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