Inventory Mechanics

Storage at a Glance

Where items and gold are stored, and whether that storage belongs to one character or the account.

StorageScopeCapacityHow to expand
Carry inventoryCharacter24 base plus backpack storageEquip backpacks
Backpack slotsCharacter9 dedicated bag slotsFixed
Bank item storageCharacter300 slots, 30 per tabUnlock bank tabs with gold
House chestsAccount240 slots, 8 chest sectionsBuy a house, then buy chests
Banked goldAccountSeparate gold vaultFixed
EquipmentCharacter16 equipped slotsFixed
KeysCharacterSeparate key storageFixed
Backpacks

Backpacks equip into nine dedicated bag slots inside their own panel, separate from the main inventory. Each equipped bag expands the carried storage shown alongside those slots.

  • Open the equipped-bag panel with the Backpack key (default B) or the skillbar button.
  • Backpack slots accept backpacks only.
  • Duplicate backpack names cannot be equipped.
  • Removing or downgrading a bag is blocked when items would be locked away.

Source Level is an obtainability hint. It is not a character level requirement.

Bank Tabs and Gold

New characters start with tab 1 unlocked. Additional tabs unlock in order. Banked gold is stored separately from carried gold. Depositing moves carried gold into the account vault and withdrawing moves it back to the character.

Unlocking tabGold costTotal slots
1Free30
21,00060
35,00090
410,000120
525,000150
650,000180
775,000210
8100,000240
9250,000270
10500,000300
House Chests and Shared Storage

You need to own a house before you can use house chests. Each chest type opens one fixed account-wide storage section. A second chest of the same type gives another access point to that section, not another 30 slots.

Buying and placing chests

While inside a house you own, press H to open the house panel.

Choose a chest from that panel, confirm the purchase warning, then place it inside the buildable house area.

Place the selected chest with left click or F. Chests can be moved after placement without paying again.

Individual chests can be destroyed, but there is no chest resale flow. Selling the house removes placed furniture, while the account-wide chest items remain retrievable if you buy another house.

House locations

HouseZoneBase priceRequirementMap
Shadowglen HideawayThe Molten Summit20,000Dark Alliance 21,000 Map
Heartwood GroveTwilight Forest24,000Elven Kingdom 21,000 Map
Nightfall RefugeThe Molten Summit24,000Dark Alliance 21,000 Map
Eversong RetreatTwilight Forest30,000Elven Kingdom 21,000 Map
Harbor HouseCrescent Coast30,000Army of Order 21,000 Map
Warmrock RetreatEverfrost32,000Children of Illithor 21,000 Map
Seabreeze ManorCrescent Coast36,000Army of Order 21,000 Map
Stoneheart HavenEverfrost40,000Children of Illithor 21,000 Map
Snowtail HavenNorthern Wastes50,000Ancient Gods 21,000 Map

Chest sections

ChestSlotsCost
Wooden Chest0-295,000
Blue Chest60-8910,000
Red Chest30-5920,000
Stone Chest90-11950,000
Granite Chest120-14980,000
Sturdy Chest150-17985,000
Rustic Chest180-20990,000
Guardian Box210-239100,000
Item Movement and Stacks

Slot choice, stack handling, splitting, swaps, and deletion rules.

  • New items try base carried slots first, then unlocked backpack slots.
  • Matching stacks merge up to the target stack limit.
  • Shift-drag splits half a stack into an empty target slot.
  • Other carried-item drags swap source and destination slots.
  • Non-destroyable items cannot be deleted.
Vendor Buyback

Every vendor keeps a temporary buyback queue.

Selling an item to any vendor keeps a copy of that stack in the vendor's buyback list for 10 minutes. Returning to the same vendor lets you re-buy the stack for the same gold the vendor paid you (no markup).

  • Each vendor stores at most 20 stacks. Oldest stacks fall off when the queue is full.
  • Buyback entries expire 10 minutes after the sale.
  • Buyback works at every NPC that buys items, including faction vendors and adventurer merchants.
Loot Pickup

How loot moves from enemies and containers into character storage.

  • Loot pickup requires 2.4-unit range.
  • Gold goes directly to carried gold.
  • Nearby party members split gold pickups.
  • Keys go to key storage.
  • Items that match an active GatherQuest objective are consumed on pickup when they advance that quest.
  • GatherInventoryQuest objectives update after the item is added to inventory, and the item is not consumed by that quest update.
  • When more than one player can loot the same enemy, NPC, or world loot chest, uncommon-or-better items, keys, chest keys, items worth more than 200 gold, and XP potions use group rolls instead of direct pickup. Enemy loot also rolls monster merge drops and scrolls. Quest-only items are excluded.
Equipment, Death, and Remains

Inventory-adjacent rules for equipped gear durability and remains.

  • Equipped gear uses 16 slots.
  • Equipment starts with 10 durability.
  • Death reduces equipped item durability by 1.
  • Broken equipped gear remains equipped but stops contributing while durability is depleted.
  • Mining consumes pickaxe durability. A 0-durability pickaxe remains in inventory but cannot be used for mining until repaired.
  • Player remains last 900 seconds.