Wasteland Game: encompassing most animal meat that can be gathered throughout the wasteland. With high enough Survival skill, these can be further refined into Prepared Foods, Preserved Foods or Wasteland Remedies. A character with high Survival is better able to hunt and butcher game. Without refrigeration, Wasteland Game will expire in 3 days.
Wasteland Scrapple: encompassing most mutated insect meat, rat and Molerat meat, and expired Wasteland Game, Wasteland Scrapple is more likely to get you sick than anything. In a bind, it might be worth eating and starving settlements would be willing to pay for it. Characters with high Survival are less likely to be adversely affected by Wasteland Scrapple, and won't take morale penalties for eating it.
Prepared Food: encompassing foods that require proper cookware to prepare. Prepared Foods generally is consumed immediately after cooking. If a character has ingredients to make a prepared meal, they will do so, and gain a boost to morale for it. If a character has access to refrigeration, Prepared Food will keep for 5 days, though the morale boost drops off the older the leftovers are.
Preserved Food: encompassing foods that have been preserved, including Pre-War canned goods. This also applies to dried, canned, pickled and cured Wasteland Fruit and Game. For game purposes, Preserved Food has no expiration date, though too much of it will start to sap morale. Characters with high Survival can preserve Wasteland Fruit and Game they gather, because when your Survival skill gets high enough, you start carrying salt and vinegar around in mason jars or something, I guess.
Wasteland Dairy: encompassing milk from wasteland animals. Without refrigeration, Wasteland Dairy expires at the end of the day. Characters with high Survival or Science can make Saddleback Cheese or Butter.
Wasteland Produce: encompassing wild eggs harvested from wasteland animals. Wasteland Produce has no expiration date, and can be used to make Prepared Food. Characters with high Survival are better able to know where to forage for eggs.
Dirty Water: encompasses water with dirt and other particulates, or slightly irradiated wasteland water. With time and materials, most dirty water can be purified.
Purified Water: encompasses water that reaches the relatively low standards of clean wasteland water. Each unit of water is equivalent to 8floz (.236l). A character can carry at most 16 units of water at a time, unless the character has a cart, porter or pack animal.
Nuka Cola: a Pre-War treat, still found throughout the wasteland to this day. An authentic bottle of Nuka Cola is worth a pretty penny, and the more elusive Special Edition Nuka Cola flavors worth even more. Characters with high Science can also mix up Homebrew Cola.
Sunset Sarsaparilla: another Pre-War treat, found throughout the wasteland in extremely high numbers. In fact, it’s almost like someone is still restocking those Pre-War Sunset Sarsaparilla vending machines. Weird. Characters with high Science or Survival can also mix up Homebrew Sarsaparilla.
Wasteland Remedies: the pinnacle of Post-War medical technology, Wasteland Remedies covers the range from healing salves, powders, potions and poultices. These tend to not be as effective as Stimpaks, but are much more easily manufactured, and don’t require medical training to to apply. Characters with high Survival can manufacture more potent Wasteland Remedies.
Wasteland Herbs: wild and domestic herbs gathered throughout the wasteland. Characters with high Survival can use these to craft Wasteland Remedies. Characters with high Survival or Science can use these to craft Prepared Food or Preserved Food.
Radiation Treatments: background radiation levels remain high across the wasteland in general, and taking semi-regular radiation treatments has become a part of life. While not prohibitively expensive, they are a noticeable strain on everyday people’s budgets. Characters with high Science, Medicine or Survival can also craft radiation treatments with the proper ingredients.
Medical Supplies: Encompasses various medical odds and ends that don’t make any sense to a layperson like you (unless your character has high Medicine, that is). Doctors and clinics throughout the wasteland will pay a hefty sum for quality medical supplies, though, and characters with high Medicine can use these to assemble anything in the Medicines and Chems category.
Doctor’s Bags: As potent as Stimpaks are, they can’t knit bone or remove foreign objects easily. Doctor’s Bags contain the medical supplies needed to stabilize a severe wound and heal a crippled limb. Doctor’s Bags also encompass other limb-healing items from the games, like Hydra. These can only be applied by characters with high Medicine, Survival or Combat skills. Characters with high Medicine, Survival, Science or Repair skills can craft these with the proper materials.
Wasteland Coffee: Encompassing both Pre-War instant and freeze-dried coffee, as well as wasteland coffee “substitutes”. Characters with high Survival or Science can brew “coffee” from Wasteland Herbs. Wasteland Coffee is moderately addictive.
Cigarettes: Encompassing both Pre-War cigarettes, and variants made with wasteland tobacco. Characters can roll cigarettes with Wasteland Herbs. Cigarettes are highly addictive.
Marijuana: I mean, this does take place next to California. The majority of marijuana found in the Mojave is imported from California, and is extremely popular among NCR troopers. Marijuana is not physically addictive.
Cateye: Improves low-light vision. Popular among prospectors and night-raiders, though it has also become a somewhat popular party drug in some circles. Characters with high Science of Medicine can synthesize Cateye with the proper equipment and ingredients.
