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.
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.
| Profession | Max armor weight class |
|---|---|
| Cleric | Medium |
| Empath | Light |
| Ranger | Medium |
| Warrior | Heavy |
| Wizard | Light |
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.
| Item | Slot | Professions that may use it | Two-handed |
|---|---|---|---|
ashwood spellwand | weapon | Wizard | No |
battle axe | weapon | Warrior | Yes |
blessed oak staff | weapon | Cleric | No |
brigandine coat | Chest | Warrior | No |
bronze sun hammer | weapon | Cleric | No |
chainmail | Chest | Cleric, Ranger, Warrior | No |
cloth robe | Chest | Empath, Wizard | No |
cloth shoes | Feet | Cleric, Empath, Ranger, Warrior, Wizard | No |
coarse brown hose | Legs | Cleric | No |
crystal focus pendant | Neck | Empath | No |
dagger | weapon | Ranger, Wizard | No |
dark ceremonial hose | Legs | Cleric | No |
dawn ite leather helm | Head | Ranger | No |
dawn shard leather boots | Feet | Empath, Ranger, Wizard | No |
dawn vein cloth robe | Chest | Empath | No |
deep indigo hose | Legs | Wizard | No |
divine dawn glass healing wand | weapon | Empath | No |
divine dawn shard mithril greaves | Feet | Cleric, Ranger, Warrior | No |
divine dawn steel glass dagger | weapon | Ranger, Wizard | No |
divine dawn steel warhammer | weapon | Cleric | No |
divine dawn vein bow and arrows | weapon | Ranger | Yes |
divine dawn vein silk robe | Chest | Empath, Wizard | No |
divine ember steel glass runestaff | weapon | Wizard | Yes |
divine grave steel adamantine plate chest | Chest | Warrior | No |
divine grave steel vein sword | weapon | Warrior | No |
divine soul ore mithril chainmail | Chest | Cleric, Ranger | No |
dread steel plate chest | Chest | Warrior | No |
dread steel scale mail | Chest | Cleric, Ranger, Warrior | No |
ember steel leather helm | Head | Ranger | No |
embroidered clerical robes | Chest | Cleric | No |
embroidered soft shoes | Feet | Empath | No |
empath's pendant | Neck | Empath | No |
eternal dread steel plate chest | Chest | Warrior | No |
eternal dread steel sword | weapon | Warrior | No |
eternal ember shard plate greaves | Feet | Cleric, Ranger, Warrior | No |
eternal ember steel glass dagger | weapon | Ranger, Wizard | No |
eternal grave ore scale mail | Chest | Cleric, Ranger | No |
eternal mana vein cloth robe | Chest | Empath, Wizard | No |
eternal sky glass bow and arrows | weapon | Ranger | Yes |
eternal soul glass runestaff | weapon | Wizard | Yes |
eternal soul ore warhammer | weapon | Cleric | No |
eternal soul vein healing wand | weapon | Empath | No |
firey iron sword | weapon | Warrior | No |
forest-green ranger tunic | Chest | Ranger | No |
grave ore hide jerkin | Chest | Cleric, Ranger | No |
grave steel plate chest | Chest | Warrior | No |
greatsword | weapon | Warrior | Yes |
halberd | weapon | Warrior | Yes |
hard-wearing trail pants | Legs | Ranger | No |
heroic ember runestaff shard | weapon | Wizard | Yes |
heroic ember steel glass sword | weapon | Warrior | No |
heroic grave steel vein mace | weapon | Cleric, Warrior | No |
heroic mana iron glass staff | weapon | Cleric, Empath, Wizard | Yes |
heroic soul steel battle axe | weapon | Warrior | Yes |
heroic soul vein healing wand | weapon | Empath | No |
heroic storm steel glass bow arrows | weapon | Ranger, Warrior | No |
heroic storm steel shard dagger | weapon | Ranger, Wizard | No |
hide jerkin | Chest | Cleric, Ranger, Warrior | No |
hunting knife | weapon | Ranger | No |
iron bow and arrows | weapon | Ranger, Warrior | No |
iron dagger | weapon | Ranger, Wizard | No |
iron helm | Head | Cleric, Ranger, Warrior | No |
iron mace | weapon | Cleric, Warrior | No |
iron shield | shield | Cleric, Ranger, Warrior | No |
iron staff | weapon | Cleric, Empath, Wizard | Yes |
iron sword | weapon | Warrior | No |
iron vanguard spear | weapon | Warrior | Yes |
ivory silk hose | Legs | Empath | No |
knotted oak staff | weapon | Wizard | No |
leather boots | Feet | Cleric, Empath, Ranger, Warrior, Wizard | No |
leather chest | Chest | Cleric, Empath, Ranger, Warrior, Wizard | No |
leather gloves | Arms | Cleric, Empath, Ranger, Warrior, Wizard | No |
leather helm | Head | Cleric, Empath, Ranger, Warrior, Wizard | No |
