides
Every confirmed Deadly Days: Roadtrip survivor, their signature item, playstyle and unlock route, from the Vampire to the Carver and the secret Reaper.
How Deadly Days: Roadtrip co-op works: couch split-screen, Remote Play Together, controller needs, cross-backpack synergies and shared-run roles.
Deadly Days: Roadtrip codes checked for the 1.0 build: how to redeem, which strings are confirmed, which are community reports, and the scams to avoid.
How crafting works in Deadly Days: Roadtrip: duplicate merging, confirmed recipes, the five craft-only 1.0 weapons, and when to hammer an item.
What duct tape unlocks in Deadly Days: Roadtrip, the reliable sources (bosses, reaper, achievements), and the order worth spending it in.
How Endless Mode scales in Deadly Days: Roadtrip, which builds survive the curve, and the item priorities that stop a finished run from falling over.
The extraction decision in Deadly Days: Roadtrip: reading the fuel gauge, threat level, dusk timing, reaper risk, and the math of one more crate.
How legendary loot works in Deadly Days: Roadtrip: rarity, merging, glowing crates, the radar, boss drops, and the fastest ways to farm high-rarity gear.
