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 levels
Section titled “Equipment levels”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.
Randomly generated and templated items
Section titled “Randomly generated and templated items”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.
General item commands
Section titled “General item commands”| 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 | lootloot <item>loot all |
Take items from corpses in the room. |
Equipment-specific commands
Section titled “Equipment-specific commands”| 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. |
Inventory limits
Section titled “Inventory limits”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.
Item stacks
Section titled “Item stacks”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.
Selecting more than one item
Section titled “Selecting more than one item”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 BillTo give all your rocks to Bill:
give all.rock BillSelecting a specific item
Section titled “Selecting a specific item”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.
Buying and selling items
Section titled “Buying and selling items”Items can be bought and sold at merchants with the following commands:
| Command | Usage | Description |
|---|---|---|
| List | listlist <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. |
Crafting equipment
Section titled “Crafting equipment”Some worlds provide crafter NPCs. Use craft with no argument to see that crafter’s prices, then request an equipment type:
craft headcraft shieldcraft small weaponcraft large weaponCrafting 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.
Upgrading equipment
Section titled “Upgrading equipment”Use upgrade near an upgrader NPC to list eligible items and their costs. Then pass an item keyword or the displayed number:
upgradeupgrade greavesupgrade 2Only 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 and other currencies
Section titled “Gold and other currencies”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.