Welcome, welcome.
This is the list of most of the HVPB items
See a mistake? Email me..

Table of Contents:

Modification Store
Vision
Armor
Gun Enhancements
Assorted


Equipment Store
Head Gear
Neck Protection
Backpacks
Jackets & Suits
Belts
Leg Protection
Foot Wear

Other Equipment


Ammunition Store
Grenades

Rockets
Paintballs
Darts
Other


Weapon Store
Guns
Rifles
Grenade Launchers
Rocket Launchers
Mines

Other

Rares!
Super Jackets
Vision
Speed

Camouflage
100%


Camouflage Legend:
P = Plains
F = Forest
J = Jungle
M = Mountains
W = Water

V = Valley
D = Desert

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Modifications
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Note
. Most mods force you to wear the mod on a certain area, meaning all mods requiring the same area must be on the same item. No exceptions.

Vision


a scope mod
Takes up 10 units of mass, and can hold 0.
Cost: $150
Weight: 1 lbs.
Special:Adds 5 spaces to vision. Very useful even on top of gamma and thermal vision. Straight scope loses much of its bonus when the target is camouflaged.

an insulation mod
Takes up 75 units of mass, and can hold 0.
Cost: $25,000
Weight: 15 lbs.
Special: Forces wear on body, allows you to receive immunity to thermal vision.

a gamma viewing mod
Takes up 75 units of mass, and can hold 0.
Cost: $17,500
Weight: 30lbs
Special: When modded allows you to see players without Gamma-Shielding Suits through most everything except Hills and Mountains.

a thermal viewing mod
Takes up 75 units of mass, and can hold 0.
Cost: $15,000
Weight: 20lbs
Special: Allows you you see people without Insulation through Hills and Mountains. Blocked by Insulation.

a satellite mod
Takes up 25 units of mass, and can hold 0.
Cost: $5500
Weighs: 5 lbs.
Special: Allows you to use the Satellite. Can be modded anywhere with an open slot and is blocked by the various camos.

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Armor

a light armor mod
Takes up 25 units of mass and can hold 0.
Cost: $1,000
Weight: 2lbs
Special: Adds 25% armor to any non armored item, excluding weapons.

a medium armor mod
Takes up 50 units of mass and can hold 0.
Cost: $2,500
Weight: 5lbs
Special: Adds 50% armor to any non armored item, excluding weapons.

a heavy armor mod
Takes up 75 units of mass and can hold 0.
Cost: $5,000
Weight: 10lbs
Special: Adds 75% armor to any non armored item, excluding weapons.

Note: 75% armor is now the maximum allowed on any item and weapons are no longer capable of being armored.

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Gun Enhancements

a spread-fire mod
Takes up 100 units of mass, and can hold 0.
Cost: $2,500
Weight: 10lbs
Special: It allows you to shoot a spreading shot of 3 paintballs which spread as they reach a target. If two spread mods are modded to the same gun, it will make it shoot 5, 3 spread, 2 stacked randomly on top of those. However, your reload is increased by what seems to be 10th of its original. (ex. a reload 20 is changed to a reload 22.)

a small pocket
Takes up 10 units of mass, and can hold 0.
Cost: $500
Weight: 1lbs
Special: Adds 50 extra storage when modded to any item with an open space.

a pocket
Takes up 25 units of mass, and can hold 0.
Cost: $1000
Weight: 5lbs
Special: Adds 100 extra storage when modded to any item with an open space.

a large pocket
Takes up 40 units of mass, and can hold 0.
Cost: $2500
Weight: 10lbs
Special: Adds 150 extra storage when modded to any item with an open space.

a huge pocket
Takes up 60 units of mass, and can hold 0.
Cost: $5000
Weight: 20lbs
Special: Adds 250 extra storage when modded to any item with an open space.

a semi-automatic mod
Takes up 50 units of mass, and can hold 0.
Cost: $1500
Weight: 10lbs
Special: When modded to a weapon reload is cut by 25%. (ex. a reload 20 is changed to a reload 15.) However, your range is cut by a set margin, although minor can be devastating to weapons with already short range. This negative effect is evidently cancelled in Can's since range cannot be reduced to less than 1.

