» Contents
» (0) Quickstart
» (1) Introduction
» (2) Installation & setup
» (3) Creating a character & starting to play
» (3.4) Inventory and equipment
» (4) The world
» (5) Item and monster details
» (6) Character details
» (7) Tactics & strategy
» (8) Miscellanous

(3.3) Behaviour, chat messages and chat modes
(3.4a) Start-up equipment
(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.

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'

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).

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 (6.2), 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.

- 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.

- 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.

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).
(3.3) Behaviour, chat messages and chat modes
(3.4a) Start-up equipment