Chapter
Inventory rules
(Idea)
- No slots, only stacks. The satchel holds any number of different items. Each item has one stack, capped by category: consumables 10, gear 9, materials 99. Key items have no stack. No inventory tetris on a phone.
- Overflow is sold, not lost. Anything that would push a stack past its cap is sold on the spot at 40%, with a line on screen: "Satchel full of Mend Tonics: sold 2 for 14 copper."
- Equipped gear stays in its stack. Equipping a band doesn't remove it from the satchel; it marks it worn. You can't sell or hand in the copies you are wearing; unequip first. A matched pair needs a stack of 2.
- Belt and prepared items stay in their stack until used. The belt shows what's left of each stack; an empty stack leaves its belt slot greyed.
- Commissions list copper and materials. The shop takes both when you commission; the gear is handed over at once (no waiting).
- Selling. 40% of the price, rounded down, at least 1. Key items can't be sold. The last five things you sold can be bought back at what you were paid, until you leave the town.
- Uniques. One-off items (the Lanternfall letter's gift, Shardfield finds, the Amber Goggles and the Split Glyph Band) are recorded in story flags, so they can't be bought or found twice.