a fully-automatic mod
Takes up 75 units of mass, and can hold 0.
Cost: $5000
Weight: 15lbs
Special: When modded to a weapon reload is cut by 50%. (ex. a reload 20 is changed to a reload 10.) However, your range is cut by a set margin, although minor can be devastating to weapons with already short range. This negative effect is evidently cancelled in Can's since range cannot be reduced to less than 1.

an ultra-light large pocket
Takes up 10 units of mass, and can hold 0.
Cost: $12500
Weight: 2lbs
Special: Same as regular large, just lighter.

an ultra-light huge pocket
Takes up 30 units of mass, and can hold 0.
Cost: $25000
Weight: 5lbs
Special: Same as regular huge pocket, just lighter.

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Assorted

Note
. Most mods force you to wear the mod on a certain area, meaning all mods requiring the same area must be on the same item. Camo is no exception.

a plains camouflage mod
Takes up 10 units of mass, and can hold 0.
Cost: $100
Weight: 5lbs
Special: Adds plain to your camouflage scheme.

a forest camouflage mod
Takes up 10 units of mass, and can hold 0.
Cost: $100
Weight: 5lbs
Special: Adds forest to your camouflage scheme.

a jungle camouflage mod
Takes up 10 units of mass, and can hold 0.
Cost: $100
Weight: 5lbs
Special: Adds jungle to your camouflage scheme.

a mountain camouflage mod
Takes up 10 units of mass, and can hold 0.
Cost: $100
Weight: 5lbs
Special: Adds mountain to your camouflage scheme.

a hill camouflage mod
Takes up 10 units of mass, and can hold 0.
Cost: $100
Weight: 5lbs
Special: Adds hill to your camouflage scheme.

a desert camouflage mod
Takes up 10 units of mass, and can hold 0.
Cost: $100
Weight: 5lbs
Special: Adds desert to your camouflage scheme.

a valley camouflage mod
Takes up 10 units of mass, and can hold 0.
Cost: $100
Weight: 5lbs
Special: Adds valley to your camouflage scheme.

a water camouflage mod
Takes up 10 units of mass, and can hold 0.
Cost: $100
Weight: 5lbs
Special: Adds water to your camouflage scheme.

a name patch
Takes up 25 units of mass, and can hold 0.
Cost: $100
Weight: 2lbs
Special: Lets you put your name on any item. Doesn't count as a mod.

a team patch
Takes up 25 units of mass, and can hold 0.
Cost: $200
Weight: 2lbs
Special: Lets you put your team name on any item. Doesn't count as a mod.

a jetpack mod
Takes up 300 units of mass, and can hold 0.
Cost: $35000
Weight: 65lbs
Special: Lets u travel same speed over all terrain but is, however, slow on plains. When cleats are worn somewhere along with jetpack (not necessarily on the same item) You go around tennis shoes speed over all.

a cleat mod
Takes up 25 units of mass, and can hold 0.
Cost: $7000
Weight: 5lbs
Special: Increases plains speed by a margin. Works best on plains with tennis shoes or work boots. With jet modded as well it goes around tennis shoe speed over all terrain.

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EQUIPMENT
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Head Gear


an armored helmet
Cost: $250
Weight: 10lbs
Special: 75% armor

a thermal viewer
Cost: $5000
Weight: 25lbs
Special: Thermal Vision. No vision bonus on those with insulation or those hiding behind anything besides hills and mountains.

a sonic receiver helmet
Cost: $3500
Weight: 20lbs
Special: Gives you Sonic Hearing, allowing you hear foot-steps placed over most terrain. Blocked by sound dampening (tennis shoes) and valleys/deserts.

a gamma detector
Cost: $5500
Weight: 35lbs
Special: Gives you Gamma Vision. No bonus on those with gamma suits or behind very thick terrain such a hills and mountains.

