# Core: Items

All characters in Monomyth have an inventory full of items that can grant them additional abilites, actions, attacks, or effects.

### Weapons

Weapons are used by characters to attack one another in combat. Weapons can range from basic clubs and spears to high-tech firearms and beyond. All weapons, however have a few common characteristics:

* **Damage Type:** The type of damage that the weapons deal. This is used to determine resistances and weaknesses for the target of the attack.
* **Range:** The distance at which the weapon is able to attack effectively. This is usually defined as a maximum range, however weapons can have a range band with a minimum and maximum range defined. Attacks outside of range are not possible.
* **Description:** Details about the weapon as well as information about the rolling required to attack with the given weapon.
* **Abilities**: Some weapons have special abilities or attacks that can grant bonus effects. These abilities may have activation requirements or rolls that need to be made. Each weapon will list all of its additional abilities and attacks.

Attacking with a weapon uses an **Action** in combat unless stated otherwise.

### Shielding

Items such as Armor and Shields provide mitigation against specific types of damage. When equipped, items that grant **Shield** against specific damage types allow the Character using them to roll as if they are **Resistant** to the incoming damage type. Some particularly powerful Shielding items or effects may even grant the wearer **Immunity** to a specified damage type or types.&#x20;

Some attacks or abilities can explicitly penetrate shields. If this happens, the character takes damage to their health pool regardless of whether or not they are shielded against that type of damage.&#x20;

Some abilities can grant a character **Temporary Shielding**. This temporary shielding acts as **Shielding** while it is active, but expires when the Ability ends. Temporary Shielding is also bypassed by attacks and abilities that ignore Shielding.&#x20;

### Consumable Items

Items such as food, drinks, or medicine are considered **Consumable**. Consumable items usually grant instantaneous effects for their consumer, however they can have a duration that dictates how long their effects last. Some consumable items have a specific number of times that they can be used before they run out or need to recharge.

Using a consumable in combat uses a **Free Action** unless stated otherwise.

### Other Items

There are many other pieces of items and equipment in Monomyth that do not fall into a specific category. These items can have their own statistics, confer unique effects or abilities, or just provide character flavor.

### Equipping and Using Items

Items that can be equipped must be done so in a logical manner (such as only being able to equip one piece of headwear if a character only has one head).

During combat, characters can perform several actions with items:

* Characters can switch held items in combat (such as weapons) by using a **Free Action**.
* Rummaging through personal storage in order to find an item can be done by using an **Action**.
* Equipping or removing a piece of equipment can be done with an **Action**, however characters can only equip or remove one piece of equipment at a time.
* Dropping a held item is **Instantaneous** and does not require any Actions or Free Actions unless specified otherwise.
* Passing a held item to another character within reach can be done using a **Free Action**.


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