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Item Caddy

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Sometimes, characters don't have the physical strength of the Mighty Glacier, nor the toughness of the Stone Wall or even the magic abilities of the Squishy Wizard and White Mage. Maybe they have the speed of the Fragile Speedster, but sometimes not even that. Oh, what is a Tag Along Kid to do in order to be actually helpful then?

Well, if that is your problem, why not become an Item Caddy? This character role specializes in using and obtaining items and money more efficiently than most. How do they do that, you may ask? Well, they quite often have at least one of these abilities:

  • Item Splitting: When this type of Item Caddy uses an item, it affects several targets instead of just one, even though only a single item is used.
  • Free Item: When this certain Item Caddy uses an item, he doesn't consume it. This essentially makes said item inexhaustible.
  • Empowered Items: Items used by the Item Caddy are more powerful than normal.
  • Exclusive Items: Certain items can only be used by the Item Caddy. Nobody else can use those items. Alternatively, everyone can, but with Item Caddy, its effects are more powerful. (This doesn't count, say, character-specific equipment.)
  • Drop Rate Up: Some Item Caddies get passive abilities that up the amount of money earned, rate of items gained, etc.

Item Caddies sometimes get a stealing ability, just in case they run out of items. They may also be capable of Item Crafting. Power-Up Magnet optional.

See also Mechanically Unusual Class, which this character sometimes mixes with, and compare Heavy Equipment Class. May relate to Gadgeteer Genius. Not to be confused with another Caddy.


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    Tabletop Games 
  • Blades in the Dark: The Leech playbook is a Gadgeteer Genius whose skill set specializes in crafting and downtime activity, but who more than makes up for it on missions by carrying all manner of strange contraptions and alchemical concoctions to suit the situation.
  • Dungeons & Dragons:
    • The Eberron setting's Artificer class is all about this. They can craft items cheaply (and without knowing the spells normally required to do so), spend multiple uses of a charged item at once to increase its power, temporarily turn any item into a magic item, or change the effects of magic items. They also get some abilities for healing/damaging Constructs — the setting also introduces a Construct race who can treat parts of his body as magic items, meaning that these will see plenty of use. It's generally considered one of the most powerful classes in the game, if one of the most difficult to play.
    • Most beholderkin are floating Cephalothoraxes with no limbs, but examiners are a variety with four arms capable of manipulating objects, including magic items. This means that while their Eye Beams are non-combat spells like legend lore or enlarge/reduce, the fact that examiners can potentially wield magical artifacts makes them among the most dangerous of beholderkin.
  • Fabula Ultima: The Tinkerer class. All but one of its skills relate to consumable items in some way: they can craft unique consumables on the fly, use all consumables more frequently while in Crisis, and make their unique consumables more effective in various ways.
  • Munchkin:
    • The Hireling. He can't help in combat normally, but he can carry around an extra big item for the player, and can use the siege engine in battle if you have it.
    • In the Munchkin RPG, Star Munchkin edition, the "Big Hairy Alien" hireling is noted as making a great item caddy. They have four arms, can exchange items with you and reload weapons (whoever's holding them) as free actions, and carry enormous loads.
  • Numenera: Everyone gets to use cyphers (consumable items), but Nanos generally get to carry around one more at any time than either of the other classes. There's a limit on how many cyphers one can carry without something bad happening, as cyphers become more unstable in close proximity with each other, but Nanos better understand the forces involved and so can control the instability somewhat, making them superior Caddies to the rest of the party.
  • Pathfinder 2nd edition has Alchemists and Rangers with Snare Specialist, who has the ability to prepare free items of their specialties (alchemical items and snares, respectively) every day, with class feats that help augment their specialized items.

    Video Games 
  • Atelier Series being based on alchemists, has quite a lot of this.
