Inventory¶
Everything a character carries, wears, or stows is tracked per item and saved with the character. The defining constraint is that you have only two hands.
The two-hand rule¶
To use anything — a weapon, shield, lockpick, or scroll — it must be in one of your two hands. Containers expand how much you can carry, but you must take an item out into a hand to use it. Bulk collection and autoloot can move finds straight into storage with both hands occupied.
GLANCE (GLA) brief look at your two hands
INVENTORY (INV / I) full inventory: hands, worn gear, and silver
Getting and dropping¶
GET <item> pick up from the ground (TAKE / PICKUP / GRAB)
GET <item> FROM <container> take from a container
GET ALL [<noun>] gather loose items into free hands
GET ALL [<noun>] INTO <container>
GET ALL [<noun>] FROM <source> INTO <container>
DROP <item> set a held item down
PUT <item> IN <container> stow into a container
PUT <item> ON <surface> place on something
Commands choose items according to where the action happens:
GET PELTprefers a loose pelt on the ground, then looks in open containers if no ground pelt matches. A pelt already in your hand does not mask a loose one.GET PELT FROM BACKPACKtakes only from that backpack.GET MY PELTsearches only your own inventory.PUT PELT IN BACKPACKandDROP PELTselect a pelt in your hands, even when matching pelts are already stowed. You do not need to addMY.- For
GET ... FROM BACKPACK,PUT ... IN BACKPACK, andPUT ... ON BACKPACK, a matching backpack on the ground takes priority. AddMYbeforeBACKPACKto select your own. If no ground backpack matches, the unqualified name can still select your carried backpack, including one you are wearing.LOOK IN,OPEN, andGET ALL FROMfollow the same rule. WEARselects held gear;REMOVEselects worn gear.
When several eligible items share a name, use an ordinal: GET SECOND GEM,
PUT SECOND PELT IN BACKPACK, or GET SECOND PELT FROM BACKPACK. Ground matches
come first for a bare GET; PUT and DROP count only held matches.
Containers¶
A container (pack, pouch, sack, box, coffer) holds items. A worn pack expands carry capacity without occupying a hand — PUT into and GET from it freely while it is worn.
OPEN <container> open it (must be unlocked)
CLOSE <container> (SHUT) close it
LOCK / UNLOCK <container> with a matching key in hand
LOOT <container> (EMPTY) tip all contents onto the ground at once
A closed or locked container hides its contents — you cannot see, GET, or PUT through it until it is open. This is the same container model used by treasure boxes.
The stash container¶
STASH is the one-word "put this away": pick a default container once, then tuck held items into it without any PUT phrasing. The pick is saved with your character and survives logins for as long as you keep the container.
STASH SET <container> pick a container you're wearing or holding as your stash
STASH <item> tuck a held item into it
STASH LEFT / RIGHT / ALL stash by hand, or both hands at once
STASH show the current pick
STASH CLEAR forget it
The same rules as PUT apply — the container must be open and have room, and a carried pet still insists on its own ride. (Your town locker is a different pocket: that one is STOW, at a town hall booth.)
Collecting loot without freeing your hands¶
GET ALL PELTS INTO MY BACKPACK moves matching loose pelts directly into your
carried pack. GET ALL FROM CHEST INTO MY BACKPACK gathers an open chest's
contents. IN also works in place of INTO. Coins go straight into your purse.
Items that cannot fit stay in their original location, and the command reports why.
A bare container name prefers the ground; MY selects your carried container.
For automatic storage, choose your stash and opt in:
STASH SET MY BACKPACK
AUTOLOOT ON
AUTOLOOT FILTER COINS GEMS PELTS
AUTOLOOT FILTER ALL restore every loot category
AUTOLOOT FILTER NONE collect no categories
AUTOLOOT [STATUS] show setting, filter and destinations
AUTOLOOT OFF
Or assign containers by category and enable autoloot:
AUTOLOOT POUCH GEMS
AUTOLOOT MY BACKPACK PELTS BOXES
AUTOLOOT MY BACKPACK JEWELRY CURIOS OTHER
These commands keep gems in your pouch and send the other listed categories to your backpack. Each command adds its categories without removing earlier assignments. Assigning a category again changes only that category's destination. Containers must be worn or held; multiword names and filter aliases work. Invalid containers or categories leave your settings unchanged.
AUTOLOOT FILTER sets the complete category selection without forgetting saved
destinations. AUTOLOOT MY BACKPACK ALL sends every storage category to your
backpack; coins always go into your purse. Categories without a separate
destination use your STASH SET default. The first container assignment also
sets a default stash if you have none. AUTOLOOT STATUS lists the enabled
categories and their destinations.
Once configured and enabled, SEARCH and SKIN collect automatically. There
is no additional AUTOLOOT <type> collection command. AUTOLOOT FILTER GEMS
selects only gems and uses the saved gem destination; it disables collection
of other categories until you select them again. Changing the filter does not
turn autoloot on if it is off; use AUTOLOOT ON to resume.