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Neck Protection

a scarf
Cost: $5
Weight:1lbs

an armored scarf
Cost: $25
Weight: 5lbs
Special: 75% Armor

a satellite pack
Cost: $2500
Weight: 25lbs
Special: Lets you use Satellite.

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Backpacks


a small backpack
Cost: $50
Weight: 10lbs
Special: Holds 60.

a backpack

Cost: $125
Weight: 15lbs
Special: Holds 150.

a large backpack
Cost: $500
Weight: 25lbs
Special: Holds 300.

a large armored backpack
Cost: $2000
Weight: 35lbs
Special: 50% Armor, Holds 300.

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Jackets & Suits


a beginner paintball jacket
Cost: $0
Weight: 15 lbs.
Special: Camo: FJ. Holds 20.

Note. Beginner Equipment cannot be purchased from stores by paying players. Such items are rare if they can be acquired by a level 10+.

a jacket
Cost: $100
Weight: 10lbs
Special: Holds 20

an armored jacket
Cost: $500
Weight: 20lbs
Special: 75% armor

a rural camouflage jacket
Cost: $1250
Weight: 15lbs
Special: Camouflage: PJF (see Camouflage. Legend). Holds 40

a wasteland camouflage jacket
Cost: $1000
Weight: 15lbs
Special: Camouflage: MVHD. Holds 40

an armored rural camouflage jacket

Cost: $5000
Weight: 25lbs
Special: Camouflage: PJF Armor: 75%. Holds 40

an armored wasteland camouflage jacket
Cost: $4500
Weight: 25lbs
Special: Camouflage: MVHD Armor: 75%. Holds: 40

an insulated jacket
Cost: $5500
Weight: 25lbs
Special: Insulation. Holds 40

a gamma-shielded suit
Cost: $5500
Weight: 45lbs
Special: Shielding. Holds 200

a pair of overalls
Cost: $8000
Weight: 30 lbs.
Special: 3 mods. Holds 150. Allows for Backpack use, unlike typical suits.

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Belt


a leather belt
Cost: $25
Weight: 5lbs

a satellite belt
Cost: $3000
Weight: 15lbs
Special: Lets you use Satellite.

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Leg Protection

a pair of pants
Cost: $150
Weight: 25lbs

a pair of armored pants
Cost: $500
Weight: 35lbs
Special: Armor: 75% Can hold 25.

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Foot Wear


a pair of tennis shoes
Cost: $750
Weight: 35lbs
Special: Sound dampening.

a pair of work boots
Cost: $1500
Weight: 15lbs
Armor: 75%

Note. Footwear makes you faster, but without cleats is deactivated by a Jetpack.

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Other

portable stores
Cost: Varies
Weight: Varies
Special: Drop in field for access to specified store.

Note. Can be seen, used and PICKED UP by other players without penalty. (besides moral)

a bunker
Cost: $5
Weight:1lbs
Special: Use with /build, Makes annoying concrete box. Many together form unpassable walls.

a jetpack
Cost: $20000
Weight: 80lbs
Special: Jetpack

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Ammunition Store
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Grenades

a paint grenade
Cost: $10
Weight: 5lbs

a fast paint grenade
Cost: $30
Weight: 5lbs

a super fast paint grenade
Cost: $50
Weight: 5lbs

a container of grenades
Cost: $75
Weight: 30lbs

a satchel of fast grenades
Cost: $175
Weight: 30lbs

a tin of super fast grenades
Cost: $275
Weight: 30lbs

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Rockets

a paint rocket
Cost: $10
Weight: 5lbs

a fast paint rocket
Cost: $20
Weight: 5lbs

a case of rockets
Cost: $75
Weight: 30lbs

a crate of fast rockets
Cost: $125
Weight: 30lbs

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Paintballs

a bag of beginner paintballs
Cost: $0
Weight:1 lbs.

a tube of paintballs
Cost: $30
Weight:1 lbs.

a box of fast paintballs
Cost: $80
Weight: 1lbs

a sack of armor-piercing paintballs
Cost: $130
Weight: 1lbs

a clip of fast armor-piercing paintballs
Cost: $205
Weight: 1lbs

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Darts

a packet of darts

Cost: $30
Weight: 1 lbs.

a pouch of steel-tipped darts
Cost: $55
Weight: 1lbs

a packet of fast steel-tipped darts
Cost: $80
Weight: 1 lbs.

