You have one inventory per world, with no weight or size limit.
Desktop:Inventory on the Command Deck (the backpack, or press 3) lets you use healing items and equip
gear quickly.
Everywhere: your character sheet (Atlas → Player) has the full inventory, where you can also edit items.
Items
Every item has a name, a type, a quantity and optional notes. The type decides what it does:
Type
What it does
Weapon
Adds its ATK to your attacks when equipped. Can carry an enchantment.
Armor
Adds its DEF to your defense when equipped.
Consumable
Restores HP when used.
Tool, Misc
No game effect. Story items.
Items with the same name stack, unless their enchantments differ.
On your character sheet, choose + Add Item to make your own, and open any item to change it. Choose × to
delete an item (the whole stack).
Equipment
You have one weapon slot (empty means fists) and one armor slot. Equip and unequip from the inventory or your
character sheet.
Healing
Use a healing item from the inventory, or Heal on your character sheet. You can't heal past your maximum HP.
In battle, using an item takes your turn. Poison halves healing.
Sleeping restores your HP in full. There's no healing over time otherwise.
Enchanted weapons
A weapon can carry one enchantment: an effect, and a chance to inflict it on each hit. It shows as a ✦ tag in your
inventory, in shops, and on the Strike button in battle.
It triggers on Strike: each clean hit rolls the chance.
Against an enemy weak to the effect, it lands twice as often and lasts twice as long. Against one that
resists it, it does nothing.
The effects are Burning, Bleeding, Poisoned, Chilled, Weakened and Blinded. See Status effects.
Getting one:
Shops that deal in magic weapons. Ordinary smiths sell ordinary weapons. Describe an enchanter's forge in the
Location Wizard and some of its stock will be enchanted.
Edit an item yourself on your character sheet: open a weapon and set its enchantment.
Give a shopkeeper enchanted stock in their Shop Inventory.
Enchantments stay with a weapon when it's bought or sold.
Where items come from
Shops: items keep their stats and enchantments.
Enemy loot: items keep their stats.
Quest rewards.
Items you make yourself.
Characters don't see your gear. A shopkeeper or someone you're doing a quest for knows the names of what you carry, and
that's all.