Buffout: Pre-War steroids, used primarily by athletes and soldiers. Buffout continues to be popular among mercenaries and military personnel, and can be mildly addictive. Characters with high Science or Medicine can synthesize Buffout with the proper equipment and ingredients.
Ant Nectar: Wasteland steroids. While not as popular as Buffout, it is more common. Characters with high Survival are better able to identify nectar-secreting Giant Ants. Ant Nectar is not particularly addictive.
Psycho: A Pre-War combat stim, Psycho tends to be used only among raiders and some mercenary circles, due to the unpredictable aggressive behavior it produces. Characters with high Medicine or Science can refine it into the more manageable Slasher instead. Psycho is slightly addictive.
Fire Ant Nectar: A powerful wasteland upper, Fire Ant Nectar is also notably more rare than regular Ant Nectar. Characters with high Survival are better able to identify nectar-secreting Fire Ants. Fire Ant Nectar is not particularly addictive.
Jet: Wasteland meth, Jet is highly popular among the wasteland lumpenproletariat. Characters with high Survival, Medicine or Science can refine it into the more palatable Rushing Water. Characters with high Medicine or Science can create the more potent Rocket. Jet is highly addictive.
Rebound: Like Jet, only classy. As a more refined product, Rebound is also a highly effective combat stim, and is popular in some mercenary circles. Characters with high Medicine or Science can synthesize this with the proper equipment and ingredients. Rebound is somewhat addictive.
Turbo: Liiiiikkkkeee Jeeeeetttt, oonnnlllyyy ccclllaaasssyyy. Turbo is also an extremely effective combat stim, and is popular in some mercenary circles. Characters with high Medicine or Science can synthesize this with the proper equipment and ingredients. Turbo is somewhat addictive.
Med-X: Australia branded the name morphine, so I guess we’re calling it Med-X now. Characters with high Medicine or Science can synthesize this with the proper equipment and ingredients. Med-X is somewhat addictive.
Mentats: A popular Pre-War “smart drug”, making it particularly popular among educated workers. Mentats have also become a popular party drug as well. Wash down with alcohol for a better time. Characters with high Medicine or Science can synthesize this with the proper equipment and ingredients. Mentats are not particularly addictive.
Beer: A brewed alcoholic beverage. Characters with high Survival, Medicine, Science or Repair can brew beer with the proper equipment and ingredients. Beer is not particularly addictive.
Alcohol: A distilled alcoholic beverage. Characters with high Survival, Medicine, Science or Repair can distill alcohol with the proper equipment and ingredients. Alcohol is not particularly addictive.
Fixer: Now that you’ve gotten addicted on all those chems, you can take some Fixer to help in the recovery process. Fixer reduces or eliminates the effects of withdrawal for a few hours. Several doses will be needed to homebrew a recovery program, though a trained doctor will be able to generate a more effective and efficient addiction treatment program. Characters with high Medicine or Science can synthesize Fixer with the proper equipment and ingredients.
Old World Tech: Encompassing computer components, batteries, and more, Old World Tech is the primary target for most prospectors, and remains a high-demand commodity. Characters with high Science or Repair can use Old World Tech to build, fix or maintain certain items.
Sundry Goods: Household items.
Reference Books: Reference materials highly prized for their practical knowledge. Quality varies considerably. Characters with high Repair can refurbish books at a higher quality.
Skill Magazine: Pre and Post-War periodicals with tidbits of practical knowledge. Quality varies considerably. Characters with proper materials and KnowledgeTM can write and publish their own magazines.
Entertainment Magazine: Post-War zines, generally aimed at providing entertaining and artistic content. Quality varies considerably. Characters with proper materials and KnowledgeTM can write and publish their own magazines.
Music Holotape: A decent number of Pre-War music holotapes survived the war, though holotape readers are somewhat more rare and are more likely to be found in more prosperous settlements. Wasteland musicians with access to recording studios can produce their own holotapes, and a number of popular artists find their tapes are imported from California. Quality varies considerably.
Pre-War Film Holotape: A decent number of Pre-War film holotapes survived the war, though film players are quite rare. Film is not a particularly popular post-war medium in the Mojave due to a paucity of film infrastructure, though some more prosperous settlements may have movie-houses. Quality varies considerably.
Data Holotape: A decent number of Pre-War data archives survived the war, though holotape readers are somewhat more rare. Most data holotapes are somewhat technical in nature, and are only of use to skilled wastelanders with proper equipment. Quality varies considerably.
Photographs: Encompassing both pre and post-war photography, photographs are a fairly popular post-war medium, though proper equipment and some Repair or Science skill is needed to process film. Quality varies considerably.
Wall Pictures: Paintings, posters and framed photographs are a fairly popular post-war medium. Quality varies considerably.
Fashionable Clothing: Unlike work-a-day clothing, fashionable clothing remains in vogue in highly prosperous settlements, though even smaller settlements will be in the market for fashionable clothing, though the demand may be lower. Quality varies slightly. Characters with high Repair or Survival can mend and tailor clothing.