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Other

a bottle of spray paint
Cost: $85
Weight: 2lbs
Special: Allows for easy reload of Can's.

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Weapons

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Note. All items are shown as Base Store Model (BSD) and can (in most cases) be enhanced by Gun modifications

Guns


'a beginner paintball gun' - gun
Cost: $0 Weighs: 10 lbs.
Takes up 75 units of mass, and can hold 20.
Wears on your right hand
Special: None
Fires ammo named 'begpball'. Reload: 30.
Goes a max of 10 spaces, and fires 1 shots at a time.

'a paintball gun' - gun
Cost: $150 Weighs: 10 lbs.
Takes up 50 units of mass, and can hold 25.
Wears on your right hand
Special: None
Fires ammo named 'paintball'. Reload: 25.
Goes a max of 12 spaces, and fires 1 shots at a time.

'a powered paintball gun' - gun
Cost: $500 Weighs: 15 lbs.
Takes up 75 units of mass, and can hold 30.
Wears on your right hand
Special: None
Fires ammo named 'paintball'. Reload: 20.
Goes a max of 15 spaces, and fires 1 shots at a time.

'an electronic paintball gun' - gun
Cost: $1250 Weighs: 25 lbs.
Takes up 100 units of mass, and can hold 50.
Wears on your right hand
Special: None
Fires ammo named 'paintball'. Reload: 15.
Goes a max of 20 spaces, and fires 1 shots at a time.

'a paintball magnum' - gun
Cost: $1500 Weighs: 5 lbs.
Takes up 75 units of mass, and can hold 6.
Wears on your right hand
Special: None
Fires ammo named 'paintball'. Reload: 12.
Goes a max of 7 spaces, and fires 1 shots at a time.

'a waist-mounted minigun' - minigun
Cost: $12000 Weighs: 55 lbs.
Takes up 125 units of mass, and can hold 100.
Wears on your left hand, right hand, waist
Special: None
Fires ammo named 'paintball'. Reload: 12.
Goes a max of 33 spaces, and fires 1 shots at a time.

'a paintball blowgun' - blowgun
Cost: $750 Weighs: 2 lbs.
Takes up 25 units of mass, and can hold 25.
Wears on your right hand
Special: None
Fires ammo named 'dart'. Reload: 15.
Goes a max of 15 spaces, and fires 1 shots at a time.

'a two-handed blowgun' - blowgun
Cost: $2000 Weighs: 5 lbs.
Takes up 40 units of mass, and can hold 35.
Wears on your left hand, right hand
Special: None
Fires ammo named 'dart'. Reload: 15.
Goes a max of 18 spaces, and fires 1 shots at a time.

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Rifles

'a paintball rifle' - rifle
Cost: $350 Weighs: 20 lbs.
Takes up 75 units of mass, and can hold 40.
Wears on your left hand, right hand
Special: None
Fires ammo named 'paintball'. Reload: 25.
Goes a max of 15 spaces, and fires 1 shots at a time.

'a powered paintball rifle' - rifle
Cost: $1000 Weighs: 30 lbs.
Takes up 100 units of mass, and can hold 50.
Wears on your left hand, right hand
Special: None
Fires ammo named 'paintball'. Reload: 20.
Goes a max of 20 spaces, and fires 1 shots at a time.

'an electronic paintball rifle' - rifle
Cost: $1750 Weighs: 40 lbs.
Takes up 125 units of mass, and can hold 50.
Wears on your left hand, right hand
Special: None
Fires ammo named 'paintball'. Reload: 15.
Goes a max of 25 spaces, and fires 1 shots at a time.

