The KinsBlood Codex

Choose what you want to learn

Follow the learning path from movement to hunting, or open any volume when a system, place, or command catches your interest.

KinsBlood — Adventure Together crest
Your learning path

From newcomer to hunter

0 of 8 steps complete
  1. Create hero
  2. Enter Play
  3. Movement
  4. Items
  5. Quests
  6. Hunting
  7. Combat
  8. Explore
Begin Your StoryAccount, character creation, Play, movement, and your first commands. AdventureQuests, creatures, instance dungeons, hunting, and combat. Grow in PowerEquipment, leveling, resources, skills, and spells. Know the RealmShops, NPCs, the world map, Premium, and Support.
Recommended first volume

Begin Your Story · approximately 10 minutes

Open volume I
Quick reference

Search all 11 chapters or type help in Play.

Volume III · Field Note 04

Items & Equipment

Master hands, packs, armor, weapons, containers, item identity, and the practical rules behind carrying your kit.

Field method Scan the contents, open the entry you need, then try its highlighted commands in Play.

An armorer's workshop displays weapons, armor, packs, potions, and adventuring equipment
Illustrated field plateVolume III · Field Note 04

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.

Each profession’s starter weapon and armor follows these same class and armor-training rules. Admin → Starter Items only offers compatible gear, and the server will not grant an incompatible starter assignment.

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.

Gear tiers, rolls & flair

Profession & gear tiers: Each profession has a maximum armor weight class (light / medium / heavy). You cannot equip body armor heavier than that cap. Weapons, shields, armor, charms, and other wearable gear may also list the professions trained to use them; look at my <item> shows those names. The game refuses an incompatible wear/equip action. You may still receive or hold an incompatible weapon or shield, but every attack warns you and ignores that item and all of its bonuses. Some weapons are two-handed: you need both hands free to swing in melee. 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 equippable gear limited to specific professions.

Item level & gear combat bonuses

Weapons and armor (including shields and jewelry) have an item level shown on look at my <item> as Level: N, roughly the level of the creature(s) it's designed to drop from. It's separate from any level requirement to equip/attack with the item (most gear has no requirement at all).

Item level and magical quality together compute a small Attack Strength (AS) (weapons) / Defense Strength (DS) (armor, shields, jewelry) bonus automatically, nothing to configure, it just scales with how strong the item is. Some items also carry a small hand-authored dodge, crit chance, max mana, mana regen, or max HP bonus. See Combat & Stats for the full breakdown and caps.

Shields: sword/mace/polearm-wielding hostile humanoids (bandits, outlaws, oathbreakers, pirate captains, and similar archetypes) may drop a matching shield alongside their usual weapon/armor drops.

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

Equipment restricted by profession

Equippable items with an empty profession list may be used by any profession. The table lists explicitly limited gear; two-handed weapons still need both hands free to swing.

