The Inventory System

Every quest completed, every achievement unlocked — your loot tells the story.

What Is the Inventory?

“Inventory” isn't one screen in MainQuest — it's three connected ones, each holding a different kind of item:

The Vault: Your consumables — potions, scrolls, buffs. This is what “Your Vault” opens to.
The Wardrobe: A dedicated home for equippable Wearables — titles, mounts, cosmetic themes, assigned per class. Built, but not yet open; until it is, the Vault handles the one live equip action (Kodan skins).
The Reliquary: Your relics — one-off collectibles unlocked by real achievement milestones, kept as proof you got there.

Every item has a rarity and a purpose. While XP levels up your character, items give you something to point at — a relic in the Reliquary is proof you hit a specific, real milestone, not a random drop.

How to Earn Items

Items enter your Vault, Wardrobe, or Reliquary through a few real channels:

The Shop: The main channel. Spend Embercoin you've earned on consumables and pet eggs. (A rotating Wandering Merchant is built too, but he wanders the Realm Map, which hasn't opened yet.)
Achievement Milestones: Real, specific thresholds unlock a specific relic — your 1st, 10th, 50th, 100th, or 500th quest ever completed, for example, or a streak milestone. It's the milestone that matters, not any single quest's difficulty. See the Achievements guide for the full list.
The starter bundle: Every player's first gift — a Mirror Shard (one free avatar edit), a Second Chance Scroll, a Medium Health Potion, a Kodan skin, and 150 Embercoin to start the ledger.

Individual quests do not randomly drop items scaled to their difficulty — that would be a different system than the one MainQuest actually ships. Items are automatically added when earned; you never need to manually claim or pick them up.

Item Types

The items you'll actually see and handle fall into a few kinds:

Wearables (sigil): Equippable cosmetics — Kodan skins, titles, mounts, themes — assigned from the Wardrobe. Think of them as trophies you can wear.
Consumables: Single-use items with a real effect — an XP buff, an HP restore, a Second Chance Scroll. Once used, they're consumed and gone. Live in the Vault.
Relics: Achievement-unlocked collectibles that exist purely as proof of a specific accomplishment. Live in the Reliquary.
Pet eggs: Bought at the Shop (a Pro perk) — they hatch into companions rather than sitting in the Vault.

Item Rarities

Every item has a rarity that indicates how difficult it is to obtain — and, for Vault items, what it sells back for. Rarity is a collectibility marker, not a stat: its most concrete effect is the sell floor, plus a more dramatic reveal ceremony for rarer finds on mobile.

COMMONFrequently earned or bought — the baseline tier
RAREA step up — costs more, or ties to a real milestone
STORIEDTied to a specific accomplishment or season
SINGULAROne of a kind — never sells, ever

These four — Common, Rare, Storied, Singular — are the real tier names the Vault shows you (title case on mobile, uppercase on web). There is no “Uncommon,” “Epic,” or “Legendary” tier. Rarity is a visual and collectibility indicator, not a power level — MainQuest is a productivity app, not a power-scaling RPG.

Equipping a Wearable

Today, one equip slot is live: Kodan skins, equipped straight from the Vault's Wearables rail. An equipped skin changes how Kodan presents everywhere he shows up — chat, push notifications, the Atrium banner.

A fuller Wardrobe — a dedicated screen for titles, mounts, and cosmetic themes, assigned per class — is built and waiting, but hasn't opened yet. When it ships, that's where the rest of your Wearables will equip from.

Unequipping Is Free

You can swap an equipped skin at any time. Unequipping just clears the slot — the item stays yours, nothing is lost. Experiment freely; there's no penalty for changing your mind.

Using Consumables

Consumables live in the Vault and provide a real effect when used. Unlike a Wearable (which can be equipped and unequipped freely), a consumable is single-use — once activated, it's consumed and gone.

Examples include XP buffs, HP restores, and the Second Chance Scroll. The Dawn Scrolls system grants the Clarity Buff (a 1.2x XP multiplier for 4 hours) the same way on both mobile and web.

Use Strategically

Since consumables are single-use, think about when to activate them. A temporary XP buff is most valuable on a day when you plan to complete multiple quests. A Second Chance Scroll from the Vault is aimed at a fallen friend — and when you're the one who's died, the death screen lets you spend your own to self-revive. Do not hoard consumables forever, but do not waste them either.

The Vault has a capacity cap that grows with your level. When it's full, new purchases pause until you free a slot, and incoming grants wait safely in a time-limited Overflow Cache — nothing you already own is ever deleted.

Building Your Collection

Your Reliquary is a record of everything you have accomplished in MainQuest. Over time, it becomes a personal museum — each relic tied to a specific milestone reached, not a random drop.

To fill it out, engage with different aspects of the app:

  • Rack up lifetime quest completions — milestones at your 1st, 10th, 50th, 100th, and 500th quest ever each unlock their own relic
  • Unlock achievements across all categories — quests, streaks, levels, and more each have their own relics
  • Maintain habit streaks — real streak-length thresholds (3, 7, 14, 30, 100, 365 days) each unlock their own relic
  • Spend Embercoin at the Shop — for Vault consumables and pet eggs you don't want to wait on

The most complete Reliquaries belong to players who engage broadly across all of MainQuest's systems rather than focusing narrowly on one feature.

Tips

  • Buy consumables and pet eggs from the Shop with Embercoin — that's the main channel, not quest drops.
  • Achievement milestones (your 1st, 10th, 50th, 100th, 500th quest, and more) each unlock a specific relic — check the Reliquary after a big milestone.
  • Equip a Kodan skin from the Vault's Wearables rail — it changes how Kodan presents across the app, not just a profile badge.
  • Save consumables for when you need their effect most — once used, they're gone.
  • A Singular item never sells — other Vault items sell back for Embercoin at fixed rarity floors (10 / 50 / 200). Relics and Wearables can't be sold at all.
  • The Vault has a capacity cap that grows with your level — a full Vault pauses purchases until you free a slot.

Platform Notes

FeatureMobileWeb
Vault (consumables) browsingFull supportFull support
Kodan skin equippingFrom the Vault's Wearables railFrom the Vault's Wearables rail
Wardrobe (full Wearable loadout)Built, not yet openBuilt, not yet open
Reliquary (relics) browsingFull supportFull support
Achievement relic unlocksFull supportFull support

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