All Game Items

All Game Items in Disco Elysium



Disco Elysium is a detective RPG without traditional combat, so items serve narrative and skill-boosting purposes rather than dealing damage. Items are divided into several categories: Clothing, Tools & Key Items, Consumables (Drugs, Alcohol, Food), Currencies, Materials, Collectibles, and Thought Cabinet Items (though the latter are conceptual rather than physical). This guide covers every major item, how to obtain it, its effects, and practical synergies.

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Clothing (Armor Equivalent)



Clothing alters your skill levels, provides passive bonuses, and influences dialogue. Each piece has a base effect and sometimes a set bonus if combined with certain thoughts. Clothing can be found, bought, or rewarded.

Headwear


ItemEffectHow to ObtainNotes
Balaclava+1 Electrochemistry, -1 Savoir FaireFound in a trash bin behind the Whirling-in-RagsUseful for drug-related checks; stealth penalty minimal.
Bucket Helmet+1 Half Light, +1 Physical Instrument, -3 ComposureGiven by Kim if you choose to wear it in the beginning? Actually found near the crashed container on the beach.Boosts aggression but hurts social grace.
Fur Hat+1 Empathy, +1 Authority, -1 Reaction SpeedPurchased from the Frittte convenience store (if you have money).Good for negotiation and understanding emotions.
Motorcycle Helmet+1 Endurance, +1 Pain Threshold, -1 PerceptionFound in the trunk of the car near the harbor.Useful for physical survival but dulls senses.
Pancake Hat+1 Rhetoric, -1 InterfacingFound in the laundry room of the Whirling-in-Rags.Helpful for debating and logic.
Raccoon Hat+1 Esprit de Corps, +1 EncyclopediaPurchased from the Frittte (requires certain dialogue).Boosts knowledge and team morale.
Yellow Racer Hat+1 Savoir Faire, -1 Hand/Eye CoordinationFound in the abandoned warehouse near the docks.For style and stealth.

Torso (Coats, Jackets, Shirts)


ItemEffectHow to ObtainNotes
Disco Duffle Coat+1 Volition, +1 Savoir Faire, -1 PhysiqueInherited from your character's past; found in your ledger or given? Actually it's your default coat.Balanced all-rounder.
Green Jacket+1 Interfacing, +1 Perception, -1 AuthorityFound in the Frittte storage room (requires lockpicking or key).Great for technical checks.
Harmed Woman's Coat+1 Empathy, +1 Inland Empire, -1 LogicGiven by the dock worker after talking to him about the hanged man.Boosts intuition but blurs reasoning.
Lanky Rave Jacket+1 Electrochemistry, +1 Savoir Faire, -1 VolitionPurchased from the Frittte (if you have enough money).Risky for drug users.
Leather Jacket+1 Half Light, +1 Physical Instrument, -1 RhetoricFound in the car trunk on the crashed car near the fishing village.Aggressive combat role but poor arguments.
Military Jacket+1 Endurance, +1 Pain Threshold, -1 EmpathyFound in the storage of the Whirling-in-Rags (requires key from the owner).Sturdy but cold.
Raincoat+1 Electrochemistry, -1 PerceptionFound in the tool shed of the Whirling-in-Rags.Good for resisting weather and drugs.
White Shirt+1 Authority, +1 Composure, -1 Inland EmpirePurchased from the Frittte (cheap).Professional look.
Working Man's Shirt+1 Interfacing, +1 Physical Instrument, -1 AuthorityGiven by the union leader after completing certain tasks.Blue-collar boost.

Hands (Gloves, Fingerless Gloves)


ItemEffectHow to ObtainNotes
Fingerless Gloves+1 Hand/Eye Coordination, +1 Interfacing, -1 Savoir FaireFound in the abandoned apartment above the bookshop.Good for precision tasks.
Leather Gloves+1 Authority, +1 Composure, -1 ElectrochemistryFound in the car near the harbor.Boosts authority.
Rubber Gloves+1 Endurance, -1 PerceptionFound in the kitchen of the Whirling-in-Rags.Use for handling hazardous materials in story.
Ski Gloves+1 Pain Threshold, -1 Hand/Eye CoordinationFound in the booth of the Whirling-in-Rags (requires perception).Good for cold resistance.
Wool Gloves+1 Empathy, -1 Half LightFound in the room of the Whirling-in-Rags (your room).Warm and empathetic.

Feet (Shoes, Boots)


ItemEffectHow to ObtainNotes
Brown Dress Shoes+1 Savoir Faire, +1 Composure, -1 Physical InstrumentDefault shoes from start.Balanced for social.
Running Shoes+1 Reaction Speed, -1 EncyclopediaFound in the boot of the car (the one from the start).Speed over knowledge.
Boots+1 Physical Instrument, +1 Pain Threshold, -1 Reaction SpeedFound in the storage room of the Whirling-in-Rags.Sturdy but slow.
Canvas Shoes+1 Perception, -1 EndurancePurchased from the Frittte.Light and alert.
High-Heeled Boots+1 Authority, +1 Savoir Faire, -1 InterfacingFound in the dressing room of the doomed commercial area.Stylish but impractical for manual tasks.
Waders+1 Endurance, -1 Savoir FaireFound near the crab cart on the beach.For wading through water.