    • Atelier Iris: Eternal Mana: Klein has terrible Stat growth and no direct offensive skill except a very weak physical attack. He is also the only one who can use Mana Items, or even Synthesize them mid-battle. All his skills are also directed at strengthening the power of the items.
    • Atelier Iris 2: The Azoth of Destiny, Eternal Mana's chronological prequel, has Felt, who can synthesize items mid-battle, but otherwise he is a perfectly fine fighter and has no item-related skills. On the other hand, your last party member Viese plays this trope straighter, getting a few of Klein's item related skills.
    • Atelier Rorona: The Alchemist of Arland: The main character Rorona is the only one who can use items at all.
    • Atelier Totori: The Adventurer of Arland: Only Totori and her mentor Rorona can use items. Totori plays this trope straighter, though, as she has a skill called Duplicate, which allows her to use items without actually spending it, but at only 80% power. It's her only skill in the game.
    • Atelier Meruru: The Apprentice of Arland features both of the trilogy's previous alchemists, who can still use items, while adding Meruru, who can draw out an item's hidden powers during Combination Attacks. Totori keeps her duplication abilities, and Rorona has no special abilities with items (but has more non-item related powers to make up for it).
    • Atelier Sophie: The Alchemist of the Mysterious Book: Everyone can use items, not just the alchemist heroine. However, Sophie is the only party member who doesn't have any restrictions on which item types she can use. There's also Corneria, who can use her duplication alchemy to use items without consuming their charges.
  • Bravely Default: Salve-Makers entirely revolve around this, relying on items to attack and heal. They can be as helpful healers as White Mages, and aren't too shabby when it comes to dealing damage either (as long as they use items, at least, for their other stats are rather subpar).
  • Bleeding Sun: Haruki's skills sacrifice consumable items for greater effects than when using them normally. He can also use up crystals to deal magic damage and is the only one who can use them. He can also take stances to focus on either healing or damage, which the player needs to consider to make item usage more efficient. However, he lacks any form of offense without items, meaning he has no choice but to use the defend command if the player needs to save on items.
  • Bowser's Fury: Bowser Jr. will carry up to five of each type of item in your item reserves. For example, you can have extra Super Bells to become Cat Mario again in case if you take damage and you can switch between Fire Mario and Boomerang Mario depending on your current circumstances without having to ditch any powerups.
  • Bug Fables: The Heal Plus Medal makes items used by the equipped party member more powerful. While anyone can use it, Vi's healing skills also receive a boost from it because they're considered "items" — making her a logical choice for being the party's designated item-user.
  • Castlevania: Circle of the Moon: One of the New Game Plus builds is a Thief type. You gain an incredibly high Luck Stat and not much else, so you will be buried in stockpiled items from fallen enemies, which you'll spam constantly in order to survive.
  • Darkest Dungeon: The Antiquarian has crappy attacks and mediocre support skills, but she allows the party to carry more loot and sometimes finds antiques that turn into trinkets once you return to base.
  • Dawn of War:
    • Late in the first game and for most of the first expansion Cyrus tends to take on this role; his squad's damage output is mediocre and he can't take a hit, but he does have faster movement than everyone else, invisibility, and really big mines.
    • Dawn of War II has the tactical marine squad lead by Tarkus. Compared to the other squads at your disposal, they are basically middle of the road units (until Tarkus gains the temporary invincibility ability virtually required to win anything on Primarch difficulty) but their main advantage is the huge number of accessory slots they possess. Thus Tarkus is usually the one toting the medkits, grenades and other sundry expendables in many missions.
  • Disgaea:
    • The Thief class isn't particularly good in any regard other then speed, but nonetheless ends up on the main team of most players, due to being much better at stealing then any other class. They can also receive better items from treasure chests starting from Disgaea 3.
    • Disgaea 2: Cursed Memories: Archers have the unique ability that enemies they kill have a 30% chance of turning into treasure chests.
