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	<id>http://thecoursebooks.com/index.php?action=history&amp;feed=atom&amp;title=AL_Items</id>
	<title>AL Items - Revision history</title>
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	<updated>2026-05-18T06:45:21Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://thecoursebooks.com/index.php?title=AL_Items&amp;diff=13886&amp;oldid=prev</id>
		<title>CourseDirector: Created page with &quot;Items fall into several categories:  *Equip **Weapons **Armor/Clothing **Jewelry **Accessories *Materials(crafting) *Consumables(potions, etc) *Use-Items(&quot;Clickies&quot;)  *Tools...&quot;</title>
		<link rel="alternate" type="text/html" href="http://thecoursebooks.com/index.php?title=AL_Items&amp;diff=13886&amp;oldid=prev"/>
		<updated>2019-12-21T03:45:11Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;Items fall into several categories:  *Equip **Weapons **Armor/Clothing **Jewelry **Accessories *Materials(crafting) *Consumables(potions, etc) *Use-Items(&amp;quot;Clickies&amp;quot;)  *Tools...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Items fall into several categories:&lt;br /&gt;
&lt;br /&gt;
*Equip&lt;br /&gt;
**Weapons&lt;br /&gt;
**Armor/Clothing&lt;br /&gt;
**Jewelry&lt;br /&gt;
**Accessories&lt;br /&gt;
*Materials(crafting)&lt;br /&gt;
*Consumables(potions, etc)&lt;br /&gt;
*Use-Items(&amp;quot;Clickies&amp;quot;) &lt;br /&gt;
*Tools&lt;br /&gt;
&lt;br /&gt;
==Inventory==&lt;br /&gt;
The inspiration for this system comes from my books, where the characters have enchanted bags. &lt;br /&gt;
&lt;br /&gt;
The inventory system should be robust and offer a lot of room. We don&amp;#039;t want players to feel cramped but should punish digital hoarding to some degree. A quick idea would be to have &amp;quot;inventory&amp;quot; and &amp;quot;enchanted bags&amp;quot;. The bags can hold practically anything, nested, and have no weight. The cost of this is that you can&amp;#039;t readily access items in your enchanted bag.&lt;br /&gt;
&lt;br /&gt;
Your inventory, meanwhile, is limited, but has the option for immediate use. So, anything you want to have on a hot bar, such as a tool, consumable, or use-item, has to be in your direct inventory.&lt;br /&gt;
&lt;br /&gt;
We can start with a base of 20 slots, plus your equip-slots. In this, you have to fit all of your bags, and anything you want ready access to. Some kind of time-penalty should be imposed for opening a bag, and increasing penalties for deeper-nested ones.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
Instead of just adding more backpack space, what about upgrades that act like equip-slots?&lt;br /&gt;
&lt;br /&gt;
For example: a &amp;quot;potion bandolier&amp;quot; that provides 10 potion-only slots. &lt;br /&gt;
&lt;br /&gt;
Or a &amp;quot;belt pouches&amp;quot; which provides a series of bag-only slots.&lt;br /&gt;
&lt;br /&gt;
===Bags===&lt;br /&gt;
Your basic enchanted bag takes up 1 slot and contains 20 more slots. &amp;quot;specialty&amp;quot; bags should exist for specific item categories. These can be set to auto-gather so as you loot items they go immediately into that bag, but only if it&amp;#039;s in your inventory and not inside another bag.&lt;br /&gt;
&lt;br /&gt;
Larger bags can be available at a cost. Ultimately, a character could have their entire collection of everything on them at all times, provided they had enough bags.&lt;br /&gt;
&lt;br /&gt;
===Stacking===&lt;br /&gt;
Materials and Consumables should stack. Everything else should not. If we go with a basic slot-system, then every item or stack takes up 1 slot.&lt;br /&gt;
&lt;br /&gt;
[[Category:Flight]]&lt;/div&gt;</summary>
		<author><name>CourseDirector</name></author>
	</entry>
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