gear -- job kit bag (hunter salvage and reagents) Everyone starts with a **worn kit bag** on back or shoulder. Salt packets, iron / silver scrap, borax, bandages, ritual chalk, and other salvage auto-stow there so your open inventory stays readable. How you play: gear -- list what is in the bag (identical items stack). gear stow pack every gear-tagged item from inventory into the bag gear stow <item> -- move one gear-tagged item from inventory into the bag. gear unstow pull everything in the bag back to surface inventory gear unstow <item> -- pull one piece back to surface inventory. wear <loot bag> -- sling a second canvas bag on your other shoulder (help inventory). wear <satchel> -- sling a profession bag on your hip (help satchels). restring back|shoulder|hip -- move a worn bag between slots. Rules: * Getting / looting / opening a strongbox auto-stows tagged reagents and hunter ammo. * Food and blood stay on open inventory (never auto-stow). * You cannot stow what you are wearing or wielding -- unequip first (help equip). * Magi rites (saltline, wards) and haunt 'salt' draw from the bag first. * Identical reagents and ammo **stack** -- the gear bag has unlimited stack room (not one row per crumb). * Corpses keep whole worn bags (contents stay inside until looted). * Ash Garage sells mechanic parts and tools -- wrenches, belts, shop rags -- not the hunter combat shelf. Hunter iron is at Rimrock Surplus (help surplus). Magi reagents are at Old Botanica (help botanica). * EMF readers (head slot or inventory) ease haunt / case investigate rolls; type emf to sweep a room for spikes (powerline noise can lie to stock meters). Buy readers at Rimrock Surplus or Highway West Sporting Goods. * Garth's Pawn Shop buys almost anything (list / buy for ordinary secondhand). Rare salvage, magi reagents, and hunter combat kit sold at the desk consign to Curio Lux's wagon -- you still get paid on the spot (help pawn). * Lawrence Mechanic Shop (Massachusetts Street near the mechanic) is the workshop **craft** / repair stop for students who cannot reach Lebanon's Ash Garage every run. Stakes and field kit are at Highway West Sporting Goods. * Cadence fighters restock the bag when survival needs are met (help cadence). * 'seek kit' walks/buys stake, salt, demon-bane steel, and reagents (help seek). Combat wear (armor and weapons with mods) gradually chips when you take damage in fights -- not every hit, and full combat bonuses hold until condition drops below about 80%. A long hunting day may chip cosmetic condition; penalties ramp as kit gets truly worn. Mythic artifacts never wear. At a workshop (Ash Garage, Lawrence Mechanic, bunker armory) type **repair** / **repair all** to pay the shop crew -- that restores kit for dollars and does not train Mechanic. In the field, **repair** with a toolbox practices (below Mechanic 10) or patches (at 10+); see help repair. Shorthand: repairgear / gear mend / gearpatch / gear patch.