Inventory Mechanics
Compare storage capacity for one character with storage shared across your account.
| Storage | Scope | Capacity | How to expand |
|---|---|---|---|
| Inventory | Character | 24 base inventory slots plus backpack storage | Equip backpacks |
| Backpack slots | Character | 9 dedicated bag slots | Fixed |
| Bank item storage | Character | 300 slots, 30 per tab | Unlock bank tabs with gold |
| House chests | Account (on the server where you bought the house) | 560 slots, 8 chest sections | Buy a house, then buy chests |
| Banked gold | Account | Separate gold vault | Fixed |
| Equipment | Character | 16 equipped slots | Fixed |
| Keys | Character | Separate key storage | Fixed |
Equip up to nine backpacks in the Combined Backpack window. Each bag adds storage beyond your 24 base inventory slots.
- Open the Combined Backpack window with the Backpack key (default B) or the skillbar button.
- Backpack slots accept backpacks only.
- You can equip only one of each Unique backpack. You can equip multiple copies of other backpacks.
- To take a backpack off, click it in the Combined Backpack window. It moves to your main inventory, which needs a free slot.
- You cannot remove or replace a bag with a smaller one if stored items would lose their slots.
- You cannot move an equipped bag directly to the bank or a house chest. Move an equipped bag into base inventory before changing it. Because of a game defect, dropping your only equipped bag onto the first backpack storage slot hides it from both inventory windows. Do not move it there.
Source Level estimates where you can obtain the bag. It does not restrict which characters can equip it.
| Bag | Slots | Unique | Source Level | Known sources |
|---|---|---|---|---|
| Worn Backpack | 4 | No | 1 | Starter New character |
| Worn Rucksack | 4 | No | 2 | |
| Hand Made Backpack | 4 | No | 12 | |
| Wanderer's Satchel | 4 | No | 12 | |
| Traveler's Pack | 4 | No | 20 | |
| Adventurer Satchel | 4 | No | 22 | |
| Wayfarer's Bag | 6 | Yes | 22 | Drop High Priestess Kaex |
| Cave Bag | 6 | No | 12 | Drop Worm Quest A Dangerous Cave |
| Aetherial Bag | 6 | No | 16 | |
| Graymantle Backpack | 6 | No | 18 | Crafting: Graymantle Backpack recipe |
| Journeyman Backpack | 8 | Yes | 30 | Drop Vexxna |
| Giant Strongbox | 12 | Yes | 38 | Drop Troll King Grimlok |
| Giant Satchel | 12 | Yes | 43 | |
| Winterhoard | 12 | Yes | 56 | Drop King Thrym |
| Mystic Bag | 14 | Yes | 13 | Crafting: Mystic Bag recipe |
| Darin's Vault | 14 | Yes | 40 | Opened from Chest of Lost Adventurers (Dwarves) |
| Duskwoven Pack | 14 | Yes | 55 | Drop Morwyn Bloodmoon |
| Ashwing Backpack | 14 | Yes | 59 | |
| Fabled Giant Strongbox | 14 | Yes | 54 |
New characters start with bank tab 1 unlocked. Unlock additional tabs in order. Depositing transfers carried gold to your account's vault. Withdrawing transfers vault gold back to your character.
Open the bank at a banker while alive and out of combat.
The bank stays open only while you are alive, out of combat, and within 2 yd of the selected banker. Moving away or entering combat closes it.
Auto Stack checks the selected tab only. It deposits stackable items from your inventory only if that tab already has the item. It fills matching stacks, then uses empty slots in that tab for any remainder. Other items stay in your inventory.
| Unlocking tab | Gold cost | Total slots |
|---|---|---|
| 1 | Free | 30 |
| 2 | 200 | 60 |
| 3 | 1 000 | 90 |
| 4 | 2 000 | 120 |
| 5 | 5 000 | 150 |
| 6 | 10 000 | 180 |
| 7 | 15 000 | 210 |
| 8 | 20 000 | 240 |
| 9 | 50 000 | 270 |
| 10 | 100 000 | 300 |
Your account can own a house. A house claimed by another account cannot be purchased. Each chest type opens one account-wide section with 70 slots. Online houses are bound to the server where you buy them. Additional chests of the same type open the same shared section.
Only the owning account can access its house chests. Bank items remain character-specific.
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. Moving a chest does not remove its stored items.
You can destroy an individual chest without receiving gold back. Selling the house removes its furniture. Account-wide chest items remain available after you buy another house.
