Inventory, Gear & Crafting

Everything you find, make, and wear lives on your hotbar and gear slots. The World runs a finite economy — items are drawn from real world stockpiles — so what you gather matters.

The hotbar

  • A 10-slot hotbar sits along the bottom of the world. Pick a slot with the number keys 1–0 (top row). On phones, tap the center inventory button to pop it up.
  • Stacks of two or more wear a little count badgeso you always know how many you're holding.
  • With a slot selected (signed in), you get actions: Use, Drop, Equip, and — where they apply — Craft, Take Apart, Open / Stow for packs and containers.
  • New travelers get a Scroll of Fireball on the hotbar — Use it to burn the scroll and learn the spell forever (see Magic & Spells).

Gear slots — the 28-slot body

Your character wears gear across 28 slots: head, three neck slots, torso, both hands, both arms, legs, footwear, ten fingers, five implants, a mount, and a familiar. Equip from the hotbar (Equip → pick a slot), unequip from the Character Sheet. Equipped gear still counts toward your carry weight — overload your Muscle and you'll walk at half speed.

Gear powers

  • Gear does more than stats. Wielded weapons add to your hits and armor blunts incoming ones — but gear can also change gathering, luck, trade, chat, and stranger things. Subtle, obvious, or fourth-wall-breaking: that's the game.
  • It's all honest.Long-press (or shift+click) any item to see every power it carries, and check your Character Sheet's Powers section for everything your current outfit adds up to. Nothing you wear is hidden from you.
  • Sets. Some pieces belong together — wear more of a matching set and bonus powers kick in. Your sheet shows set progress.
  • Cursed gear exists.The label warns you. Some things won't let go once equipped — and no cleanse is known… yet. Equip weird stuff at your own (fun) risk.
  • Some gear grants actions — new melee moves, ranged attacks, or activities that appear in your action loadoutwhile it's equipped.

Mining & gathering

Do thisHowYou get
Cut grassHold Engage on grass, or pick “Cut grass” from the tile menuGrass becomes a worn path; usually turns up a stick. Earns XP.
Chop a fir treeHold Engage + walk into the tree, or pick “Chop tree”Tree becomes a stump; often drops pine cones. Earns XP.
Pick things upEngage on a ground itemGoes straight to your hotbar.
Open a treasure chestWalk up and open it from any of the surrounding tilesWhatever's inside — and a quest nudge.

Your edits stick: paths you cut, stumps you leave, and items you drop persist in the world and everyone nearby sees them in real time. Muscle makes mining faster and Magic improves your loot luck.

Eat & drink to heal

  • Some items do something real when you Use them. Munch a pine cone or acorn on the trail to win back health; higher Magic means bigger heals.
  • Drinks leave their container behind (an empty vial you keep). Whatever you swallow is gone from the world for good.
  • Food spoils. Edibles dropped on the ground rot over time and melt back into the world's supply if nobody grabs them — berries turn fast, acorns and pine cones keep a good while, and sturdy gear never rots. Eat or stash your snacks before they go off.

Crafting & taking apart

  • Items have a Bill of Materials— the parts they're built from. When your hotbar holds everything a recipe needs, a Craft button builds the finished item (say, a fishing lure from metal and a feather, then a bobber from a lure and a reed).
  • Take Apart is the exact opposite — break an item back into its components (a rusted horseshoe into iron, a pearl shell into a shell and sea glass).
  • Take Apart works in the world too: walk up to a leftover tree stump, open its tile menu, and pry it apart for kindling. (If your hotbar's full, it politely waits until you make room.)
  • Mindreveals crafting hints when you inspect things and unlocks the more advanced recipes. A little splash pops up while you work — a spinner, then a success card (or a friendly heads-up if you're missing parts or out of room).

Vendors & shops

  • Traveling Vendorspatrol the roads — trade when you're close enough. They'll buy junk off your hotbar (Aura helps a little; rates are still brutal).
  • Town shops (Workshop and friends) sell gear and supplies. Sell-back works there too.
  • Don't attack a vendor unless you want a fight you will lose — see Combat & Sparring.

On the horizon

Your hotbar and gear keep growing:

  • Scroll Cases & Spellbooks — multi-scroll containers and a one-hand tome that grants spells while held (see Magic & Spells).
  • Bigger storage.More chests and stash spots so you don't have to carry everything on your back (packs and bags already help).
  • Item upgrades. Spend coins to make the gear you already have better, instead of always chasing the next drop.
  • Transmog. Keep the stats of your favorite gear, but make it looklike anything else you've earned.
  • Crafting professions. Gathering and crafting split into specialties, so trading with other players actually matters.

Want the full list? The Item & Component Catalog tables every pickup-able item and component with its stats and description.

To make items permanent and tradeable, see Wallets, Claiming & the Marketplace.

Inventory, Gear & Crafting — animaltwt.gg · animaltwt.gg