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Grenade Launchers

'a grenade launcher' - launcher
Cost: $1500 Weighs: 30 lbs.
Takes up 175 units of mass, and can hold 60.
Wears on your left hand, right hand, left shoulder
Special: None
Fires ammo named 'grenade'. Reload: 25.
Goes a max of 20 spaces, and fires 1 shots at a time.

'a compact grenade launcher' - launcher
Cost: $2000 Weighs: 20 lbs.
Takes up 125 units of mass, and can hold 40.
Wears on your left hand, right hand
Special: None
Fires ammo named 'grenade'. Reload: 30.
Goes a max of 10 spaces, and fires 1 shots at a time.

'an expanded grenade launcher' - launcher
Cost: $2500 Weighs: 40 lbs.
Takes up 225 units of mass, and can hold 120.
Wears on your left hand, right hand, waist
Special: None
Fires ammo named 'grenade'. Reload: 20.
Goes a max of 30 spaces, and fires 1 shots at a time.

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Rocket Launchers


'a rocket launcher' - launcher
Cost: $2000 Weighs: 30 lbs.
Takes up 175 units of mass, and can hold 60.
Wears on your left hand, right hand, left shoulder
Special: None
Fires ammo named 'rocket'. Reload: 25.
Goes a max of 50 spaces, and fires 1 shots at a time.

'a compact rocket launcher' - launcher
Cost: $2500 Weighs: 20 lbs.
Takes up 175 units of mass, and can hold 40.
Wears on your left hand, right hand
Special: None
Fires ammo named 'rocket'. Reload: 30.
Goes a max of 30 spaces, and fires 1 shots at a time

'a rocket bazooka' - bazooka
Cost: $3000 Weighs: 40 lbs.
Takes up 225 units of mass, and can hold 120.
Wears on your left hand, right hand, waist
Special: None
Fires ammo named 'rocket'. Reload: 20.
Goes a max of 60 spaces, and fires 1 shots at a time.

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Mines


a small mine
Cost: $20
Weight: 2lbs
Explodes: 1 by 1 from 1

a mine
Cost: $40
Weight: 5lbs
Explodes: 2 by 2 from 1

a large mine
Cost: $80
Weight: 10lbs
Explodes: 3 by 3 from 1

a camouflage mine
Cost: $60
Weight: 5lbs
Explodes: 2 by 2 from 1,  Camouflage: FJ

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Other

'a spray can' - can
Cost: $95 Weighs: 2 lbs.
Takes up 50 units of mass, and can hold 20.
Wears on your right hand
Special: AutoFire
Fires ammo named 'spray'. Reload: 25.
Goes a max of 1 spaces, and fires 1 shots at a time.

'a multi-purpose spray can' - can
Cost: $1080 Weighs: 2 lbs.
Takes up 75 units of mass, and can hold 20.
Wears on your right hand
Special: AutoFire
Fires ammo named 'spray'. Reload: 25.
Goes a max of 1 spaces, and fires 1 shots at a time.

'an enemy decoy' - decoy
Cost: $50 Weighs: 5 lbs.
Takes up 25 units of mass, and can hold 0.
Special: Looks like a Enemy

Note. Decoys can be seen, used and PICKED UP by the enemy.
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Rares


Note(s).

A Rare is an item that can:
A: Only be purchased from another player.
B: No longer available in stores.

Super is:
A:
Never was in stores.
B:
Bought from Shroom or another player (in some cases)
C:
Helps pay for the servers with extra income.

Super is NOT:
A:
Overly Powerful aka, Elite. They can be beaten.
B:
Given to favorites. Everyone has an equal chance to buy them for a price.

