Items & Equipment

Wearing / Equipping

equip <item> – Equip an item from inventory (e.g. equip wooden sword). wear <item> is the same as equip. Items that are only meant to be carried (pelts, herbs, potions, coins, ammo stacks, etc.) use item_definitions.slot = none—you cannot equip them; the game says it is not something you can wear.

If you type a generic shield hint (wear shield, equip shield, wear my shield, …) and nothing in your hands matches, but you already have a shield wielded or slung on your back, the game reminds you instead of saying it does not recognize the command.

Equipment uses item_definitions.slot values such as weapon, shield, armor pieces, back (worn backpack), waist, and left_hand / right_hand for some thrown items. anywhere is for cosmetic finery (clothing, jewelry): you can wear unlimited pieces; each still adds weight to encumbrance, but stat bonuses on those rows do not apply to combat. anywhere_magic is for minor magical trinkets: at most two may be worn; their bonuses do apply like other gear. Use unequip <item name> for a specific piece, or unequip anywhere / unequip anywhere_magic to remove one stacked piece (help equipment).

Separate character_equipment rows handle shield_back (slung shield), weapon_sheath, and the general row (belt bag / pouch) when you have something worn there—these are not the same as the old misuse of slot name “general” for non-wearables in item_definitions (now none in seed and admin).

You may wear a pack on back and still have a shield on shield_back—separate rows.

Profession & gear tiers: Each profession has a maximum armor weight class (light / medium / heavy)—you cannot equip body armor heavier than that cap. Some weapons are two-handed: you need both hands free to swing in melee; others may list which professions may equip them. Magical quality (Valiant / Heroic / Legendary / Mythic / Eternal / Divine) and affix bonuses may be stored on the item definition in the database. Higher magical tiers require a higher character level to equip (armor) or attack with (weapons). Use look at my <item> to see tier, rolled stats, and bonuses (help equipment).

Rolled stats persist: When a piece of gear has random rolled bonuses (e.g. +5 str / +2 con on a particular broadsword), those numbers are baked into that physical item. They no longer re-roll every time you equip; they survive drop / pickup, give, market sale, and pawn. The weapon you sold for 200 gold is the same weapon (with the same rolled bonuses) when the buyer picks it up.

Weapon flair: Some weapons carry an elemental flair (Fire, Ice, Acid, Lightning, Shadow, Holy). On each melee attack, the flair has a percent chance to trigger (proc). When it fires, it makes its own independent hit roll for bonus elemental damage. Flaired weapons display with a glowing outline color in the game UI. Flair is now per physical item: two players carrying the same kind of sword may have one flaired and one not, and the flair travels with that specific weapon across give / drop / pickup / market sale.

Modifiers: Weapons and armor may have modifier slots that allow players to apply modifier items. A flair modifier adds an elemental enchantment to a weapon (only one flair per item). Stat modifiers add bonus stats—the number of available slots depends on the item.

Reference tables (same rules as the game; loaded from the database) are in the next two cards: max armor per profession, then weapons that are limited to specific professions.

Profession armor limits

Body armor (head, chest, legs, etc.) cannot exceed your profession’s maximum weight class. Light armor can be worn by anyone whose cap is light, medium, or heavy; heavy armor requires a profession capped at heavy.

ProfessionMax armor weight class
ClericMedium
EmpathLight
RangerMedium
WarriorHeavy
WizardLight

Weapons restricted by profession

Weapons with an empty profession list in the database may be equipped by any profession. The table below lists only items that are explicitly limited—if a weapon is missing here, it follows the general rules above (and two-handed weapons still need both hands free to swing).

Weapon (item name)Professions that may equip itTwo-handed
battle axeWarriorYes
divine ember steel glass runestaffWizardYes
divine grave steel vein swordWarriorNo
eternal dread steel swordWarriorNo
eternal soul glass runestaffWizardYes
greatswordWarriorYes
halberdWarriorYes
heroic ember runestaff shardWizardYes
heroic ember steel glass swordWarriorNo
heroic grave steel vein maceCleric, WarriorNo
heroic mana iron glass staffCleric, Ranger, WizardYes
heroic soul steel battle axeWarriorYes
heroic storm steel glass bow arrowsRanger, WarriorNo
iron bow and arrowsRanger, WarriorNo
iron maceCleric, WarriorNo
iron staffCleric, Ranger, WizardYes
iron swordWarriorNo
legendary dread steel greatswordWarriorYes
legendary dread steel steel maceCleric, WarriorNo
legendary ember shard runestaffWizardYes
legendary mana glass runestaffWizardYes
legendary soul steel longswordWarriorYes
legendary storm steel bow arrowsRanger, WarriorNo
longswordWarriorYes
mythic mana glass runestaffWizardYes
mythic soul steel swordWarriorNo
oak staffCleric, Ranger, WizardYes
runestaffWizardYes
sledge hammerWarriorYes
steel bow and arrowsRanger, WarriorNo
steel maceCleric, WarriorNo
steel swordWarriorNo
valiant dread iron ore maceCleric, WarriorNo
valiant dread iron shard swordWarriorNo
valiant ember oak shard staffCleric, Ranger, WizardYes
valiant ember shard runestaffWizardYes
valiant grave vein halberdWarriorYes
valiant storm bow arrows shardRanger, WarriorNo
wooden bow and arrowsRanger, WarriorNo
wooden staffCleric, Empath, WizardYes
wooden swordWarriorNo

Removing / Unequipping

unequip <slot> – Unequip by slot (e.g. unequip weapon, unequip feet, unequip anywhere, unequip anywhere_magic). unequip shield draws the shield from your back if your hand is empty; same for unequip weapon and the sheath.

unequip <item> – Unequip by item name (e.g. unequip wooden sword). You can use a partial name when it matches only one worn piece (e.g. remove ring for a uniquely named ring). With several stacked pieces in a slot, unequip anywhere / unequip anywhere_magic removes one (last equipped first). remove <slot or item> is the same as unequip.

