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tuck

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tuck -- belt holster and belt light loop

Two ready belt slots: a weapon holster (stake, machete, Colt) and a light loop (torch, lantern, flashlight, glowing stone). Neither is a second combat hand (that is offhand) and neither is a clothing waist belt (wear those with waist gear).

How you play
  tuck <weapon> belt -- holster from inventory (aliases: equip belt <item>, equip <item> belt).
  tuck <light> light -- clip a carried light (aliases: equip light <item>, equip <item> light).
  tuck <item> -- auto-routes lights to the light loop, weapons to the holster.
  tuck -- show holster + light loop contents.
  untuck / unequ belt        clear the weapon holster
  untuck light / unequ light clear the light loop
  eq                          Belt: and Light: lines show what is ready

A belted weapon counts for stake, decapitate, and folklore proper-kill finishes so you can keep a primary firearm or two-hander out and still finish immortals. When a finisher pulls the belted tool, you and the room see a short yank-from-belt tell before the usual stake / behead lines. A clipped light still pierces dark rooms for mortals. Combat damage mods on the holstered weapon do not stack into every swing.

See also: help equip | help stake | help decapitate | help incap