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(3.4) Inventory and equipment ----------------------------- In TomeNET, your character has two different 'places' for items: Inventory and equipment. Your inventory is your backpack - if you pick up loot from the ground, it will in almost all cases land in your backpack aka inventory. Your inventory is displayed in a sub-window of its own, labelled 'Inventory' appropriately. Asides from that you can also invoke your inventory in the main window by pressing the 'i' key. Inventory slots are indiscriminate, the order doesn't matter, you can always access any item equally, no matter where in your backpack it resides. All items in your inventory are ordered automatically by their type and some other parameters, determined by the game server. Their order therefore cannot be modified by the player. An exception is ammunition, which can be rearranged at least within all stacks of ammunition currently in your inventory, allowing you to create your desired auto-load order to work with the !L inscription. In order to rearrange ammunition stacks, just drop them and pick them up again. Your equipment, in contrast, are all items that you are wearing on your body. The equipment consists of defined slots that fulfil a specific purpose each. Like the inventory, your equipment has its own sub-window, labelled 'Equipment' and again you can invoke it anytime in the main window too by pressing the 'e' key. Equippable items can only be active while equipped: Weapons, armour, magic rings and amulets, a lantern or a digging tool, ammo in your quiver - all of these must be equipped (via 'w' key to wear/wield an item) in order to have effect. If you don't want to use a certain item anymore, you can take it off again with 't' key (or 'T' in rogue-like key set), putting it back into your inventory. Light sources that run on fuel (torches and brass lanterns) will put the fuel consumption on hold while in your inventory. Their fuel will only be consumed while you have them equipped. In many item prompts, such as when identifying or enchanting an item, you will see the option to press the '/' key to toggle between inventory and equipment, so you can for example enchant your weapon without having to take it off first. Also, item prompts will allow you to press '*' key to see the full list of potentially eligible items (for whatever action the prompt is about). Inventory and equipment can both take damage sometimes! In general, your backpack (aka inventory) is much more prone to damage, while your equipment will only rarely take damage, usually when fighting nasty elemental monsters that for example cause your weapon to corrode on hit. For details see (5.10) and for equipment specifically (5.10a). If you find a great item, for example from Smeagol, Wormtongue or Robin Hood early on, it can be a good idea to equip the item immediately ('w' key) so it is much less likely to get destroyed by some unfortunate elemental attack in a subsequent fight before you finally reach town. Unused equipment slots can still be useful to carry more loot back to town for selling. For example, even if your character doesn't use a shooter weapon, you can still place some expensive enchanted ammunition you found into your quiver to free up one inventory slot, and -when you are back in town- even sell it directly from your quiver to a shop. Or if you are a martial artist who doesn't use weapons but your inventory is already full and there is another expensive weapon on the floor you'd like to haul back to town to sell it, you could just equip it anyway to just use that weapon slot in your equipment as a +1 extension of your inventory, and then teleport back to town right away (via a scroll of Word of Recall). Subinventory: ------------- Starting in game version 4.8.0, there are 'container' items that provide a small inventory in themselves, thereby extending your total inventory space. However, you can only ever use one of each category at the same time. To stow items from your inventory into a subinventory, press 'i' first to invoke your inventory, then 's' to stow an item or stack of items. Subinventories can be browsed via 'b' (same key as used for browsing books). While browsing a subinventory, you can press 't' to unstow an item or stack, putting it back into your (normal) inventory. Alternatively, just for a quick check of contents, you can inspect (SHIFT+i) a subinventory container. You cannot interact with the contents this way though. If you drop or destroy a subinventory container item, all items will be removed from it and placed into your inventory. Items that don't fit in will be dropped to the ground instead. If you carry two containers of the same category, you will only be able to use one of them. There are four categories of subinventories: - Chest Using chests is not very feasible as their weight is usually very high and will hence slow you down, while they at the same time do not provide much space really, but anyway: When you empty a chest you found, it turns into a 'usable' chest and you will be able to store a few of your own items in it. In general, you cannot access or do much with items inside chests, for example you cannot quaff potions or read scrolls. Only the generic commands (listed further below) will be usable. - Alchemy Satchel This satchel stores chemicals and mixtures related to the Demolitionist perk acquired via Digging skill (7.2), and allows you to mix chemicals right from within it via 'a' key, while browsing the satchel. Alternatively you can activate them from the outside as usual with SHIFT+A, but then you have to use the '@' feature (call by item name) in the prompt, or simply create a macro using the macro wizard, which does it this way too. If you pick up chemicals or mixtures they will be auto-stowed into this bag unless inscribed (see further down). - Trap Kit Bag This bag compactly stores a surprising amount of trap kits and allows you to deploy them straight from within. To do so, you must use the '@' feature (call by item name) in the prompt, or simply create a macro using the macro wizard, which does it this way too. If you pick up trap kits they will be auto-stowed into this bag unless inscribed (see further down). - Antistatic Wrapping This bag can hold magic devices that do not require a directional activation (all staves and some rods) and allows you to use them straight from within. To do so, you must use the '@' feature (call by item name) in the prompt, or simply create a macro using the macro wizard, which does it this way too. Just pay attention that you use % z J (and not % z k) to create the macro. Unknown rods are never eligible to be placed in this bag. Note that !C inscription (to alert when charged) on your magic devices works just fine when they are inside bags, just as usual. If you pick up fitting magical devices they will be auto-stowed into this bag unless inscribed (see further down). As you noticed, for now from outside the subinventory you cannot access any items inside except if you use the '@' (call by item name) feature in the item prompt. This might get improved in a future (maintenance) release. But since the macro wizard actually creates call-by-name macros anyway, you can just use it if you are unsure. A few generic commands are always available in any subinventory: - Chat (:). - Screenshot (CTRL+T). - Inspect item (x). - Drop an item (d). - Destroy (kill) an item (k or CTRL+D). - Inscribe or uninscribe an item ({ or }). - Pasting an item into chat via SHIFT+slot. - Unstow item, ie put it back to inventory (t). There are also two inscriptions that can be put onto these bags: !S Do not auto-stow items into this bag. !O Do not auto-stow unowned items (ie new loot) into this bag.
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