With that said. Here goes.
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Super Jackets


Super is usually a 100% armored gamma jacket, with Rural and Insulation mods and/or Jetpack.
Most of the super can just be assumed what it has on it.
Example further below, use your imagination for other jackets.
Acquired?: Sold by Shroom for varying prices. Usually Real Cash. (175$+)
Weight?: Varies
Special: The best of equipment enhancements.
Second-Hand Value: 600k+ or Priceless.
Availability: Extremely Rare

Example.
'a gamma-shielded multi-jacket[rural][insulation]' - multi-jacket
Cost: $28000 Weighs: 48 lbs.
Takes up 355 units of mass, and can hold 50.
Currently taking up 355 mass total, and 48 total lbs.
Wears on your body
Special: Insulation, Shielding, Armor: 100%
This item has the following camouflages: PFJ
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Vision


'a super scope mod' - mod
Acquired?: Sold by Shroom for 15k a piece late last year..
Weight?: 5 lbs.
Special: +10 sight bonus. (that's 2 scope mods for you people keeping score)
Second-Hand Value: 200k +-
Availability: Extremely Rare.

Example.
'a thermal viewer[super scope][gamma]' - thermal
Cost: $22650 Weighs: 60 lbs.
Takes up 175 units of mass, and can hold 0.
Currently taking up 175 mass total, and 60 total lbs.
Wears on your eyes
Special: Thermal vision, Gamma vision, Scope: 10
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Speed

'an anti-grav mod' - mod
Acquired?: Dropped or Sold by Shroom for varying prices. Usually 150k+-
Weight?: 40 lbs.
Special: Jetpack Only on Body.
Second-Hand Value: Yet to be seen.
Availability: Moderately Rare

Example.
'an armored rural camouflage jacket[anti-grav][insulation]' - jacket
Cost: $30750 Weighs: 80 lbs.
Takes up 675 units of mass, and can hold 40.
Currently taking up 675 mass total, and 80 total lbs.
Wears on your body
Special: Insulation, Jetpack, Armor: 75%
This item has the following camouflages: PFJ
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Camouflage

Rural and Wasteland mods were introduced from the first Item Contest. They gave you the rare chance to put together a nice jacket or suit with alot of camo, in turn, immunity from some vision techniques.

They are numerous in what they are on and vary in values or use.

Whenever your buying something with Rural or Wasteland camo, keep in mind this question:
Does it give me anything i cannot buy from the store right now?

Keep in mind just because it has a rural and wasteland camo mod doesn't mean its rare, just its got some attractive value. Not equipment enhancing. If an item doesn't give you anything special, don't buy it.

Anyway, here are the Rural and Wasteland Mods stats.

a rural camouflage mod
Takes up 30 units of mass, and can hold 0.
Cost: $2500
Weight: 8lbs
Special: Adds Plains, Forest and Jungle camouflage to your camouflage scheme.

a wasteland camouflage mod
Takes up 30 units of mass, and can hold 0.
Cost: $2000
Weight: 5lbs
Special: Adds Mountain,Valley, Desert, and Hill camouflage to your camouflage scheme.

Acquired?: Sold by Store.
Weight?: Varies
Special: More Camo.
Second-Hand Value: Varies. 20k to 120k.
Availability: Not that Rare, per say. Just a high demand. =====================================================

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100% Equipment
.

This is a pretty broad subject so I'll just tell you a little background.
In the beginning, before we had % bounciness, armored implied it would always bounce. Well, when Shroom reset all the equipment and implemented the new armor system with mods and such. It was found that you could be armored EVERYWHERE.
To curve this, Shroom took Armored eq down to 75% armor, where most of it remains. However, with a Light Armor mod you could boost that back up to 100%. This continued for more or less a week, then 100% was made impossible to reproduce from store bought equipment and mods.

Thus, stirring scarcity and in turn of all good economic systems.. Demand.

100% can be found in all shapes sizes and wearing locations. Use your judgement. 100% eq must have at least a light armor mod on them to be 100%. So keep your eyes open.

Acquired?: From store for varying store value.
Weight?: Varies
Special: Always bounces Regular Paint.
Second-Hand Value: 15k to ?
Availability: Standard Rarity.

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Big thanks to Blue Ninja for help in the creation of this guide. I hope this helped!