Items

Everything you can hold, wear, carry, drink, eat or shoot. Press E in game for the equipment window; the card that appears over an item under your mouse is the short version of this page.

How a kit works

You have four places to put things:

Only the server ever moves something in or out of your kit. You spend a potion by drinking it and the server takes it; you pick a sword up and the server hands it over. Moves *within* your kit are yours alone.

Arrows are the only thing that stacks.

Picking things up

A sword or a dropped item in view glows, the crosshair turns yellow, and a prompt names it. Then a press on either mouse button picks it up instead of doing what the mitten does.

That yellow crosshair is a promise: whenever it is lit, a press is a use and never a swing. The same press opens a chest in reach, unlocks one with a key in a mitten, pulls a lever, sits you on a log, or picks a downed teammate up.

Every drop on the floor wears a ring in its rarity's color, a beacon standing out of it, and -- for a corpse -- a tag naming whose body it is and how far off, drawn over the world so stone hides the body but never the tag.

Dropping things

Drag an item out of the equipment window and let go over the world. It lands where you are looking. A backpack dropped this way lies on the floor still carrying its contents, and the card on it says how full it is.

The table

Every item in the game that is not a generated piece of gear. The gear bases -- nine slots times four rarities -- are on the Equipment page instead, because "Rare Helm" is a recipe rather than an item.

ItemKindButtonsWhat it is
StaffstaffClick to swipe. hold to grab what is ahead, let go to throw it. (12 damage)A quarterstaff: a knock, and a mitten's reach. Nothing is bound into this one -- an imbued staff casts where this grabs.
Fireballspellbookhold to charge the spell, let go to cast.Hold to charge, release to cast a bolt.
Heal Circlespellbookhold to charge the spell, let go to cast.Hold to aim, release to lay a healing circle.
Heal PotionpotionClick to drink it. hold to aim, let go to throw it. (heals 50)Restores 50 health drunk; thrown, it splashes half.
KeykeyClick to punch. hold to grab what is ahead, let go to throw it.Turns one lock, and is spent.
SwordweaponClick to swipe. hold to charge a heavy bash. (30 damage)Steel: a sweep at whatever is ahead.
Goldgold-Coins for the purse.
Bowbowhold to draw, let go to shoot.Hold to draw, release to loose an arrow off the belt.
Quiverquiver- (stacks to 99)Proper arrows for the bow: a real wound where the bare string only stings.
Summoning Circlespellbookhold to charge the spell, let go to cast.Hold to aim, release to lay a circle. Feed it anything; meet what it sends back.
Corpsecorpse-All somebody was wearing when they fell.
RoperopeClick to tie the rope ahead, then throw the free end.Tie it to a surface ahead; a second click throws the free end, and the rope hangs to climb.
Grappling Hookgrapplehold to aim, let go to fire the claw; where it bites, it reels you in.Hold to aim, release to fire the claw; where it bites something solid, the chain reels you in.
Heavy Quiverquiver- (stacks to 99)Broadhead arrows: they hit like a falling anvil and throw whoever they strike.
Fire Quiverquiver- (stacks to 99)Burning arrows: whatever they strike catches fire.
Bomb Quiverquiver- (stacks to 99)Powder-headed arrows: they explode on contact.
Thunder Quiverquiver- (stacks to 99)Charged arrows: the strike chains lightning through everything close by.
Magic Missilespellbookhold to charge the spell, let go to cast.Hold to gather, release to loose a volley of unerring bolts. A longer hold is more of them.
Ray of Frostspellbookhold to charge the spell, let go to cast.Hold to charge, release to cast a bolt of cold that chills whoever it strikes.
Ray of Sicknessspellbookhold to charge the spell, let go to cast.Hold to charge, release to cast a bolt of venom that poisons whoever it strikes.
Chromatic Orbspellbookhold to charge the spell, let go to cast.Hold to charge, release to cast an orb of fire, frost, venom, or lightning. The orb decides.
Chain Lightningspellbookhold to charge the spell, let go to cast.Hold to charge, release to cast a bolt whose strike arcs to everything close by.
Thunderwavespellbookhold to charge the spell, let go to cast.Hold to gather, release to hurl everything around you away. The props go too.
Burning Handsspellbookhold to charge the spell, let go to cast.Hold to gather, release to sweep a cone of fire from the mitten. What it touches burns.
Misty Stepspellbookhold to charge the spell, let go to cast.Hold to aim, release to blink to the mark. Walls keep their opinions to themselves.
Cloud of Daggersspellbookhold to charge the spell, let go to cast.Hold to aim, release to fill a circle with whirling blades. It does not check names.
Sleepspellbookhold to charge the spell, let go to cast.Hold to aim, release to drop everyone around the mark where they stand.
DaggerweaponClick to swipe. hold to grab what is ahead, let go to throw it. (16 damage)A thin quick blade. Rogues carry them in pairs, one to a fist.
CudgelweaponClick to swipe. hold to grab what is ahead, let go to throw it. (20 damage)An iron-shod club: an honest knock, and mercy afterward.
WrenchweaponClick to swipe. hold to grab what is ahead, let go to throw it. (14 damage)A heavy spanner, made for bolts. It settles other arguments too.
SickleweaponClick to swipe. hold to grab what is ahead, let go to throw it. (18 damage)A curved harvest blade. What it reaps, the circle eats.
MushroommushroomClick to eat it. hold to grab what is ahead, let go to throw it. (heals 30)A red-capped forest mushroom. Restores some health; the poison and the colors are included.
ShieldshieldClick to punch. hold to raise the shield.A round shield. Held up, whatever comes at you from the front is turned aside, off your stamina; run the bar dry and you reel.