Autoloot starts off and its settings persist with your character. When on,
new items found by your SEARCH and pelts earned by a successful SKIN go
straight into their assigned containers, even with a weapon and shield in hand. Only finds from
your action are considered. Available filters are COINS, GEMS, PELTS
(including skins and hides), BOXES, JEWELRY, CURIOS, and OTHER.
Each destination must be worn or held, open, and have room. A full, shut or missing container leaves its finds on the ground with an explanation; other destinations continue working. Filtered-out search finds stay on the ground; filtered-out skins follow normal hand delivery. Skin before searching: searching sends the corpse to rest. Treasure boxes retain their traps, locks, and contents until you work and open them.
Persistence and decay¶
| Location | Saved? |
|---|---|
| Held in hand | Yes — with your character |
| Worn (armor, pack) | Yes — with your character |
| Inside a worn container | Yes — nested with your character |
| On the ground | In the world snapshot only — decays over time |
Log out holding a sword and wearing a full pack and they are exactly where you left them on return. Items dropped and abandoned on the ground are subject to a cleanup pass: low-value clutter disappears relatively quickly, while treasure lingers far longer. Do not leave anything you intend to keep lying on the ground.
Public lockers¶
For everything you want kept but not carried, every town hall keeps public lockers behind a curtain. GO HALL in town, then GO CURTAIN — your own locker is waiting on the counter in the booth.
LOCKER list this town's locker (at a hall); elsewhere, recall every town's
STOW <item> in the booth: put something from your hands into your locker
RETRIEVE <item|number> in the booth: take it back into a free hand
PUT <item> IN LOCKER legacy phrasing works as well
GET <item> FROM LOCKER ...and back out again
LOCKER UPGRADE at the registrar's desk: buy an expansion contract (+5 slots)
LOCKER PAY settle any rent owing
- Lockers are per town: what you stow in Coldhollow stays in Coldhollow. Away from a hall,
LOCKERsummarizes each town's contents. - Base capacity 30, and a stowed container counts as one slot — a packed trunk full of gear is a single entry, contents and all. The hall registrar sells locker expansion contracts (+5 slots each, escalating price, up to +70; the contract covers your lockers in every town).
- Rent is weekly, per town: the first week is collected on the deposit that fills an empty locker, and further weeks settle automatically from your bank account first, pocket second whenever you visit. An empty locker owes nothing. Fall into arrears and that locker stays shut until you pay (
LOCKER PAY, or just visit with funds). - Stored items are out of the world entirely: beyond decay, the janitor, death, fire, and dropped connections. A scripted or enchanted item comes back exactly as it went in, behavior and all.
| Hall | Where | Registrar |
|---|---|---|
| Coldhollow Town Hall | GO HALL at Market Row |
a dour registrar |
| Emberford Hall of Records | GO HALL at the South Commons |
a brisk records clerk |
| Runmede Moot Hall | GO HALL at the Market Green |
an unhurried moot-warden |
Weight & encumbrance¶
Everything you carry has weight, and you can only carry so much before it slows you down.
WEIGH your carried load, your capacity, and your encumbrance
WEIGH <item> the weight of a single item (in hand, worn, or on the ground)
ENCUMBRANCE the same readout, spelled out (ENCUMB, ENCU… all reach it)
WEIGHT also the same readout
In the web client the Status panel carries the same reading at a glance: your load against your capacity, with the band named on a bar that fills as you load up and warms from green to red as the weight starts costing you.
- Carry capacity scales with Might — a stronger character hauls far more before tiring.
- Carried weight is the total of everything in your hands and worn, including the contents of any pack.
- Carrying past half your capacity makes you progressively slower in combat — each band of load adds to your attack recovery:
| Load | State | Added recovery |
|---|---|---|
| ≤ 50% | unencumbered | none |
| ≤ 75% | lightly burdened | +1.0s |
| ≤ 90% | burdened | +2.0s |
| ≤ 100% | heavily burdened | +3.0s |
| > 100% | overloaded | +5.0s |
Heavy armor is the largest contributor — plate protects well but weighs you down, so it rewards high Might. Bank your coins or stow loot in a container you leave behind to lighten the load. (Coins and promissory notes are effectively weightless — see Vendors & Economy.)
Silver¶
Silver is the currency. It is tracked numerically (not as an item) and shown on INFO and STAT; WEALTH (also MONEY) gives the full accounting — silver on hand, silver on account, and any promissory notes you carry. You earn it from kills directly, from selling loot, and from coin piles in treasure boxes, which pocket straight into your silver the moment you GET them. See Vendors & Economy.
See also¶
- Armor & Weapons — wearing gear and the right-hand weapon rule
- Lockpicking & Treasure — boxes are containers with locks and traps
- Command Reference — all inventory commands
Inspecting containers and remedies¶
LOOK BACKPACK (or EXAMINE BACKPACK) shows the pack's empty and loaded weight, item and weight limits, and current load. These are the limits of the item you own, so you can compare packs without relying on their shop descriptions.
LOOK COMPRESS shows what a remedy treats and its remaining doses. Bards can also use LORESING COMPRESS to identify the treatment. Hold a compress, salve, or balm and use APPLY <item>; food uses EAT and drinks use DRINK. Existing EAT shortcuts for topical remedies remain usable.