Wiki · Items and Equipment
Items and Equipment Overview
How item types, inventory actions, equipment slots, and gear rules fit together.
Overview
Items are the foundation for character power, progression, crafting, storage, and trade. The item model supports combat stats, weight, rarity, requirements, equipment slots, stack sizes, containers, use effects, use-with interactions, and attached gems.
Use the Inventory button to open your backpack view, and the Equipment button to open your equipped gear view. For searchable item data, use the Items database. For craftable outputs and ingredients, use the Recipes database.
Main item categories
Items are grouped into public categories such as:
- Weapon
- Armor
- Accessory
- Jewelry
- Consumable
- Quest
- Information
- Tool
- Container
- Other
- CraftingResource
- Plant
Common subtypes include Accessory, CraftingResource, Armor, Legs, Axe, Boot, Ranged, Food, Glove, Helmet, Magic, Potion, Shield, Spear, Staff, Sword, Other, DeadBody, Dagger, Mace, Tool, Book, Plant, Seed, Gem, Orb, SmithingOrder, SpellTome, Scroll, and Deed.
What item descriptions can show
The item model and description services can expose an item’s:
- Name and description
- Attack
- Defense
- Weight
- Rarity
- Minimum requirements
- Ammo requirements and range data for ranged weapons
- Quality, stack quantity, use effects, equipped buffs, and attached gems when present
Inventory actions
Item action labels include:
- Look
- Transfer
- Equip
- Unequip
- Pickup
- Drop
- Use
- Open
- Read
- Use with…
- DetachGem
These actions cover inspection, moving items between containers, equipping gear, using consumables or tools, opening containers, reading information items, applying use-with interactions, and detaching gems.
Equipment slots
Equippable items fit into slots such as:
- Head
- Neck
- Torso
- LeftHand
- RightHand
- Waist
- Legs
- Feet
- Ring
- Accessory
- Inventory
Equipment rules check that an item can go into its allowed slot, that the character can equip that item type, and that minimum level or skill requirements are met.
Hand and weapon rules
Hand slots have special rules:
- Two-handed weapons require both hands.
- A two-handed weapon cannot be equipped alongside a shield.
- Equipping a two-handed weapon can automatically unequip existing hand-slot items.
- Shields cannot be equipped while a two-handed weapon is equipped.
- Some dual-wield rules are class-specific.