Inventory & Equipment
The paper-doll, the inventory grid, equipping and locking items on desktop and mobile, and how Constitution reduces damage.
On this page

The Equipment tab shows your paper-doll: head, amulet, chest, both hands, both rings, belt, gloves, boots. The inventory grid sits below the tab area on the Equipment, Skills, and Camp tabs; it’s hidden on the NPC and Statistics tabs.
Desktop
- Left-click an inventory item to select it (its card highlights). Then click a compatible equipment slot to equip it.
- Click an equipped slot with nothing selected to unequip the item back to inventory.
- Right-click an inventory item to toggle its lock. Locked items show a padlock badge and are never auto-sold.
Bag size
The inventory holds 20 slots (INVENTORY_SLOT_COUNT). One stack of a stackable item (potions,
crafting materials) occupies a single slot no matter how many it holds. The Inventory Slots
bedroom upgrade adds +1 slot per level, up to +10 — a maxed bedroom
gives you 30. Drops that would need a fresh slot in a full bag are discarded, and purchases or craft
results are refused outright, so keep a few slots free.
The Stash
The Stash is your personal storage: a side panel on the Equipment tab, toggled with the chest
button next to the inventory sort control. It holds 50 slots (STASH_SLOT_COUNT) with the same
stack semantics as the bag.
- Items move between bag and stash one whole stack per click, in either direction. A move is refused (and nothing changes) when the destination has no room.
- A header button deposits every material in your bag into the stash in one go.
- Stashed gear is inert: it is never auto-sold by the loot filter and never pulled for belt refills, and it can’t be salvaged from storage — withdraw it first.
- Crafting materials are the exception. Every cost check and consumption at the Blacksmith and Witch runs against the combined bag + stash pool (bag stacks are drained first), so Echo Shards and Cores stay usable while stored. Base-upgrade fodder may also sit in the stash.
Loot Filter
The funnel icon in the inventory toolbar opens the Loot Filter — a 9×3 Sell/Keep matrix (equipment category × rarity) with one-click presets (Off / Tidy / Aggressive / Endgame). Each cell opens a small menu: Don’t sell, Sell (any tier), or a tier cap (“Sell up to Tier 2”). The matrix drives auto-sell on drops (at ×0.15 value); items already in the inventory are never touched. Uniques, locked items and items being crafted are never auto-sold.
Mobile
- Tap an inventory item to open an action sheet with a single Equip button plus Sell, Salvage and Lock (and an × to close).
- The sheet’s lower half is the equipped-comparison card. When the tapped item’s slot type has two worn counterparts — both rings, or a weapon and a shield — chevron paddles flip the card between them.
- Equip never asks which side. A ring fills a free ring slot (left before right); with both rings worn it replaces the one currently shown on the comparison card, so the chevrons double as the target picker. For hands the target is decided by the item itself — a weapon can only replace the worn weapon (or take a free hand), a shield likewise — so there the card is a viewer only.
- Tap an equipped slot to see a read-only preview; double-tap quickly to unequip.
Belt slots auto-refill from the inventory between fights, highest tier first.
Attribute points are spent from the hero box on the side — always visible, with + buttons next to each attribute. Skill points are spent from the Skills tab; skills you can spend on right now glow with an ember halo.
Constitution’s flat per-hit damage reduction = Constitution × 0.0025 × your level, subtracted from every hit you take.