Inventory

Your pockets are a grid, and every item occupies it as a shape — a sword is long, a fish is a fish. Drag to rearrange; right-click to send an item where it obviously goes: worn if it can be, into an open chest, back to pockets from the body. A refused move animates back rather than lecturing you.

Wearing and holding

Worn slots are laid out like a body — head at the top, boots at the bottom, hands at the sides — and the live body behind the menu is the preview. Held things hang from your actual hands: a torch burns and casts light for as long as it is held, and goes dark when sheathed. No fuel meter; carrying fire is the cost.

The quick bar

Worn gear offers quick slots — a belt gives you numbered slots that draw and stow with the number keys. A slot binds to an item or to a glyph, and the two run independently: drawing a sword does not drop your spell.

Chests

A chest opens beside your pockets and transfers work the same in both directions. Contents are live and shared — two people can rummage the same chest and both see the truth. Walking away closes it.

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