    • Disgaea 3: Absence of Justice: The Gunslinger class' abilities revolve almost entirely around granting you more rewards, either through larger bonus gauge increases, more money from defeated enemies, and a chance to create a treasure chest when defeating enemies. Her Distaff Counterpart has abilities that are geared towards improving damage, but statistically, the two are virtually identical.
    • Disgaea 5: Alliance of Vengeance: Maids can use an item as a free action each turn and can learn Evilities that enhance item effectiveness and efficiency.
    • Makai Kingdom: The thief class similarly gets the bonus to steal, but also has the greatest throw distance, and ties for the largest inventory with the Prinny and Merchant classes.
  • Dokapon Kingdom: Both the basic Magician class and the Alchemist class have aspects of this. Basic Magicians can carry a lot of Overworld Spells (which are essentially items, they just have their own inventory space) and get a bonus when using them. Alchemists can double items, even if their inventory is lacking. Multiple copies of an item that lets you steal an opponent's town? Yes please!
  • Dota 2: Alchemist doesn't have any potent scaling abilities beyond his ultimate that has a limited uptime. However, one of his passive skills gives him extra gold for each kill, so his scaling primarily comes from his ability to farm items faster than most other heroes rather than any built-in damage boosters.
  • Mother:
    • Earthbound Beginnings: Lloyd uses special attack items in exchange for not having any PSI abilities like the other party members.
    • EarthBound (1994): Jeff, a quasi-Mad Scientist. In fact, he's the only one who can use the shatteringly powerful Bottle Rocket items, as well as use (and make) other useful things like the Defense Shower or Shield Killer.
    • Mother 3: Boney is generally used for this. While the other party members have useful PSI, techniques and non-inventory-based tools available to them, Boney only has an Enemy Scan ability. On top of that, while fast, his attack power starts to pale in comparison to Duster and Lucas around mid-game, so naturally, he's the best choice for carrying and deploying the usable rockets, bombs and utility items that you'll pick up. In addition, he doesn't have as many equipment options as the other characters, so his inventory will have more space for these items. However, occasionally he will consume a recovery food item meant for another party member, (un)amusingly enough. It's also worth noting that Boney is Lucas' dog. Just try not to think about it too hard.
  • Epic Battle Fantasy: Matt can swap between several kinds of Situational Swords as a free action to exploit elemental weaknesses or buff his abilities, in the case of the Guitar.
  • Eternal Eyes: Luke has no magic to speak of, but he's the only one who can use items (some of which have the same effects as spells). He's also the only one who can use Jewels in battle, which also act spell-like, but can also be used to lay traps.
  • Fallout:
    • Fallout 2 has Lenny, a ghoul with an alrightish skill with submachineguns, which can be rather expensive to keep stocked if fired on auto all the time, or really weak if they're not. However, he can carry a lot of stuff. So if you get the Magnetic Personality Perk you can get him along to hold the ammo for guys like Marcus. See also a glitch that could cause the boot of the car you spend a long quest-chain getting to work to follow you around the map; it was implemented as a member of your party that can't ordinarily move and has no stats, making it a weird sort of meta-example.
    • Fallout: New Vegas has Raul, and ex-vaquero ghoul whose bonus perk slows the rate at which your weapons deteriorate, meaning they can last longer before breaking. Finishing his personal quest either slows that further, or boosts his fire-rate with lever-action weapons, making him more a hybrid.
  • Final Fantasy:
    • A variant of item-depending class is the ability to throw weapons or money at the enemy. The former is usually given to Ninjas, the latter varies more (the Tactics Advance series gave it to the Juggler, Final Fantasy V gave it to the Samurai class as a reference to Zenigata Heiji, the fictional sengoku-era policeman who would throw coins to incapacitate criminals).
    • Final Fantasy III: Scholars are a mix of these and spellcasters being able to use both black and white magic, but their primary strength is their ability to double the effectiveness of both healing and attack items.