Set Bonuses (with Thoughts)


Certain clothing pieces combine with specific Thought Cabinet entries for extra effects. For example:
  • ”Volumetric Shit Compressor” thought combined with Bucket Helmet adds +2 Physical Instrument (but also -2 Composure).

  • ”The Memory of a Tie” thought interacts with the Tie tool (see Tools).

  • ”The Home Thought” synergy with working-class clothing gives morale bonuses.


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Tools & Key Items



These are non-wearable items crucial for progression, puzzle solving, or narrative. They cannot be sold or dropped.

ItemDescriptionHow to ObtainUse / Synergy
The LedgerYour journal containing notes, case files, and map.Starting item.Essential for tracking quests; cannot be lost.
The TieA horrible, indescribably ugly necktie that talks to you.Found in the game’s opening (in your ledger or on your person).It is a sentient item that gives advice and skills boosts through dialogue. If you wear it, you suffer penalties to Authority but gain bonuses to Inland Empire.
Key (to Whirling-in-Rags room)Opens your hotel room.Given by the receptionist.Required to access room and sleep.
Boat KeyOpens the locked door to the boat at the harbor.Found in a drawer in the fishing village.Unlocks path to the tribunal area.
Lever KeyA large iron key for the door in the doomed commercial area.Found under a rock near the church.Opens the church’s back entrance.
LED KeyA glowing key that opens the door to the secret party.Obtained from the drunk woman in the Whirling-in-Rags after talking to her.Unlocks the door to the dance club.
GunThe rusty revolver you were holding at start.It is in your hand at beginning; you can hide it or carry it.You never actually fire it in gameplay, but it affects dialogue. If you have it, you can threaten people. It also interacts with the ”Mr. Evrart is Helping Me Find My Gun” thought.
BlasphemyA huge pile of burning trash that follows you? Actually not an item. But there is the ”The Wasteland of the Real” thought.Not an item.Ignore.
Bible (or Religious Book)A book that can be read for passive skill checks.Found in the church.Provides enlightenment bonus during a thought.
The DisasterA massive concrete pillar in the sea – not an item.
KineemaThe car you can acquire (not an item per se, but a vehicle).Can be obtained from the dockworker after completing his tasks.Allows faster travel and storage. Not a typical item.
Rubber TubeA piece of tubing used to fix the water pump in the Whirling-in-Rags.Found in the tool shed.Used in a side quest to restore water.
Safety GlassesProtective eyewear (equippable) – actually a head item.Found in the bunker near the harbor.Provides +1 Perception, -1 Authority.
CalendarA magical calendar that tells time? No, a physical calendar in the Whirling-in-Rags. Not collectible.
Note: Many tools are just atmosphere; the truly interactive ones are listed.

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Consumables: Drugs, Alcohol, Food



Consumables temporarily alter your skill values, heal health or morale (usually), or cause addiction. They are found, bought, or given.

Drugs


ItemEffectHow to ObtainCost / WhereRisks
Pyrholidon (Blue Pill)-1 Half Light, +1 Electrochemistry, +1 Inland Empire (temporary); mood lift.Purchased from the Frittte.40 real each.Addiction if taken regularly; withdrawal penalties.
Lidyx (Green Pill)+1 Pain Threshold, +1 Endurance, -1 Perception.Found near the crashed car (one dose). Expensive.150 real.Overdose possible; moral concerns.
Magic Mushrooms+5 Inland Empire for a short time, -5 Logic.Found in the forest behind the church.Free.Causes hallucinations and possible temporary insanity.
Speed (Red Capsule)+1 Reaction Speed, +1 Hand/Eye Coordination, -1 Composure.Purchased from the drug dealer near the docks (requires dialogue).80 real.Addiction; can lead to paranoia.
Marijuana+1 Inland Empire, +1 Esprit de Corps, -1 Half Light.Found in the trash behind the Whirling-in-Rags.Free.No severe penalty but can cause laugher checks.
Cigarettes+1 Logic (temporary) while smoking; relaxes.Purchased from Frittte (30 real for pack).30 real.Addiction increases; long-term health penalty if you have the addiction thought.
Alin J. (alcohol) – see below.

Alcohol


ItemEffectHow to ObtainCostNotes
Pilsner+1 Volition, -1 Reaction Speed.Purchased from the blue bar stools at the Whirling-in-Rags.13 real.Common, cheap.
Lunar Brew+1 Physical Instrument, -1 Encyclopedia.Purchased from the barman.20 real.Stronger.
Whiskey+2 Half Light, -2 Composure.Purchased from the barman (only after certain dialogue).70 real.Powerful but risky.
Vodka+1 Savoir Faire, -1 Authority.Available in late game from the drunk woman.40 real.Affects social checks.
Absinthe+1 Inland Empire, +1 Electrochemistry, -1 Logic.Found in the bar’s storage.Free if you can get it.Hallucinogenic.
Ration (alcohol not food) – actually there is Ration as food.

