Small update.
Added food + water, Eat command. Added Raw Meat object, Bone object. Fixed serious bug with Getting multiple items.
Update 2.
Battle-tested the Use command. It's halfway there, as it doesn't quite handle inheritance yet. Also, added Carving Knife, Sharp Object, Corpse, and the Use Sharp Object with Corpse command.
Finally, I added Spawn Rarity as a stat in the objects definition file.
Update 3.
Use command complete and tested. Using your Carving Knife with a Corpse will result in three pieces of Raw Meat and two Bones. The sum of food obtainable this way is greater than that obtained by simply eating the Corpse; also, you will be able cook the Raw Meat over a fire to increase its food value yet farther (I might even implement a cooking system whereby spices and other ingredients may be combined to create special dishes of great culinary benefit.)
My inheritance/parenting system is an attempt to save speed at the expense of memory use. You can define interactions for low-level parents (say, define Use|Sharp Object|Corpse to show a message "A maggot appears! It squeaks, 'Hello, world!'"), which is then added to a list of interaction code. The game will, when it starts, compile a list of interactions and work out parenting beforehand; each and every object that inherits from Sharp Object (or corpse, for that matter) will have a pointer to the interaction code for that "use" event, unless overridden. This is a relatively minor memory draw (4 bytes per interaction per item, or per item pair in the case of the Use event), and can be optimized to not even take up extra time at loading, by saving a list of pointers to a file and recompiling it every time the object or interaction lists change.
Update 4:
Modified levelup code to give luck some play in increased health and mana pool. Dexterity is still out in the cold, though. No raw stat increase there - it plays more into the behind-the-scenes mechanics.
Also, I linked carrying weight to various stats. Strength, obviously, plays a big role; dexterity comes second, and constitution has a small part to play. Finally, I made the player's actual health and mana show up alongside the percent bars.
Randomly generated characters tend to have stats which start in the D&D 'normal' range: 8 to 18. My generator also tends to dip a bit lower than the D&D default - stats which aren't focused on at all may dip as low as 3 or 4. Thus overall the stat points a character in Unnamed will receive are less than those in D&D. This is made up for, I believe, by the fact that a character gains one stat point per level, for each profession possible.
I think I'm going to have job level gaining difficulty be based on an average of 1. the character's level in a particular job (for instance, a level 1 Assassin would need only about 20 experience points to gain his next level), and 2. the character's total level (a character with 20 accumulated levels might have to gain 4000 or more experience points to gain his next level.)
Thus, level gaining will still be easier in untrained skills, but you won't be able to just gain random levels in odd professions to buff your stats. Doing so will be slower than otherwise, and will make your character gain future levels in jobs you actually care about at a slower rate.