    • Final Fantasy IV: Edward has a bit of this with Salve, an ability that splits a potion among the party. In the DS remake, it is upgraded, allowing him to use five of the same item, so as to use one on everyone in the party. This includes higher-level Potions, status-clearing items, and Phoenix Down. The sequel gives him an Item Amplifier ring that lets him outpace a White Mage in healing ability provided you have the cash.
    • Final Fantasy V: The Chemist class have a Mix ability that lets them combine various items to create some seriously powerful effects, and they come with the passive ability Pharmacology, which doubles the effectiveness of items they use.
    • Rikku in Final Fantasy X and the Alchemist job in Final Fantasy X-2., a combination of exclusive and stealing. One weapon skill doubles item effects. Another skill allows the use of potions, eventually even very powerful ones, without using them from the inventory.
    • Final Fantasy XII: Larsa, a Guest-Star Party Member, has a gambit that has him use free Hi-Potions and X-Potions on the party when their HP drops below a certain threshold making him a very useful Combat Medic and Crutch Character due to the instant effect items have over magic. This was removed in the Zodiac version where the guest function was revamped, though Larsa still comes with Cura, which isn't available for purchase until the Tomb of Raithwall.
    • Final Fantasy Tactics: Chemists have to learn a separate ability named after each type of item in the game in order to be able to use it in their Job Command. Of course, considering the strength of the items they have access to, this is necessary for balance.
    • Final Fantasy Tactics A2: Alchemists and Rangers. Both have other abilities but can learn a passive skill to double the effects of items. Alchemists also get the Item Command for free, while Rangers enter Game-Breaker territory with Mirror Item, which reverses an item effect on an (those potions that heal 200 hp? Now a nearly unmissable 400 damage attack).
  • Fire Emblem series:
  • Front Mission: Any Wanzers dedicated to carrying items are these, particularly in Front Mission 3 since no repair-type backpacks exist at that game. In Front Mission 4, the Resistance Army in Darril's storyline also features one item-carrying "medic" that some stages provide you with.
  • Invisible, Inc. agents with a high Strength or Anarchy stat end up being this, as Strength obviously lets you carry more stuff, and the more advanced tech that doesn't fit into the other stats ends up requiring a minimum Anarchy score. More specifically, Sharp can have more implants than any other agent, and gets a bonus the more he has, rewarding you using one specific type of item on him.
  • The Last Remnant has skill trees of these in the form of Item Arts. Characters specializing in them invokes this trope. It has the advantage of not needing AP, with the disadvantage of the user literally burning money to use them since the ingredients needed to use the abilities has to be farmed or bought, and the high tier ingredients can be very expensive.
  • The Legend of Zelda: Twilight Princess: Midna. Link's definitely not carrying all his junk, and Midna is seen to teleport the Ordon sword and shield away when you go into Faron Woods' Twilight.
  • Lost Odyssey: Sed, the pirate, can use multiple consumables a turn, increase XP and gold gain, generally improve items' usefulness, and steal items from enemies, some of which can only be obtained by stealing.
  • Magical Starsign: Chai can equip an accessory that doubles the effect of both battle and recovery items, making him the designated Item Caddy of the group.
  • MARDEK: In Mardek 3, Meraeador does not equip weapons like the rest of your party members. Instead, he can equip two different Inventions, which can only be crafted at his workshop. These range from weapons like flamethrowers and giant drills to support items like Potion Spray, which let him use a single healing or status recovery item on the entire party.
  • Monster Hunter: World: Somewhat the new niche of the Sword & Shield weapon type. It never had the fastest attacks, the biggest damage numbers or the strongest defences, but it now has the unique property of being able to use items, traps and the Slinger while unsheathed. Combine with being one of the best choices for inflicting elemental damage and status effects, and all of a sudden an overlooked weapon choice is sporting a lot of versatility. As JoCat put it, the Sword & Shield turns your inventory into your moveset.