Food


ItemEffectHow to ObtainCostNotes
RationHeals 20 Health (or Morale? Actually it heals health).Found in various locations; also purchased at Frittte.30 real.Basic healing.
BreadLittle effect; mostly narrative.Free from the soup kitchen.-Used in a Thought.
SoupHeals 20 Health and 10 Morale.Purchased at the Whirling-in-Rags.15 real.Best early healing.
Energy DrinkTemporary +1 Reaction Speed.Purchased from Frittte.20 real.Useful for time-sensitive checks.
Artichoke Snacks+1 Volition, -1 Inland Empire.Found in the middle class neighborhood.Free.Healthy alternative.
Grimoire? Not food.
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Currencies



CurrencyDescriptionHow to ObtainUses
RealThe main currency of Revachol.Found, earned from side quests, bribes, or selling items.Purchasing items, bribing, gambling.
Romanian Lei? Not in game. Only Real.
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Materials



These are miscellaneous items used in crafting or side quests.

ItemUsesHow to ObtainNotes
Plastic BagCombine with tape to fix the window; also used in container.Found everywhere (trash, beach).Essential for the “Homeless” thought.
Duct TapeRepair items; combine with plastic bag.Found in tool shed.Many uses.
WireUsed to bypass locks or fix electronics.Found in various spots.Needed for church door.
MatchesLight cigarettes or start fires.Purchased or found.Used in a thought about burning things.
Broken GlassCould be used as a weapon? Only narrative.Found near the crashed car.Used to cut the blackout screen? Actually no.
Magnesium FlareLighting up dark areas; found in bunker.Found in the military bunker.Useful for perception checks.
CandleFor romantic ambiance; also used in a thought.Purchased from Frittte.Minor.
Pink BookA book that can be read; no mechanical effect.Found in the bookshop.Collectible.
The Cigarette ButtNot an item? But there is a thought about it.
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Collectibles



These are not essential but provide lore, side quest completion, or sell for real.

ItemLocationNotes
Paintings (6 total)Scattered across the world (e.g., “The Deserter”, “The Hanged Man”).Collect all for a thought bonus.
Bottles (28 total)Found everywhere (sidewalks, trash).Some can be recycled for real; each gives 3 real. Quest: “Find all bottles” yields a trophy.
Dice (13 total)Hidden in vending machines, under furniture.Used for a gambling side quest; gives money.
Rare Bird BookInside the library in the church.Required for a passive skill check; also sells for 100 real.
MagazineVarious issues found in trash or stores.Reading them can trigger thoughts or give temporary bonuses.
Theatre MaskIn the doomed commercial area.Can be worn for a brief roleplay check.
The Golden Tie? Actually not common. —
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Thought Cabinet Items (Conceptual “Items”)



These are not physical objects but specializations your character internalizes. Each thought has a slot cost, a research time, and a permanent effect. They are crucial for character progression.

Key Thoughts:
  • ”Volumetric Shit Compressor” – Reduces morale loss from gross things; synergy with bucket helmet.

  • ”The Memory of a Tie” – Makes the tie beneficial instead of harmful.

  • ”Fascist/Communist/Ethno-nationalist” – Ideological branches that open unique dialogues.

  • ”The Home Thought” – +1 Volition, +1 Empathy while wearing working-class clothes.

  • ”Portrait of a Man Who Was a Hero” – Boosts Authority when talking about the previous Harry.

  • ”Succulent Sorrel” – Increases Inland Empire and reduces Logic; found after eating the sorrel in the church.

  • ”Waste Land of the Real” – Makes you impervious to certain drugs.

  • ”Enemy of the People” – Boosts Half Light and Rhetoric.


  • Thoughts are unlocked by encountering specific situations or dialogues and then paying a research cost (in time) – usually 1 in-game hour. They can be internalized or rejected.

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    Synergies & Upgrades



    While items cannot be physically upgraded, many synergies exist:

  • Clothing + Thought combinations can double bonuses (e.g., “The Home Thought” + worker’s clothes).

  • Alcohol + Drug interactions: mixing can cause blackouts and new skill checks.

  • Collectibles can be sold to fund purchases; money is scarce early on.

  • Gun + Threatening dialogue: makes intimidation easier if firearm is visible.

  • Tie + Volition check: the tie’s commentary can help pass internal checks.


Always inspect items’ descriptions for hints about hidden uses. Some items become more valuable in later chapters (e.g., the plastic bag for a container thought).

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Conclusion



Mastering items in Disco Elysium is about knowing what to wear, what to consume, and what to collect. Unlike typical RPGs, there is no best grinder; the best item depends on your needed skill for a check. Always keep a balanced inventory: some healing, some drugs for boost, and appropriate clothing for the situation. Save rare consumables for difficult white checks. Happy detecting!