leather vest | Chest | Cleric, Empath, Ranger, Warrior, Wizard | No |
legendary dread steel greatsword | weapon | Warrior | Yes |
legendary dread steel steel mace | weapon | Cleric, Warrior | No |
legendary ember shard runestaff | weapon | Wizard | Yes |
legendary ember steel glass dagger | weapon | Ranger, Wizard | No |
legendary mana glass runestaff | weapon | Wizard | Yes |
legendary mana shard healing wand | weapon | Empath | No |
legendary soul steel longsword | weapon | Warrior | Yes |
legendary storm steel bow arrows | weapon | Ranger, Warrior | No |
linen wraps | Hands | Empath | No |
longsword | weapon | Warrior | Yes |
mana glass cloth hood | Head | Empath, Wizard | No |
mana glass cloth robe | Chest | Empath, Wizard | No |
mana glass padded jerkin | Chest | Wizard | No |
mana vein chainmail | Chest | Cleric, Ranger, Warrior | No |
mythic dawn glass healing wand | weapon | Empath | No |
mythic dawn steel warhammer | weapon | Cleric | No |
mythic dread steel plate chest | Chest | Warrior | No |
mythic mana glass runestaff | weapon | Wizard | Yes |
mythic soul ore hide jerkin | Chest | Cleric, Ranger | No |
mythic soul steel sword | weapon | Warrior | No |
mythic storm shard bow and arrows | weapon | Ranger | Yes |
mythic storm shard leather boots | Feet | Empath, Ranger, Wizard | No |
mythic storm steel shard dagger | weapon | Ranger, Wizard | No |
mythic storm vein cloth robe | Chest | Empath, Wizard | No |
oak staff | weapon | Cleric, Empath, Wizard | Yes |
oak walking staff | weapon | Cleric | No |
padded jerkin | Chest | Cleric, Empath, Ranger, Warrior, Wizard | No |
pale empath's robes | Chest | Empath | No |
pale linen hose | Legs | Empath | No |
plate chest | Chest | Warrior | No |
polished temple shoes | Feet | Cleric | No |
practice longsword | weapon | Warrior | No |
reinforced leather pants | Legs | Warrior | No |
round wooden shield | shield | Cleric, Ranger, Warrior | No |
runestaff | weapon | Wizard | Yes |
sandals with leather straps | Feet | Cleric | No |
scale mail | Chest | Cleric, Ranger, Warrior | No |
scarred training leathers | Chest | Warrior | No |
silver holy symbol | Neck | Cleric | No |
simple clerical vestments | Chest | Cleric | No |
sky glass steel gauntlets | Hands | Cleric, Ranger, Warrior | No |
sky shard leather chest | Chest | Ranger | No |
sky steel plate greaves | Feet | Warrior | No |
sledge hammer | weapon | Warrior | Yes |
soft cotton gloves | Hands | Empath | No |
soft healer's robe | Chest | Empath | No |
soft pointed cap | Head | Wizard | No |
soft slippers | Feet | Empath | No |
soft velvet slippers | Feet | Wizard | No |
soft-soled tracking boots | Feet | Ranger | No |
soul ore brigandine coat | Chest | Warrior | No |
soul steel plate chest | Chest | Warrior | No |
star-stitched scholar's robe | Chest | Wizard | No |
steel bow and arrows | weapon | Ranger, Warrior | No |
steel dagger | weapon | Ranger, Wizard | No |
steel gauntlets | Arms | Cleric, Ranger, Warrior | No |
steel mace | weapon | Cleric, Warrior | No |
steel shield | shield | Cleric, Ranger, Warrior | No |
steel sword | weapon | Warrior | No |
steel-toed boots | Feet | Cleric, Ranger, Warrior | No |
storm glass steel boots | Feet | Cleric, Ranger, Warrior | No |
storm shard leather gloves | Hands | Ranger | No |
studded boots | Feet | Warrior | No |
trail pouch | Waist | Ranger | No |
valiant dawn glass healing wand | weapon | Empath | No |
valiant dread iron ore mace | weapon | Cleric, Warrior | No |
valiant dread iron shard sword | weapon | Warrior | No |
valiant ember oak shard staff | weapon | Cleric, Empath, Wizard | Yes |
valiant ember shard runestaff | weapon | Wizard | Yes |
valiant grave vein halberd | weapon | Warrior | Yes |
valiant sky dagger | weapon | Ranger, Wizard | No |
valiant storm bow arrows shard | weapon | Ranger, Warrior | No |
weathered cloak | Back | Ranger | No |
willow healing wand | weapon | Empath | No |
wooden bow and arrows | weapon | Ranger, Warrior | No |
wooden holy symbol | Neck | Cleric | No |
wooden shield | shield | Cleric, Ranger, Warrior | No |
wooden staff | weapon | Cleric, Empath, Wizard | Yes |
wooden sword | weapon | Warrior | No |
yew recurved bow and arrows | weapon | Ranger | Yes |
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.