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Items & Interaction ​

Picking things up ​

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get lantern
get all chest
get 2.apple backpack

get <item> picks something up from the room. Add a container name to get something out of a container instead (in the room, or in your own inventory) — get all chest takes everything out of a chest, and get 2.apple backpack takes the second apple out of a backpack.

Crafting can take from a bag you carry without getting it out first: name the bag after a dot, as in combine obfuscus.herbbag or combine 3 obfuscus.2.bag (help combine has the details).

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loot
loot 2.corpse

loot on its own grabs everything from every corpse in the room at once. Add a corpse selector (like loot 2.corpse) to loot just one instead.

Checking what you're carrying ​

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inventory
inv
i

All three do the same thing: list what's currently in your inventory.

Putting things away ​

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put apple backpack
put all chest
put 2.coin pouch

put <item> <container> moves an item from your inventory into a container — in the room, or in your own inventory (like putting coins into a pouch you're carrying).

The transfer panel ​

Looking inside a container — with look chest, check backpack, or by clicking it — shows a TRANSFER button under its contents. That opens your inventory and the container side by side.

  • Click an item to send it across. Shift-click moves half a stack, ctrl-click moves one, and every stack also carries 1 / ½ / All buttons, so a tap works the same on a phone.
  • Drag an item from either side onto the other.
  • Drag something onto a bag in your own inventory to pack it straight into that bag.
  • Every container in your own list has an Open button that moves the panel onto it, so you can go from a chest into your own satchel without closing anything. The ↩ in the container's heading takes you back.
  • Close it with the ✖, or with Escape.

Each row also shows your label for an item, if you gave it one, so a packed chest can be scanned at a glance.

What can I call this thing? ​

A name is not always what you type. "a ☉ charged knurl" answers to knurl, and nothing on the screen used to say so.

Any item with keywords now carries a small ? beside its name — wherever you look at it, examine it, or see it in the transfer panel. Hover it on a computer, tap it on a phone, and it lists the words that work:

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Type any of these:
knurl  charged

and your label, betsy

Your own label counts as one of them the moment you set it — see label and unlabel.

The panel closes on its own the moment anything happens to you: moving rooms, a fight starting, or sitting down. Nothing it does is special — every click sends the same get or put you could type, so the same weight limits and container rules apply, and any refusal is printed in the console as usual.

Dropping and giving items ​

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drop lantern
drop 2.sword

drop <item> leaves an item on the floor of your current room.

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give apple guard
give 2.pelt quartermaster

give <item> <mob> hands an item directly to an NPC in your room — this is also how you'll complete item-delivery quests once you have what's needed.

Equipping items ​

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equip sword
equip helmet
equip all.armor

equip <item> puts on anything equippable, swapping out whatever's already in that slot if needed. wear and wield do the same thing for armor and weapons specifically, if you'd rather be explicit about which:

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wear helmet
wield sword
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remove helmet
remove all

remove <item> takes something off and returns it to your inventory. remove all takes everything off at once.

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equipment
eq

Shows everything you currently have equipped.

Repairing gear ​

Worn equipment loses durability in every fight, and a broken piece (at zero) stops counting towards your stats until it is mended. Mending happens at a forge or smith that offers it.

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repair sword
repair weapon confirm
repair all
repair all confirm

repair <item> shows the price for one piece; add confirm to pay it. Name a piece by keyword, by your label for it, by its equipment slot (weapon, feet, head...), or as 2.sword for the second match.

repair all lists every damaged piece you are wearing or carrying, one line each with its price, and the total. repair all confirm pays the lot. A few rules:

  • All or nothing. If you can't cover the whole bill, nothing is mended. Mend one piece at a time instead.
  • The price you saw is the price you pay. The confirm only goes through if nothing has changed since the list you were shown; otherwise you get the new list and are charged nothing. A price is good for five minutes.
  • Bags are left out. Anything inside a bag is not on the bill, so put a spare you don't want mended in a bag first.
  • Not mid-fight. You can see the price during a fight, but not pay.

The REPAIR button at a forge shows the repair all list.

Each repair of the same piece costs more than the last, and each one also makes the piece a little tougher. help repair has the details.

Selling to a merchant ​

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sell dagger garron
sell 3 trout to garron
sell all trout garron
sell moonblade garron confirm

sell <item> <merchant> sells to a merchant in the room (the word to is optional). A number or all in front sells several at once.

Merchants pay a fraction of what an item is worth. What you sell goes on the shop's used rack, priced higher than they paid you — and the rack is shared, so anyone can buy it before you come back for it. It clears when the shop restocks.

So selling anything valuable asks first. If an item is valued at 300 or more, nothing is sold; you are told what the merchant would pay and what buying it back would cost. Add confirm to the end to sell anyway, or use the SELL ANYWAY button. From the item panel the question appears right under the SELL button.

The bar is yours to set:

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sellconfirm
sellconfirm 1000
sellconfirm off
sellconfirm on

On its own, sellconfirm shows your current bar. A number sets it, off (or 0) never asks, and on puts it back to 300. It is judged per item on the item's own value, never on the total — selling fifty cheap fish doesn't ask. The same setting is in Settings as Confirm Sales Worth.

Written pages and labels ​

A page someone has written on or titled never stacks with blank paper from the same pad, and neither does anything you have given a label — each one keeps its own line in your inventory, in containers, on the floor and on a shop's used rack. To pick one out by typing, label it (label paper shopping) or count it (2.paper).

Selectors, in general ​

Across get, drop, give, put, equip, and remove, the pattern is the same: name a specific item by its keyword (sword), pick among duplicates with a number (2.sword), or act on everything at once with all or a narrower all.<category> (like all.armor).