  • No Umbrellas Allowed: If you befriend her, Eggie offers to give you three items for free on the following Monday, which can be sold cheap. Darcy and Hanja also offer to give you items that are sought by club members, but for an expensive price, and these items tend to be "Fairly Damaged", "Valueless", or worst of all, "Totally Wrecked" (damaged beyond repair).
  • Ooblets: Several of the titular Mons have signature moves that give the player a certain item. The most dedicated Item Caddy is Plob; all three of its signature moves do this.
  • Path of Exile: The Pathfinder Ascendancy class for Rangers has skills that heavily revolve around flasks, which in this game are rechargeable consumable items that can be used to restore health or mana or gain temporary stat boosts. Most of their skills will either grant a bonus effect while a flask effect is active, conserve or give flask charges, or make them remove or become immune to various Status Effects.
  • Planet Blupi: While the titular Blupis can build many stuff to support themselves in survival and combat, these creatures actually rely entirely on using items to fight. An unarmed Blupi is a dead Blupi in battlefield.
  • Pokémon:
    • Pokémon that have the Pickup ability can get free items at a random chance after battles and are also generally capable of learning Thief or Covet, which allows them to steal items. They tend to not be good for much else, due to frequently being Com Mons and/or losing the ability upon evolution.
    • Harvest is the "free item" sort, as a user has a 50% chance of getting a berry back after consuming it (going up to 100% if bright sunlight is active).
    • Compound Eyes functions as the "drop rate up" variety, as the odds of a wild 'mon carrying an item increases if whatever is in the player's first position has it.
    • Ball Fetch allows for a single use per battle recovery of a Poké Ball that failed to catch a Pokémon.
  • In Potion Permit, your dog can sniff out items buried in mounds if you bond with him well enough.
  • Prayer of the Faithless:
    • Luke has skills that use up consumable items while giving them different effects from normal.
    • Downplayed with Aeyr. While he can't use the varied item effects that Luke can use, he can increase the amount healed by consumables.
  • Resident Evil: Jill has eight item slots as opposed to Chris' six, and doesn't have to carry small keys as she can just pick simple locks, giving her much more item space and freedom to carry items. In a game centered completely around item management and using items to solve puzzles, this makes Jill much easier to play as than Chris. Even in the GameCube remake where Chris doesn't need to waste an item slot on a lighter, she still has the clear advantage.
  • Resident Evil: Outbreak has backpacker Yoko Suzuki. Slow as molasses and is injured by light breezes, but she can carry twice the items, be they weapons, herbs, or keys. Cindy Lennox can count as a lesser version, being able to stack different colored herbs in a special carrying case.
  • SaGa (RPG): The series has its share of this trope since it often has unique races rather than classes.
    • The Final Fantasy Legend humans are literal item caddies. They often are inferior to Mutants and Monsters since they lack group attacks. However they can carry 8 pieces of equipment in a game where the common item inventory is just 16.
    • Final Fantasy Legend II: The Robots automatically halve the number of remaining uses of an item they receive, but when they heal at the inn, the uses heal back up to that half level.
    • Final Fantasy Legend III: Cyborgs base their stats off the equipment they are using. They lack an attack proficiency but they are often the fastest characters in game. This makes them very useful to use fill any roll during the battle round.
  • Shin Megami Tensei IV: Apocalypse: Played with in the DLC. Protagonists from all previous numbered SMT games become your party, and the Item command is given the portrait of the hero from Shin Megami Tensei: Strange Journey.
  • START AGAIN START AGAIN START AGAIN: a prologue: This is The Kid's role during combat, in order to help keep them out of harm's way.
  • Steven Universe: In Attack the Light, Steven uses the items in his Cheeseburger Backpack to help the party in battle since he doesn't fight. The sequel games make him a playable fighter, but you won't be able to use items if he's stunned or he faints in battle unless in the third game, he has the Trusty Backpack upgrade or you're playing in Rose's Room.