ItemSlotProfessions that may use itTwo-handed
ashwood spellwandweaponWizardNo
battle axeweaponWarriorYes
blessed oak staffweaponClericNo
brigandine coatChestWarriorNo
bronze sun hammerweaponClericNo
chainmailChestCleric, Ranger, WarriorNo
cloth robeChestEmpath, WizardNo
cloth shoesFeetCleric, Empath, Ranger, Warrior, WizardNo
coarse brown hoseLegsClericNo
crystal focus pendantNeckEmpathNo
daggerweaponRanger, WizardNo
dark ceremonial hoseLegsClericNo
dawn ite leather helmHeadRangerNo
dawn shard leather bootsFeetEmpath, Ranger, WizardNo
dawn vein cloth robeChestEmpathNo
deep indigo hoseLegsWizardNo
divine dawn glass healing wandweaponEmpathNo
divine dawn shard mithril greavesFeetCleric, Ranger, WarriorNo
divine dawn steel glass daggerweaponRanger, WizardNo
divine dawn steel warhammerweaponClericNo
divine dawn vein bow and arrowsweaponRangerYes
divine dawn vein silk robeChestEmpath, WizardNo
divine ember steel glass runestaffweaponWizardYes
divine grave steel adamantine plate chestChestWarriorNo
divine grave steel vein swordweaponWarriorNo
divine soul ore mithril chainmailChestCleric, RangerNo
dread steel plate chestChestWarriorNo
dread steel scale mailChestCleric, Ranger, WarriorNo
ember steel leather helmHeadRangerNo
embroidered clerical robesChestClericNo
embroidered soft shoesFeetEmpathNo
empath's pendantNeckEmpathNo
eternal dread steel plate chestChestWarriorNo
eternal dread steel swordweaponWarriorNo
eternal ember shard plate greavesFeetCleric, Ranger, WarriorNo
eternal ember steel glass daggerweaponRanger, WizardNo
eternal grave ore scale mailChestCleric, RangerNo
eternal mana vein cloth robeChestEmpath, WizardNo
eternal sky glass bow and arrowsweaponRangerYes
eternal soul glass runestaffweaponWizardYes
eternal soul ore warhammerweaponClericNo
eternal soul vein healing wandweaponEmpathNo
firey iron swordweaponWarriorNo
forest-green ranger tunicChestRangerNo
grave ore hide jerkinChestCleric, RangerNo
grave steel plate chestChestWarriorNo
greatswordweaponWarriorYes
halberdweaponWarriorYes
hard-wearing trail pantsLegsRangerNo
heroic ember runestaff shardweaponWizardYes
heroic ember steel glass swordweaponWarriorNo
heroic grave steel vein maceweaponCleric, WarriorNo
heroic mana iron glass staffweaponCleric, Empath, WizardYes
heroic soul steel battle axeweaponWarriorYes
heroic soul vein healing wandweaponEmpathNo
heroic storm steel glass bow arrowsweaponRanger, WarriorNo
heroic storm steel shard daggerweaponRanger, WizardNo
hide jerkinChestCleric, Ranger, WarriorNo
hunting knifeweaponRangerNo
iron bow and arrowsweaponRanger, WarriorNo
iron daggerweaponRanger, WizardNo
iron helmHeadCleric, Ranger, WarriorNo
iron maceweaponCleric, WarriorNo
iron shieldshieldCleric, Ranger, WarriorNo
iron staffweaponCleric, Empath, WizardYes
iron swordweaponWarriorNo
iron vanguard spearweaponWarriorYes
ivory silk hoseLegsEmpathNo
knotted oak staffweaponWizardNo
leather bootsFeetCleric, Empath, Ranger, Warrior, WizardNo
leather chestChestCleric, Empath, Ranger, Warrior, WizardNo
leather glovesArmsCleric, Empath, Ranger, Warrior, WizardNo
leather helmHeadCleric, Empath, Ranger, Warrior, WizardNo
leather vestChestCleric, Empath, Ranger, Warrior, WizardNo
legendary dread steel greatswordweaponWarriorYes
legendary dread steel steel maceweaponCleric, WarriorNo
legendary ember shard runestaffweaponWizardYes
legendary ember steel glass daggerweaponRanger, WizardNo
legendary mana glass runestaffweaponWizardYes
legendary mana shard healing wandweaponEmpathNo
legendary soul steel longswordweaponWarriorYes
legendary storm steel bow arrowsweaponRanger, WarriorNo
linen wrapsHandsEmpathNo
longswordweaponWarriorYes
mana glass cloth hoodHeadEmpath, WizardNo
mana glass cloth robeChestEmpath, WizardNo
mana glass padded jerkinChestWizardNo
mana vein chainmailChestCleric, Ranger, WarriorNo
mythic dawn glass healing wandweaponEmpathNo
mythic dawn steel warhammerweaponClericNo
mythic dread steel plate chestChestWarriorNo
mythic mana glass runestaffweaponWizardYes
mythic soul ore hide jerkinChestCleric, RangerNo
mythic soul steel swordweaponWarriorNo
mythic storm shard bow and arrowsweaponRangerYes
mythic storm shard leather bootsFeetEmpath, Ranger, WizardNo
mythic storm steel shard daggerweaponRanger, WizardNo
mythic storm vein cloth robeChestEmpath, WizardNo
oak staffweaponCleric, Empath, WizardYes
oak walking staffweaponClericNo
padded jerkinChestCleric, Empath, Ranger, Warrior, WizardNo
pale empath's robesChestEmpathNo
pale linen hoseLegsEmpathNo
plate chestChestWarriorNo
polished temple shoesFeetClericNo
practice longswordweaponWarriorNo
reinforced leather pantsLegsWarriorNo
round wooden shieldshieldCleric, Ranger, WarriorNo
runestaffweaponWizardYes
sandals with leather strapsFeetClericNo
scale mailChestCleric, Ranger, WarriorNo
scarred training leathersChestWarriorNo
silver holy symbolNeckClericNo
simple clerical vestmentsChestClericNo
sky glass steel gauntletsHandsCleric, Ranger, WarriorNo
sky shard leather chestChestRangerNo
sky steel plate greavesFeetWarriorNo
sledge hammerweaponWarriorYes
soft cotton glovesHandsEmpathNo
soft healer's robeChestEmpathNo
soft pointed capHeadWizardNo
soft slippersFeetEmpathNo
soft velvet slippersFeetWizardNo
soft-soled tracking bootsFeetRangerNo
soul ore brigandine coatChestWarriorNo
soul steel plate chestChestWarriorNo
star-stitched scholar's robeChestWizardNo
steel bow and arrowsweaponRanger, WarriorNo
steel daggerweaponRanger, WizardNo
steel gauntletsArmsCleric, Ranger, WarriorNo
steel maceweaponCleric, WarriorNo
steel shieldshieldCleric, Ranger, WarriorNo
steel swordweaponWarriorNo
steel-toed bootsFeetCleric, Ranger, WarriorNo
storm glass steel bootsFeetCleric, Ranger, WarriorNo
storm shard leather glovesHandsRangerNo
studded bootsFeetWarriorNo
trail pouchWaistRangerNo
valiant dawn glass healing wandweaponEmpathNo
valiant dread iron ore maceweaponCleric, WarriorNo
valiant dread iron shard swordweaponWarriorNo
valiant ember oak shard staffweaponCleric, Empath, WizardYes
valiant ember shard runestaffweaponWizardYes
valiant grave vein halberdweaponWarriorYes
valiant sky daggerweaponRanger, WizardNo
valiant storm bow arrows shardweaponRanger, WarriorNo
weathered cloakBackRangerNo
willow healing wandweaponEmpathNo
wooden bow and arrowsweaponRanger, WarriorNo
wooden holy symbolNeckClericNo
wooden shieldshieldCleric, Ranger, WarriorNo
wooden staffweaponCleric, Empath, WizardYes
wooden swordweaponWarriorNo
yew recurved bow and arrowsweaponRangerYes

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

Putting items away

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: Status → Hands popup

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.

Getting items

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.