Items¶
Items¶
Inventory, equipment, containers, shopping
Items
Commands:
/inv / i Show inventory and equipment
/gear Equipment summary
/inhand Show what's equipped
/gold Show gold
/wealth Gold + net worth summary
take/get <item> Pick up item from ground
drop <item> Drop item
give <item> to <npc> Give item to an NPC
search / loot Search area for items
read <item> Read text from a readable item
inspect/examine <item> Full item stats (damage, armor, mods)
match <query> Find items by name (numbered list)
/compare <item1> <item2> Compare two items side-by-side
/price <item> Item value + nearby buyers
/stock [npc] List vendor stock
Topics:
?items inventory Inventory and carrying
?items equipment Weapons, armor, slots
?items containers Put in, take from, empty
?items shopping Buy, sell, stock, prices
?items consumables Food, potions, effects
?items banking Deposit, withdraw, vault
?items eating Eat and drink verbs
?items lighting Light sources, dark locations
?items locks Open, close, unlock, lock
?items surfaces Place items on/in/under furniture
?items armor sets Set bonuses for matching armor
?items currency Copper, silver, gold, platinum
?items encumbrance Carry weight and movement penalties
?items trade Dynamic economy and market prices
Ordinal Targeting:
When multiple items share a name, use ordinals:
take 2 ale Pick up the 2nd ale
drop 3 sword Drop your 3rd sword
use 2 potion Use your 2nd potion
Use 'match <name>' to see numbered list of matches.
Items — Inventory¶
Carried items, filtering, ground items
Items — Inventory
/inv / i Show carried items (not equipped)
/inv food Filter: consumables only
/inv mats Filter: crafting materials only
/inv weapons Filter: weapons only
/inv armor Filter: armor only
/inv quest Filter: quest items only
/gold Show gold balance
take/get <item> Pick up from ground
drop <item> Drop from inventory
match <query> Find items matching a name
Filters: food, mats, potions, weapons, armor, quest, loot
Use 'my' prefix to prefer inventory over ground:
get my dagger Takes from inventory, not ground
Items — Equipment¶
Weapons, armor, accessories, slots
Items — Equipment
/gear Show equipped gear with stats
equip Same as /gear (show equipped)
wear/equip <item> Equip an item
wield <item> Equip as weapon
remove/unequip <item> Unequip
/equip <item> [npc] Equip on a specific character
/unequip <slot> [npc] Unequip by slot name
Slots: weapon, armor, head, accessory
Equipment modifies stats (shown in /stats).
Items — Containers¶
Put in, take from, empty, look in
Items — Containers
put <item> in <container> Store an item
take <item> from <container> Retrieve an item
look in <container> See contents
empty <container> Dump all contents
Containers: sack (10), backpack (20), coin_pouch (20),
waterskin (3), mug (1), pouch (5)
One level of nesting allowed (pouch in backpack).
equip/use auto-extracts items from containers.
Items — Shopping¶
Buy, sell, stock, prices
Items — Shopping
buy <item> [from <npc>] Buy from a vendor
sell <item> [to <npc>] Sell (half price)
stock [npc] List vendor stock
/buy <item> Slash command variant
/sell <item> Slash command variant
Vendors have limited stock lists. Use 'stock' to see
what's available. Sell price is half the buy price.
?items trade routes Town supply/demand pricing
Items — Trade Routes¶
Town supply and demand pricing
Items — Trade Routes
Each town has local supply/demand that shifts prices.
Surplus goods are cheap to buy AND sell for less.
Scarce goods cost more to buy AND sell for more.
Ghelmyon (capital): potions/cloth cheap; food/metal pricier
Millhaven (farming): food cheap (-25%); weapons/metal scarce
Thornwood (forest): herbs very cheap (-30%); metal scarce
Darkhollow (mining): metal cheap (-30%); food/fish expensive
Trade routes (buy cheap, sell expensive):
Food: buy Millhaven → sell Darkhollow
Metal: buy Darkhollow → sell Millhaven
Herbs: buy Thornwood → sell Darkhollow
Cloth: buy Ghelmyon → sell Darkhollow
Items — Consumables¶
Food, potions, effects
Items — Consumables
use <item> Consume an item
use <item> on <target> Use on another character
Consumables are destroyed on use. Effects:
Ale Heal 3 HP (2g)
Bread Heal 5 HP (1g)
Cheese Heal 5 HP (4g)
Stew Heal 10 HP (6g)
Mead Heal 8 HP (5g)
Wine Heal 5 HP (8g)
Dried Meat Heal 6 HP (4g)
Health Pot. Heal 20 HP (15g)
Items — Banking¶
Deposit, withdraw, vault storage
Items — Banking
Requires a banker NPC at your location.
Banks are shared across all cities.
Gold:
deposit <amount> Deposit gold
deposit all Deposit all gold
withdraw <amount> Withdraw gold
withdraw all Withdraw all gold
balance Check bank balance
/bank Bank summary
Vault (item storage, 20 slots):
store <item> Store item in vault
retrieve <item> Take item from vault
vault List vault contents
/vault Vault summary
Banker locations: Ghelmyon Market, Millhaven
Village Green, Darkhollow Slag Market.
