Deadly Days Roadtrip Items List: Every Item and Effect

A working list of Deadly Days: Roadtrip items: support, trigger, mobility, sustain, cursed merchant goods and character items, with what each one does.

Last Updated: 2026-10-30

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.

A spread of item cards sorted by rarity and category
A spread of item cards sorted by rarity and category

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.

Build a trigger grid before you chase damage

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.

More Deadly Days: Roadtrip Guides

Deadly Days Roadtrip Characters: Roster and Playstyles

Every confirmed Deadly Days: Roadtrip survivor, their signature item, playstyle and unlock route, from the Vampire to the Carver and the secret Reaper.

Deadly Days Roadtrip Co-Op Guide: Local, Remote, Synergy

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: Working, Expired, Unverified

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.

Deadly Days Roadtrip Crafting Guide: Recipes and Merges

How crafting works in Deadly Days: Roadtrip: duplicate merging, confirmed recipes, the five craft-only 1.0 weapons, and when to hammer an item.

Deadly Days Roadtrip Duct Tape: Sources and Spending

What duct tape unlocks in Deadly Days: Roadtrip, the reliable sources (bosses, reaper, achievements), and the order worth spending it in.

Deadly Days Roadtrip Endless Mode: Builds That Keep Scaling

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.

Deadly Days Roadtrip Extraction Guide: When to Leave

The extraction decision in Deadly Days: Roadtrip: reading the fuel gauge, threat level, dusk timing, reaper risk, and the math of one more crate.

Deadly Days Roadtrip Legendary Weapons: Sources and Farming

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.