Spellbooks

A book in a mitten puts its spell on that button. Any class can carry any book. See Spells for what each one does.

ItemKindButtonsWhat it is
Fireballspellbookhold to charge the spell, let go to cast.Hold to charge, release to cast a bolt.
Heal Circlespellbookhold to charge the spell, let go to cast.Hold to aim, release to lay a healing circle.
Summoning Circlespellbookhold to charge the spell, let go to cast.Hold to aim, release to lay a circle. Feed it anything; meet what it sends back.
Magic Missilespellbookhold to charge the spell, let go to cast.Hold to gather, release to loose a volley of unerring bolts. A longer hold is more of them.
Ray of Frostspellbookhold to charge the spell, let go to cast.Hold to charge, release to cast a bolt of cold that chills whoever it strikes.
Ray of Sicknessspellbookhold to charge the spell, let go to cast.Hold to charge, release to cast a bolt of venom that poisons whoever it strikes.
Chromatic Orbspellbookhold to charge the spell, let go to cast.Hold to charge, release to cast an orb of fire, frost, venom, or lightning. The orb decides.
Chain Lightningspellbookhold to charge the spell, let go to cast.Hold to charge, release to cast a bolt whose strike arcs to everything close by.
Thunderwavespellbookhold to charge the spell, let go to cast.Hold to gather, release to hurl everything around you away. The props go too.
Burning Handsspellbookhold to charge the spell, let go to cast.Hold to gather, release to sweep a cone of fire from the mitten. What it touches burns.
Misty Stepspellbookhold to charge the spell, let go to cast.Hold to aim, release to blink to the mark. Walls keep their opinions to themselves.
Cloud of Daggersspellbookhold to charge the spell, let go to cast.Hold to aim, release to fill a circle with whirling blades. It does not check names.
Sleepspellbookhold to charge the spell, let go to cast.Hold to aim, release to drop everyone around the mark where they stand.

Weapons

ItemKindButtonsWhat it is
SwordweaponClick to swipe. hold to charge a heavy bash. (30 damage)Steel: a sweep at whatever is ahead.
DaggerweaponClick to swipe. hold to grab what is ahead, let go to throw it. (16 damage)A thin quick blade. Rogues carry them in pairs, one to a fist.
CudgelweaponClick to swipe. hold to grab what is ahead, let go to throw it. (20 damage)An iron-shod club: an honest knock, and mercy afterward.
WrenchweaponClick to swipe. hold to grab what is ahead, let go to throw it. (14 damage)A heavy spanner, made for bolts. It settles other arguments too.
SickleweaponClick to swipe. hold to grab what is ahead, let go to throw it. (18 damage)A curved harvest blade. What it reaps, the circle eats.
ClubweaponClick to swipe. hold to charge a heavy bash. (30 damage)
AxeweaponClick to swipe. hold to charge a heavy bash. (30 damage)
MaceweaponClick to swipe. hold to charge a heavy bash. (30 damage)
BladeweaponClick to swipe. hold to charge a heavy bash. (30 damage)

Staves

A plain staff swipes and grabs. An imbued staff swipes and casts, and which spell it casts is part of its roll -- see Weapons.

ItemKindButtonsWhat it is
StaffstaffClick to swipe. hold to grab what is ahead, let go to throw it. (12 damage)A quarterstaff: a knock, and a mitten's reach. Nothing is bound into this one -- an imbued staff casts where this grabs.
RodstaffClick to swipe. hold to charge the spell, let go to cast. (12 damage)
StavestaffClick to swipe. hold to charge the spell, let go to cast. (12 damage)
ScepterstaffClick to swipe. hold to charge the spell, let go to cast. (12 damage)
ArchstaffstaffClick to swipe. hold to charge the spell, let go to cast. (12 damage)

Potions and food

ItemKindButtonsWhat it is
Heal PotionpotionClick to drink it. hold to aim, let go to throw it. (heals 50)Restores 50 health drunk; thrown, it splashes half.
ItemKindButtonsWhat it is
MushroommushroomClick to eat it. hold to grab what is ahead, let go to throw it. (heals 30)A red-capped forest mushroom. Restores some health; the poison and the colors are included.

Mushrooms grow in the forest and are picked the same way a sword is picked up. Eating one out of a mitten heals you or poisons you depending on which one you picked -- and either way it puts you on a trip for a while, which bends the picture, drags the music, and staggers your walk. It wears off.

Quivers

A quiver rides the belt and never a mitten. The bow shoots from the first quiver on your belt; one arrow comes off the stack per shot, and the quiver is destroyed with its last arrow. Quivers of the same type stack together. See Weapons.

ItemKindButtonsWhat it is
Quiverquiver- (stacks to 99)Proper arrows for the bow: a real wound where the bare string only stings.
Heavy Quiverquiver- (stacks to 99)Broadhead arrows: they hit like a falling anvil and throw whoever they strike.
Fire Quiverquiver- (stacks to 99)Burning arrows: whatever they strike catches fire.
Bomb Quiverquiver- (stacks to 99)Powder-headed arrows: they explode on contact.
Thunder Quiverquiver- (stacks to 99)Charged arrows: the strike chains lightning through everything close by.

Containers

ItemKindButtonsWhat it is
Packbackpack-
Satchelbackpack-
Rucksackbackpack-
Haversackbackpack-
ItemKindButtonsWhat it is
Corpsecorpse-All somebody was wearing when they fell.

A backpack is a container, and a corpse is the other one. Neither ever goes inside the other -- one level of container is all there is.