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Items and Equipment

Across your journeys, you will come across items of all sorts. They can be broadly categorized into four types:

  • Equipment: The weapons and armor that you wear.
  • Containers: Items that hold other items.
  • Consumables: Items that you eat or drink.
  • Other: Quest items, trash dropped by creatures, and other items that you cannot wear, fill, or consume.

Use inventory to list what you carry, equipment to see what you have equipped, and look <item> to inspect an item. On mobile, tapping an item opens its information and available actions. On desktop, hover for that information; clicking is an immediate shortcut that gets a ground item, drops a carried item, or removes equipped gear. Use an explicit command when you do not want that shortcut.

Equipment has levels, which roughly correspond to an item’s power. You can wear equipment up to three levels higher than your character’s level. For example, a level 16 character can wear equipment up to level 19, but not level 20.

Equipment can occupy the weapon, offhand, head, body, arms, hands, waist, legs, feet, or accessory slot. Class and feat permissions can restrict armor, shields, two-handed weapons, or offhand weapons. compare shows the carried items you could equip in each slot.

In addition to item categories, there are two broad types of items: randomly generated and templated. Randomly generated items are generally equipment found on merchants, dropped by creatures, or given as quest rewards. Templated items are hand-crafted by a builder.

This is largely a back-end distinction in how items are created, but it affects gameplay in the following ways:

  • Imbued and enchanted randomly generated items can be upgraded by an upgrader NPC. Randomly generated items do not stack in a player’s inventory.
  • Templated items cannot be upgraded. They do, however, stack in your inventory.
Command Usage Description
Inventory inventory List carried items.
Look look <item> Inspect an item in the room, your inventory, or your equipment.
Get get <item>
get <item> <container>
Get an item from the ground or from a container such as a sack, barrel, or corpse.
Put put <item> <container> Put an item in a container. The container must be on the ground or in your inventory.
Drop drop <item> Drop an item on the ground. Only items in your inventory can be dropped, not equipped or held items.
Give give <item> <character> Give an item to a player or mob. The item must be in your inventory.
Label label <item> <label>
label <item>
Create a custom label for an item. Using the command without a label argument removes an existing label.
Eat eat <item> Eat a food item.
Use use <item> Activate an item that has a use action. Some items must be equipped first.
Loot loot
loot <item>
loot all
Take items from corpses in the room.
Command Usage Description
Equipment equipment List equipped items and the slots they occupy.
Compare compare Compare equippable items in your inventory and its containers.
Wield wield <weapon>
wield <weapon> offhand
Equip a weapon and gain its bonuses. Only weapons in your inventory can be wielded. Wielding a weapon when one is already equipped swaps the old weapon for the new one. If your character can dual-wield, add offhand to equip the weapon in your off hand.
Wear wear <item> Equip a wearable item and gain its bonuses. Only items in your inventory can be equipped. Equipping an item to an occupied slot swaps the old item for the new one.
Remove remove <item> Remove an equipped item and place it in your inventory.
Augment augment <equipment> <augment> Apply a compatible gem, rune, or other augment to imbued or enchanted equipment. Applying another augment destroys and replaces the old one; it is not returned to your inventory.

You can hold up to 20 different item entries in your inventory, and containers can hold up to 10. Containers cannot hold other containers. A stack counts as one inventory entry.

Some worlds provide wardrobe rooms where you can save exact equipment sets and keep inactive gear outside your ordinary inventory. See Outfits and Wardrobes for the complete workflow and command reference.

Templated items can stack with each other, with a stack holding up to 30 copies of one item. The entire stack still counts as only one item for inventory space.

Item-manipulation commands that support multiple targets—such as get, put, drop, and give—accept the all. prefix. Single-target commands such as use, label, upgrade, and augment do not.

For example, to give one rock to Bill:

give rock Bill

To give all your rocks to Bill:

give all.rock Bill

When you have multiple copies of an item in your inventory, item commands select the first instance by default. For example, if you have multiple sacks, drop sack always drops the first one listed.

To select another instance, prefix the item name with a number. 2.sack selects the second sack, 3.sack the third, and so on.

These selectors work in the place where a command searches. For example, get 2.sword selects the second matching sword on the ground, while drop 2.sword searches your inventory.

Items can be bought and sold at merchants with the following commands:

Command Usage Description
List list
list <merchant>
List the items that a merchant has for sale.
Offer offer See how much the items in your inventory could sell for. Items without a sell value are not listed.
Buy buy <item>
buy <item> <merchant>
Buy an item from a merchant. Refer to the item by a keyword or by the index number shown by the list command.
Sell sell <item> Sell an item to a merchant. Items can only be sold from your inventory and only if they have a sell price. Refer to the item by a keyword or by the index number shown by the offer command.

Some worlds provide crafter NPCs. Use craft with no argument to see that crafter’s prices, then request an equipment type:

craft head
craft shield
craft small weapon
craft large weapon

Crafting creates a randomly generated item at your level. The standard system supports weapons, shields, head, body, arms, hands, waist, legs, and feet; accessories cannot be crafted. The crafter determines the primary stat, price, and chance of enchanted quality.

Use upgrade near an upgrader NPC to list eligible items and their costs. Then pass an item keyword or the displayed number:

upgrade
upgrade greaves
upgrade 2

Only imbued and enchanted randomly generated equipment is eligible. On success, the item’s stats improve by 20% and you pay the listed gold cost. On failure, the item is destroyed and no gold is charged. The builder configures the upgrader’s success chance and cost multiplier. Imbued items can be upgraded once; enchanted items can be upgraded up to three times. The next attempt grows more expensive after each success.

Gold is the standard cost used by merchants, crafters, and upgraders. A world can define additional currencies for its own rewards and systems. Use currencies to see your current balances.

For general target syntax, see Exploring and Interacting. For a compact lookup, see the Player Command Reference.