House locations
| House | Zone | Base price | Requirement | Map |
|---|---|---|---|---|
| Shadowglen Hideaway | The Molten Summit | 20 000 | Dark Alliance:Honored (21 000) | Map |
| Heartwood Grove | Twilight Forest | 24 000 | Elven Kingdom:Honored (21 000) | Map |
| Nightfall Refuge | The Molten Summit | 24 000 | Dark Alliance:Honored (21 000) | Map |
| Eversong Retreat | Twilight Forest | 30 000 | Elven Kingdom:Honored (21 000) | Map |
| Harbor House | Crescent Coast | 30 000 | Army of Order:Honored (21 000) | Map |
| Warmrock Retreat | Everfrost | 32 000 | Children of Illithor:Honored (21 000) | Map |
| Seabreeze Manor | Crescent Coast | 36 000 | Army of Order:Honored (21 000) | Map |
| Stoneheart Haven | Everfrost | 40 000 | Children of Illithor:Honored (21 000) | Map |
| Snowtail Haven | Northern Wastes | 50 000 | Ancient Gods:Honored (21 000) | Map |
House prices are before the Charisma discount of up to 25% (Merchants). Chest and furniture prices are not discounted.
Chest sections
| Chest | Slots | Cost |
|---|---|---|
| Wooden Chest | 70 slots | 5 000 |
| Blue Chest | 70 slots | 10 000 |
| Red Chest | 70 slots | 20 000 |
| Stone Chest | 70 slots | 50 000 |
| Granite Chest | 70 slots | 80 000 |
| Sturdy Chest | 70 slots | 85 000 |
| Rustic Chest | 70 slots | 90 000 |
| Guardian Box | 70 slots | 100 000 |
Items fill base inventory slots before backpack storage slots. You can split stacks or move items between storage locations.
- New items go into base inventory slots first, then unlocked backpack storage slots.
- Matching stacks merge up to the target stack limit.
- Hold Shift while you drag a stack onto an empty slot, then choose how many items to move.
- Splitting also works between inventory and bank or house chest slots. Use an empty destination for an exact quantity.
- Dragging an item between inventory slots swaps their contents unless you split or merge a stack.
- Items tagged No-Destroy cannot be destroyed.
Buy, sell, or repair gear at a merchant. Buy back recently sold items.
Buying requires an idle character within 2.4 yd of a merchant. Selling and buyback work within 2 yd. Purchases cost gold or the specified token. The full quantity must fit in inventory. Buying a pack puts its contents directly in inventory.
Damaged equipment sells for less.
Find your item through the item list and use its item page's Buy Price for the purchase calculation.
- Purchase discount
- 0.2% per point of Charisma above 0, at most 25%
- Gold saved
- Buy Price × purchase discount, rounded up
- Purchase price
- Buy Price − gold saved, at least 1 gold
For purchases paid in gold, use Buy Price on the item's page and Charisma in the character window. The merchant window shows the discounted price. Purchases paid in tokens receive no Charisma discount.
Example ,1 000 gold Buy Price,100 Charisma
800 gold paid
Purchase discount: 0.2% × 100 = 20%
Gold saved: 1 000 × 20% = 200 gold, rounded up
Purchase price: 1 000 − 200 = 800 gold
- Durability-adjusted value
- Sell price × durability %,
- Sale bonus
- 0.2% per point of Charisma above 0, at most 25%
- Extra gold
- Durability-adjusted value × sale bonus, rounded up
- Sale price
- Durability-adjusted value + extra gold, at least 1 gold. An item with a 1 gold sell price always sells for 1 gold
Read the sell price beside the gold icon and the Durability percentage in the item tooltip. Read Charisma in the character window. Use 100% for items without durability. This is an estimate because the tooltip rounds durability to a whole percent.
Example ,1 000 gold sell price,30% durability,100 Charisma
360 gold received
Durability-adjusted value: 1 000 × 30% = 300 gold,
Sale bonus: 0.2% × 100 = 20%
Extra gold: 300 × 20% = 60 gold, rounded up
Sale price: 300 + 60 = 360 gold
Rounded means to the nearest whole number. Exact halves go to the even number, so 2.5 becomes 2.
Selling augmented gear triggers a warning. Remove an augment you want to keep before selling the equipment. Augment removal needs room in your inventory for the returned augment.
You can buy back up to 20 recently sold stacks for 10 minutes. Any trading merchant can sell a stack back for the gold you received. The entire stack must fit in inventory. New sales push out the oldest entries.
Only repair merchants restore damaged equipment. They repair equipped and carried gear and active mercenary equipment, one item at a time.
Repair All fixes your equipped gear and your active mercenaries' gear at once, for the total of the single repair prices. It skips carried gear and does not work in combat.
- Missing durability
- 100% − durability %
- Base repair cost
- Sell price × missing durability × 50%,
- Repair discount
- 0.2% per point of Charisma above 0, at most 50%
- Gold saved
- Base repair cost × repair discount, rounded up
- Repair price
- Base repair cost − gold saved, at least 1 gold
Read the sell price beside the gold icon and the Durability percentage in the item tooltip. Read Charisma in the character window. This is an estimate because the tooltip rounds durability to a whole percent. Gear bought with tokens always costs 1 or 2 gold to repair.
