Implemented
Inventory
Manage the active character's personal items, materials, clothing, and equipment.
Overview
Inventory belongs to the active character and has 10 slots. It can hold individual items and material or crop stacks; each non-empty stack occupies one slot regardless of its quantity.
What It Holds
Construction materials, harvested crops, seeds, Tools, clothing, and other individual items may appear here. Tools are non-stackable, character-owned items. Material and agricultural quantities stack by canonical item identity.
Equipment
Equipment has six positions: HEAD, TORSO, MAIN_HAND, OFF_HAND, LEGS, FEET. Only compatible wearable items may be equipped. Professional Tools remain in personal Inventory and are not equipped.
Capacity Rules
An action that needs a new slot fails atomically when Inventory is full. Existing stacks may still accept more of the same stackable resource. Unequipping also needs an open personal slot. Example: if all 10 slots contain unique items or stack types, receiving a new stack type fails, but adding quantity to an existing Lumber stack can still succeed.
Transfers
After Account Storage exists, eligible items and resources can move between the active character and Storage. Stored items may be withdrawn to another owned character if that destination has capacity. Equipped items and Tools currently bound to active work cannot move.
Before Storage
State purchases and Marketplace deliveries use Character Inventory while Storage has not yet been constructed. Capacity is checked before money or holdings change.
Common Availability Checks
- The item may be in Storage, equipped, or owned by another character.
- A Tool with no durability cannot satisfy a Job requirement.
- An item bound to active work cannot be transferred.
- A new stack type needs a free slot; a compatible existing stack may accept more quantity.
Equipment through the existing Items Worn slots
Combat gear uses Head, Torso, Main Hand, Off Hand, Legs and Feet. Trade > Equipment Dealer displays the same player listings as Marketplace > Equipment. Choose Account Storage or an owned character Inventory when buying. Use the Equipment filter to find weapons and armor in either view. Professional job tools remain Inventory tools.
- In Storage, select the item, select the owned character, then Equip to Items Worn. This works directly without a spare backpack slot.
- Alternatively, select carried gear in Character > Inventory and Equip it. Profile > Items Worn displays the same equipped pieces.
- Meet the item's social rank and weapon discipline requirements. Unequip off-hand gear before using a two-handed weapon; an equipped two-handed weapon blocks an off-hand item.
- Unequipping combat gear returns it to Account Storage when built, otherwise to the backpack. A full destination blocks the move safely.
- Finish an active encounter before changing equipment or skills. Repair requires the character to be free of conflicting physical work. Listed equipment cannot be equipped, repaired or moved until the listing is cancelled.
Workshop Materials, Storage and Inventory
Business > Supplies has a separate finite materials room for each workshop. Move owned inputs into it from Account Storage when built, otherwise from the active character's Inventory. Missing fungible inputs can be purchased from backed Marketplace asks directly beside a Production requirement. Move out reverses the custody route. Changing menus does not transfer anything.
- Marketplace purchases execute against real player escrow or backed State inventory. If depth is insufficient, only the available quantity can be bought; no resource is created to fill the gap.
- Use the displayed receiver and quantities. A full destination rejects the transfer without discarding goods.
- Production creates exact equipment instances. Collection and Marketplace preserve identity and condition. Only an unused, unequipped Simple Club may enter Woodworking as the exact input for Reinforced Club; worn gear is rejected.
- Move crafted foods to Account Storage before preparing Provisions. One Flour makes 3 provisions; Wheat remains unchanged. Move Animal Feed or Bran there before supplying Livestock.
- A Bandage must be in the fighting character's personal Inventory. Move it out of the workshop, then from Storage to that character when Storage exists.