Items — Eating & Drinking¶
Consume food and drink items
Items — Eating & Drinking
eat <item> Eat a food item
drink <item> Drink a beverage
Only items tagged 'food', 'drink', or 'potion'
(with item_type 'consumable') can be consumed.
Eating heals HP based on the item's heal value.
Stacked items decrement by 1 per use.
See ?items consumables for food stats.
Items — Lighting¶
Light sources and dark locations
Items — Lighting
light <item> Light a torch or lantern
ignite <item> Same as light
extinguish <item> Put out a lit light source
douse <item> Same as extinguish
put out <item> Same as extinguish
Light sources: torch, lantern (tag: lightable)
Dark locations require a lit light source to see.
Without light, 'look' shows only exits.
Light sources have fuel that depletes over time.
Items — Locks & Containers¶
Open, close, unlock, lockpick
Items — Locks & Containers
open <item> Open a chest, door, or container
close <item> Close it
unlock <item> Unlock with a key
lock <item> Lock with a key
knock <target> Knock on a door
study lock <item> Examine lock difficulty
pick lock <item> Attempt lockpicking
Unlocking with a key requires old_key or skeleton_key.
Lockpicking (no key needed):
Requires a lockpick in your inventory (buy from
Slag Market vendors or loot from thieves/bandits).
Success depends on your Lockpicking skill vs the
lock's difficulty. Study a lock first to see the
difficulty. Higher Lockpicking skill = better odds.
Lockpicks can break on failure.
Train Lockpicking at the Thieves Guild or via practice.
Items — Surfaces¶
Place items on/in/under furniture
Items — Surfaces
put <item> on <surface> Place item on furniture
put <item> in <surface> Place item inside container
put <item> under <surface> Hide item under furniture
take <item> from <surface> Retrieve placed item
check <surface> See what's on/in a surface
Common surfaces:
table, desk, shelf, counter — on/under
drawer, wardrobe, cabinet — in
bed, chair, bench, stool — on/under
box, crate, barrel, trunk — in/on
bag, pouch, sack, backpack — in
Each surface has a capacity (e.g. table 8, desk 12).
Items placed 'under' are hidden from casual inspection.
Placed items persist across phases at that location.
Items — Armor Sets¶
Set bonuses for matching armor pieces
Items — Armor Sets
Equip 2+ pieces from the same set for stat bonuses.
Higher tiers unlock at 4 and 6 pieces.
View active bonuses with /gear.
Leather Set (8 pieces):
2pc: Agility +3
4pc: Agility +5, Speed +2
6pc: Agility +8, Speed +5, Dexterity +3
Chain Set (6 pieces):
2pc: Constitution +4
4pc: Constitution +8, Strength +2
6pc: Constitution +12, Strength +5
Plate Set (7 pieces):
2pc: Constitution +5
4pc: Constitution +10, Strength +3
6pc: Constitution +15, Strength +8
Mithril Set (4 pieces):
2pc: Constitution +5, Agility +3
4pc: Constitution +10, Agility +8, Speed +5
Items — Currency¶
Copper, silver, gold, platinum denominations
Items — Currency
Money is displayed in four denominations:
Copper (c) Base unit
Silver (s) 100 copper
Gold (g) 100 silver (10,000 copper)
Platinum (p) 100 gold (1,000,000 copper)
Examples:
Bread costs 2s. An iron sword costs 50s.
A rare weapon might cost 1g 50s (150 silver).
A legendary item could cost 5g (500 silver).
Your purse is shown in /stats and /gold.
Prices auto-format to the highest denomination.
Items — Encumbrance¶
Carry weight, bonuses, and movement penalties
Items — Encumbrance
Carry capacity = 80 + Strength x 4
Shown in /inv header: Weight: 23/200 [light]
Tiers:
Light 0-29% Traveling Light! AGI +3, SPD +3,
dodge +5%, travel -10%
Unencumbered 30-59% No penalties
Burdened 60-79% Agility -5, Speed -3, travel +25%
Heavy 80-99% Agility -10, Speed -8, travel +50%
Overencumbered 100%+ Agility -20, Speed -15, travel +100%
Travel light for a combat edge! The dodge bonus applies
during active dodge rolls.
At overencumbered you cannot pick up, buy, or take items.
Drop items or increase Strength to regain capacity.
Items — Trade & Economy¶
Dynamic economy and market prices
Items — Trade & Economy
The economy is dynamic — buying and selling shifts
supply and demand per town per item category.
Commands:
/market Regional market overview
/market <town> Single town prices
/price <item> Item value + nearby buyers
Price Modifiers (stack multiplicatively):
Static: Town trade routes (location-based)
Dynamic: Supply/demand (shifts with trades)
Social: Relationship discount, haggle roll
World: Ecosystem threats, weather, quest relief
Status: Bounty markup, stinky/drunk surcharges
Dynamic Economy:
Heavy buying of a category → prices rise
Heavy selling of a category → prices drop
Prices decay back toward baseline each phase.
Trade counts reset daily at dawn.
Trade Routes (static baseline):
Ghelmyon: potions cheap, food/herbs expensive
Millhaven: food/fish cheap, weapons expensive
Thornwood: herbs cheap, cloth expensive
Darkhollow: metal/gems cheap, food expensive