Example ,1 000 gold sell price,30% durability,100 Charisma
280 gold to repair
Missing durability: 100% − 30% = 70%
Base repair cost: 1 000 × 70% × 50% = 350 gold,
Repair discount: 0.2% × 100 = 20%
Gold saved: 350 × 20% = 70 gold, rounded up
Repair price: 350 − 70 = 280 gold
Gold, keys, quest items, and rolled drops enter different storage locations when you collect them.
- Loot pickup works within 2.4 yd.
- Outside a party, shift-clicking a corpse loots everything.
- Gold goes directly to carried gold.
- Nearby party members split gold pickups.
- Keys go to key storage.
- Picking up an item for an accepted Gather quest advances the quest and uses the item up.
- Have and Deliver quests count items in your inventory. A Deliver quest takes them when you turn it in.
- When your inventory is full, the item stays in the loot window and you see "Your inventory is full".
- 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 go to a group roll instead of direct pickup. Enemy loot also rolls monster merge drops and scrolls. Quest-only items do not roll.
Store up to five gear loadouts per character and swap between them.
- Switching applies saved choices to all 16 equipment slots.
- Template 1 starts out holding the gear your character was created with.
- Changing gear updates your active template automatically. Unlocking another template copies your current gear and activates the new template.
- Switching uses equipped and carried gear, including unlocked backpack storage slots. It cannot retrieve items from the bank or a house chest. Attached augments must match the saved choice.
- Missing or unusable saved items leave their equipment slots empty.
- You cannot switch to a template that pairs a two-handed weapon with an off-hand item, or if the gear you take off will not fit in your inventory.
- Templates belong to one character and do not carry across your other characters.
Broken equipment loses its bonuses until repaired.
You have 16 equipment slots. Most gear has 10 durability points. The Rusty Pickaxe also has 10, and other pickaxes have 20 to 250.
Each equipped item loses 1 durability point when you die: 10% on most gear. Death and Remains explains what happens to carried items.
On a successful hit, an armor-breaking skill can select one of your 16 equipment slots at random. If it holds unbroken gear, that item loses 1 to 4 durability points. Mercenary gear can lose durability the same way.
Skills with this effect (chance per successful hit to select a slot): Dragon Lava Breath (75%), Golden Dragon Breath (50%), Ruinforge (100%), Ruinous Flameburst (100%), Velkrax Breath (50%).
At zero durability, gear stays equipped but provides no equipment or attached augment bonuses. It stops counting toward armor set bonuses.
A Magic, Epic, or Legendary Repair Kit restores equipped items of its quality or lower to full durability. Target your own mercenary to repair that mercenary instead. A kit remains unused if none of the equipped gear it can repair is damaged. Repair kits require the same 1-second cast as other scrolls. See scroll casting.
Kits do not repair inventory tools. A broken pickaxe cannot mine until you repair it at a repair merchant.
Merchant repairs cover carried gear and show the repair price.
Only working pieces of the same set count.
| Working set pieces | Bonus |
|---|---|
| 3 equipped | The set's attribute bonuses |
| 5 equipped | The set's skill-rank bonuses, for players only |
The pieces must belong to the same named set. Broken and unequipped pieces do not count toward the 3- and 5-piece bonuses.
Mercenary armor sets grant only the three-piece attribute bonus. See mercenary equipment.
Use potions and food for buffs, or scrolls to activate skills without learning them.
Potions restore resources or apply buffs. Food and drink apply buffs. Spell scrolls activate a skill without teaching it.
Skill scrolls can raise Scroll Mastery. To find the casting rank, divide your Scroll Mastery percentage by 5 and round to the nearest whole number. The minimum is rank 1 and the maximum is the skill's highest rank.
Most scrolls take 1 second to cast, and starting one cancels the skill you are casting and any queued skills. A few, such as the Skyflare firework, work instantly and leave your current cast alone. A scroll uses a charge, starts its cooldown, and ends invisibility only when it works, so an interrupted scroll costs nothing. Scrolls with unlimited charges never run out.
Moving, losing your target, starting a skill, changing or removing the casting item, stun, fear, death, trading, or cancelling the action interrupts the cast. Selecting another target does not: the scroll still lands on the target you had when the cast began. A skill scroll needs a valid target at both the start and completion. The Scroll of Binding and bind spells such as Bind Affinity cannot be used in dungeons. The Gate Scroll works in dungeons except the Temple of Valaark.
Using a recipe item consumes it and teaches its potion recipe. You cannot use a recipe you already know. Crafting materials need a matching recipe at a station. See crafting.
Items that share a cooldown cannot be used until that cooldown ends. Otherwise, each item has its own cooldown. Using an item removes invisibility.
Ordinary food replaces your current ordinary food buff, and a drink buff replaces your current drink buff. An attribute or resistance potion replaces the potion buff for that same attribute or resistance.
Elixir of the Wildstride does not work inside dungeons, and trying to drink it there ends invisibility.
No-Trade, Cannot sell, and No-Destroy are separate restrictions on trading with players, selling to merchants, and destroying an item. A merchant might buy an item that you cannot trade to another player.