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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