# Items & Inventory

### The Dealer: Item Supply & Refresh Logic

The Dealer provides a <mark style="color:red;">**limited**</mark> <mark style="color:red;">**inventory**</mark> of items that refreshes every 3–6 hours.

<figure><img src="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2FDmtmNZkAhJKaklXqcMn8%2Fcyberpunk%20cup%20of%20coffee%20(17).png?alt=media&#x26;token=7622ee2b-208a-42ee-b91c-baaf34b2aa26" alt=""><figcaption></figcaption></figure>

#### Supply Calculation

The available stock for each rarity is determined by *the total number of nodes of that rarity currently in the game*.&#x20;

The formula used is `random(nodeCount ÷ 10, nodeCount ÷ 5)`.

{% columns %}
{% column %}

<h4 align="center">Availability</h4>

<p align="center">If an item sells out, you must wait for the refresh countdown timer to end before more become available.</p>
{% endcolumn %}

{% column %}

<h4 align="center">Pricing</h4>

<p align="center">Item costs are pegged to the SOL cost of building a node of that specific rarity: Flux Rescripts cost 5% of the build cost, while Flux Expanders cost 10%.</p>
{% endcolumn %}
{% endcolumns %}

### **Flux Rescript**

*This item is used to completely* [*reroll*](#user-content-fn-1)[^1] *the passive skill on a node of matching rarity.*

**Guaranteed Skill:** If a node does not currently have a skill, the Rescript guarantees it will receive one.

**Requirements:** The node cannot be deployed in a datacenter or undergoing an extraction cooldown, and the item's rarity tier must match the node's rarity.

<figure><img src="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2FvgHbZJde9BBcvG2AshRp%2Fcyberpunk%20cup%20of%20coffee%20(12).png?alt=media&#x26;token=3249c551-0f65-4f77-ad0d-96d3fcec6af6" alt=""><figcaption></figcaption></figure>

#### Pricing by Tier:

* **Common**: 0.00625 SOL
* **Uncommon**: 0.0125 SOL
* **Rare**: 0.0250 SOL
* **Ultra**: 0.0500 SOL
* **Superior**: 0.1 SOL

### **Flux Expander**

The Flux Expander is used to **attempt** to add an additional passive skill slot to a node.

**Each Flux Expander must match the rarity tier of the node it is being used on. Each tier has maximum allowed skill slots.**&#x20;

| Node Tier | Flux Expander Price (SOL) | Max Skill Slots Allowed |
| --------- | ------------------------- | ----------------------- |
| Common    | 0.0125 SOL                | 2                       |
| Uncommon  | 0.025 SOL                 | 2                       |
| Rare      | 0.05 SOL                  | 3                       |
| Ultra     | 0.1 SOL                   | 3                       |
| Superior  | 0.2 SOL                   | 4                       |

#### Success Chances

Success is not guaranteed and becomes more difficult as more skills are added:

| Current Number of Skills | Success Chance to Add Slot |
| ------------------------ | -------------------------- |
| 0 Skills                 | 100% Success               |
| 1 Skill                  | 66% Success                |
| 2 Skills                 | 33% Success                |
| 3 Skills                 | 16.5% Success              |

{% hint style="danger" %}
NOTE: The item is consumed **regardless** of whether the expansion succeeds or fails.
{% endhint %}

[^1]: change