  • Super Robot Wars: There's a skill called the "Parts Supply" skill that allows players to make any character into an Item Caddy where they can distribute items to people beside them and it doesn't use up a turn. Thanks to a Good Bad Bug in Super Robot Wars Z Tengoku-hen, the protagonist Hibiki Kamishiro ends up being the best caddy in the game because anytime he uses up a part and then transforms into his Super Mode, he actually regains all the items he has used, allowing him to use the items again. Which means if players gave him the "Parts Supply" skill, then he can either use the parts for himself or for his allies who would need the help. And considering one of those items gives one unit double the damage, 100% accuracy, 100% evasion, 2x EXP and money, +10 morale, and +3 movement all in one...
  • Super Smash Bros. Melee: Pichu is designed specifically with items in mind. His extreme speed allows him to capitalize on item drops to gain the upper hand. Unfortunately for him, tournament rules largely ban items, sending him to the bottom of the tier list.
  • Tales Series:
    • Tales of Vesperia: Repede gets many skills that are based around improving items, such as decreasing the cooldown between uses and the ability to steal from enemies. While some of these skills can be learned by other characters, several are exclusive to him, and he tends to learn the ones that are shared earlier than anyone else. All of this is a little odd when considering that he's a dog (Which does get lampshaded by the party in a skit, where they complain about the items getting covered in drool when he uses them).
    • Tales of Xillia: Leia gets a multitude of item boosting skills, which makes her the best character for topping off the party in a pinch if her healing spells aren't enough.
  • Warcraft III: The Frozen Throne gives every faction the Backpack ability, allowing most ground units to carry but not use up to two items. Modding the game to allow non-Hero Unit units to use items is possible, but using stat powerups causes the game to crash.
  • Warframe:
    • Nekros, the resident Necromancer, can use his Desecrate power to cause enemy corpses to roll a second time for loot. Hydroid is capable of similar things if he has the special Augment mod Pilfering Swarm. While highly convenient for farming resources, both Warframes are all but necessary in keeping life support replenished during long Survival missions.
    • Chroma's Effigy can increase the amount of credits that its victims drop.
    • The Carrier Sentinel used to have a special ability to pick up every collectible in a radius around the player. Now, every companion has been granted it, and Carrier Sentinels shine by increasing their user's ammunition maximum and making already Universal Ammunition (Rifle ammunition going into every rifle, Pistol Ammunition going into every sidearm...) even more universal (any ammunition can replenish any weapon).
  • Warhammer Fantasy Battles: Scrollcaddies are a common use of low level wizards who just walk around ready to dispel enemy spells.
  • Wild AR Ms 3: Virginia, while not a particularly strong fighter, gets this because she's so damn good at using items due to her "Mystic" ability, which lets her make an item hit multiple targets instead of just one, or in the case of certain plot items, cast spells embedded in them for free. Given that she's fast to boot, means she's always ready for a quick heal/revive to kick off a round. She also keeps the elemental gems from being Too Awesome to Use (or makes them even better for selling).
  • Wild ARMs XF: Gadgeteers are the only class in the game that can use healing items to others, and the ones who master the whole class also gets an access to "High-Class" or advanced items.
  • XCOM: Enemy Unknown: Support class soldiers get "Deep Pockets" at Major rank. In the core game this lets them carry two items; in Enemy Within, due to the "two items per unit" feature becoming a Foundry project for everyone, it was changed to the Support getting one extra use out of a consumable item. This means two uses out of a grenade, three zaps with an Arc Thrower, or, if the Field Medic skill is picked as well, four uses of the Medkit.

    Non-Game Media 
  • Kid Radd: Itty Bitty the shopkeeper was a shopkeeper in his original game, and thus has access to Hammerspace (where else is he going to keep all of those potions?) and an infinite supply of every item he sold (which include an airship).
  • Only Sense Online: The main character Yun specializes in this, due to him being specialized in crafting consumables to help teammates or debilitate enemies, while having some exclusive offensive items he reserves for himself.