Object handling

Object handling on RetroMUD is quite straightforward, with objects being
referred to by their 'ids' or names. For example, 'a battered mace' can
probably be referred to as 'mace' or 'battered mace'. If you have
several maces, you can refer to 'mace' or 'mace 2', etc.

Note that articles are usually ignored.

If you want to refer to a group of objects, prefix it with 'all'. For
example, 'put all mace in chest'. Another version closer to english
would be 'put all of the maces in the chest' which also works, as do
any combinations. Some common terms which are supported:

    [wielded] weapons
    [worn] armor/armors/armour/armours
    [wielded] shields
    eq/equipment
    thread/nothread   (nothread includes items not threaded to you)
    threaded by/to 
    threaded/unthreaded/threaded to me
    carried/noeq/non equipment
    random eq    (Targets all randomly generated equipment)
    slot      is the slot (i.e. point slot upper torso)
    bulk      is the bulk (i.e. drop all bulk minimally bulky)
     ammo     is the damage type (i.e. drop all cold ammo)
    in        is the location of the object (ex. "room" or "me")
    embalmed

    Skills and Spells that alter gear also extend targeting
             [see skill/spell help descriptions]
        blessed/buoyant/chaotic/enchanted/elementalized/frosted
         glowing/hardened/laniard/named/protected/runed/sharp
                strengthened/weatherized/wet/whetted

    Weapons and armor can also be targeted:
       by weight
                weight over:
                weight under:

        by size
                size:
                size over:
                size under:

    weapon condition (help weapon conditions)
        weapon condition incredible
        weapon condition broken
        weapon condition damaged (neither incredible nor broken)
    armor condition (help armor conditions)
        armor condition incredible
        armor condition broken
        armor condition damaged   (neither incredible nor broken)

    wands can be targeted as charged or uncharged

    Certain item powers can also add targets.  They include the following:
        imbued and marked

To filter items targeted, you can also use "max" and "except." Adding "max"

followed by a number will cap the number of items targeted at that number, 
while adding "except" followed by another argument at the end will remove
any 
items targeted by the latter argument from the list of things targeted. For

example, "put max 2 all weapons except all threaded in chest" will put two 
weapons that are not threaded in the chest, assuming that many weapons
exist.
If only one is found, that one will be placed in the chest.

Multiple items or sets of items may be specified by separating them
with commas. This applies to both desired items and exceptions and
works with or without "all" in the specification.

Exceptions may be made recursively, so that an exception can be applied
to a previous exception and so on. Exceptions apply to the entire
preceding list (after the last "except" if one exists) and cannot be
used inside of a list. Max may be used either inside or outside of a
list, but the first max always applies to everything that comes after
it (until an "except"), not just to the first list item. To limit
only the first list item, another max must precede it, such as "max
100 max 1 sword,all" to get up to 100 items including no more than
one sword.


See also:
put, drop, get, give, eq, inventory, keep, boxes, label, bulk, thread,
present, advanced object handling examples

If an item doesn't id as something you think it should, please bug it.
bug  where  is an something you can target the item as.
(this makes tracking down the item much easier)