Shield & Weapon: Stow & Draw

stow shield – Sling your shield over your back. Frees your left hand. Shield on your back does not grant combat bonuses – only when held in hand.

stow weapon – Sheathe your weapon. Frees your right hand. Weapon in its sheath does not grant combat bonuses – only when drawn.

If the item is not a shield or weapon, or your sheath already holds a weapon, or you already have a shield on your back, the game moves the item to main inventory and explains why.

draw shield – Bring your shield from your back into your hand.

draw weapon – Draw your weapon from its sheath.

swap – Switch what is in your left and right hands. Works with two items (they trade places) or just one (moves it to the other hand). Both hands empty reports an error.

Equipment bonuses (STR, CON, DEX, etc.) apply only when items are equipped in hand or worn. Items in containers, inventory, or sheathed/on back do not grant bonuses.

Putting & Getting

put my <item> in my sheath – Move a weapon from your pack (or hand) into the sheath when it is free.

put my <item> in my <container> – Stow into a worn container (the exact phrase uses the item’s name, e.g. put my rock in my leather backpack). put … in my backpack is the same idea when your pack is named that way in the world data. put … in my back (plain back in a put … in … phrase) also targets your worn backpack—so you do not have to spell out leather backpack every time. Get still uses get … from back for a shield slung on shield_back; that is different from stowing into the pack.

Web (Condition → Hands): click the underlined name of what you are holding to open a command popup (same look as NPC Commands). Stow lines appear only for equipped containers (your pack, a bag held in hand, etc.); you will not see “stow into pack” if you dropped your only pack. Wear / Equip appears only when the item has a wearable slot (not skins/pelts or other none items). Worn finery (anywhere slots) is listed under info Gear, not as extra lines under Hands; optional Shield on back / Weapon in sheath sub-rows show when something is slung or sheathed—click those names to draw shield / draw weapon (needs a free hand), same as typing those commands.

get <item> – Without my: tries ground, then room surfaces (e.g. bench), then your sheath, then inventory/containers. get my <item> – Only things on you (sheath first, then loose inventory and packs). get <item> from my sheath / from my backpack – Take from that source only. For skins/pelts inside a worn pack, get my rat pelt from my leather backpack (or a shorter from my backpack) moves one hide into a free hand with the correct quality—so it is not mistaken for a generic “get from container” that would only shuffle non-weapon items. Taking a single item out of the pack (take 1) prefers landing in a free hand when possible (same idea as shop delivery).

get <item> from <container> – Take from an equipped container when you name it (same as explicit backpack line above).

put <item> on <surface> – Place on a surface (e.g. Town Center park bench).

Type help equipment in-game for the compact command list.

Containers

New characters receive a leather backpack and it is equipped on the back slot when nothing else is already there (even if a profession has no rows in Admin → Starter Items). Loot goes into equipped containers first. Containers have capacity (max weight) and may restrict item types.

Item Actions

flip <item>, tap <item> – Item-specific actions (e.g. flip my sword).

Engraving (personal names)

engrave <text> – Carve a personal name onto your currently equipped weapon (e.g. engrave Dragonbane). engrave clear – Remove an existing engraving.

The engraving is per physical item: it follows the weapon across give, drop / pickup, market sale, and pawn. Trading or selling the weapon does not strip the name—two players holding the same kind of sword can engrave them differently, and only that specific weapon carries your engraving.

Limits: 1–40 characters; letters / digits / spaces and ' - , . ! ? only. The same name-moderation rules as character names apply. A weapon picked up before the instance-tracking system was online needs to be dropped and picked back up once before it can be engraved (the in-game error tells you when that is the case). Type help engrave in-game for the full topic.

Item identity & history

Non-stackable gear (weapons, armor, shields, accessories, containers, magical / quest items) now carries a stable identity that survives every move. The same physical longsword you looted off a wolf is still the same item after you equip it, drop it, hand it to another player, list it on the ledger, or sell it to a vendor. Per-item attributes—engravings and flair—travel with the item, not with the kind of item.

Giving Items

give <item> to <player> – Offer item (must be in hand). Recipient types accept. A held backpack (or similar) transfers with its contents.

give <player> <amount> – Give copper directly (no accept needed). Legacy … gold can mean whole gold coins—see help bank.

give <player> <item> for <amount> – Sell item. Recipient needs coin and empty hand to accept.

When dead, accept can also respond to the empath’s injury heal quote, the cleric’s resurrect quote, or consent to another player’s drag offer—not only item trades.

Locked Strongboxes & Locksmith

Locked strongboxes contain random loot (tables can differ per chest type). Vex the Lockpick (Locksmith's Workshop; dir locksmith) opens them for 15% of contents value.

ask Vex for boxes – Request locked strongboxes from Vex.

give locked strongbox to Vex – Offer the chest. Vex makes an offer; type accept to pay his fee and receive the contents.

Weight & Encumbrance

Each item has weight. Capacity = race base + STR×5. Encumbrance stages (Unencumbered through Heavy, then Overencumbered at ≥200% of capacity) add +2 sec to attack round time per stage.

At 200% or more, you cannot move until you drop items or wallet coin—e.g. drop 500 gold leaves a pile on the ground that others can pick up (help movement).

The sidebar shows an encumbrance bar (solid fill whose color moves from green through yellow and orange to red as you get heavier), weight/capacity, and encumbrance level. Hover over the bar or value for a tooltip.