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Items left lying on the map. The item you replace is no longer thrown
away if it was worth keeping: a unique always, or gear better than your own
average, is left where you stood. Anyone who drifts within fifty squares
takes it if it beats what they carry, leaving theirs in its place. Nothing
is created - a dropped item was already in play - so this is never a second
source of loot on top of level-ups. About seven items a week are worth
leaving, 46% of them are found, and the map carries nought to three at a
time; everything else is discarded exactly as before.
The world map updates as you watch it. It swaps in a fresh map every
fifteen seconds without reloading the page, and draws what is lying about,
each marker naming the item's level, what it is and who left it.
The realm is told what a new version brought, once, when it comes up on
one: the headlines from this file and a link to the rest. A restart says
nothing, and neither does a version it has already announced, so a crash
loop cannot spam the channel.
Measurement: no measurable cost to the realm's pace. Over eight seeds the
difference against a control with pickups switched off is -0.6% +/- 1.6%,
which does not clear zero. An earlier four-seed run suggested a 1.4% drag
and did not survive four more seeds, one of which swung 4.3% the other way.
Alignment spread sits inside the harness's noise at this sample size, and
nothing in the rule looks at alignment.